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Hmmm, wait a tick.What about a Rad/MM Blaster?Wouldnt that be Mage Like if I changed the Rad blast color?
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Quote:Well, I havent seen more then 1 Fire/MM, or Archery/MM since iv been back and playing the game.Then again I play on Freedom, and iv figured out that FotM builds are usually diffrent server to server.I mostly see Fire/EM and DP/EM on my server now days.If you're trying to avoid popular builds, Fire/MM probably isn't for you then. It's only slightly less FotM than Archery/MM.
While Fire Primary for Blasters is widely used, it still looks like the primary I want to go with.It is unfortunate that some servers have a Fire/MM as a FotM, but im starting to say the hell with it.Im going to eventually run into a build that alot of people play any way, so I might as well stop taking this game so serious.
Iv done alot of things on it so far that have made me content, so im done trying to be diffrent.In life im the odd man out, it doesnt seem to work so well in a video game though.
Anyhow, iv been playing Final Fantasy 1 on a Emulation Rom on my computer latley, and I may be modeling my Blaster after a Black Mage, just for S&Gs.The witch hat will help alot with that image.
Im pretty sure this idea isnt a new one on any account in this game, but I wanna do it, so I will.I know /Psi wouldnt seem to Mage like to alot of people, but I dont see why it cant be considered either way by some concepts.
There are such things as Mind Mages who use the power of there mind to trigger Magic Spells and Enchanted Items, and others like Techno-Wizards that use Technology to either trigger a Magical response through crystals or use a magic relic as a battery for a technological device that can tap into it.So I suppose I can get away with it.
One question though...Male or Female toon?Hmmmmmmm.
Both could make excellent costume designs for this endevor, but which one? -
Ok, im going to try my hand at Blasters again.
I have played a AR/Dev to death and id like to try a diffrent build.Blasters really dont turn me on at all because of the amount of people iv seen faceplant because of very most likly very poor playing.Which has been just about every Blaster iv seen in the game.
I want to make a Survivable Blaster, as well as a AoE centered Blaster.
The only thing that really comes to mind for this would be a Fire/MM Blaster.I really want to aviod certain builds that are raved about, and want to aviod a Ice/Ice Blaster due to having a Cold/Ice Defender already that im more then pleased with.
Iv heard people say a Fire/Fire build would be great for AoE Damage, but it still doesnt add survivability to the Blaster.No damage Midigation at all.
Iv heard Ice/EM, Fire/EM, AR/EM, or Sonic/EM.These seem to be the more popular builds, and I want to avoid them like the plague.
Ill be using Dual Pistols for a Defender when I get the use of the set, so thats also out of the question.
Does anyone know of a build other then Fire/MM that id possibly have success with?Because from where im sitting, this is the choice I may go with. -
By being a Defender Junkie I can chirp in on this subject.
First of all, the fact that the Blast sets turn you off isnt anything new for many people when it comes to playing a Defender.
The major diffrence that you might not be seeing is that Defenders are the Blasters version of Tanks.Iv played Blasters as well as Defenders and I must say that Blasters with there weak solo survivability and the need for baby sitters leaves them something to be desired.
Sure, they can dish out the damage, but I honestly dont belive that pure damage along with NO survivability makes a very good AT.Jumping around helps, but it wont stop death if you have a stray baddie that the Tanker missed and you dont notice till its too late.
Defenders on the other hand can dish out respectable damage and give support to them selves, and the team.Like Tankers, they trade off half the damage vs what a Blaster can dish out for alot more survivability.I dont see any Blasters running around doing 8 man solo missions.I however see alot of teams that are Blaster heavy waiting around looking for a H34lZoR and a Tank before they do any missions.
I for one dont feel the need for a Tank or a so called "Healer" when I load in one of my Defenders.Good combonations and understanding of your AT can show you that +damage -Survival ATs cant handle most of what a Tank or Defender can handle by them self.
If Defenders just dont do enough damage for you, then you have a couple options.
1) Carry around full Trays of Purple Inspirations.
2) Dont bother with a Defender and stick with a lesser class like a Blaster. -
Im tempted to make a SD/Mace Tanker simply because everyone says its better, and I have yet to ever see one.Mace does have better specs then Axe does, but The Ritki Axe that iv still not obtained yet is what pushes me to stay on this route.
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I'll be rolling a single Brute for Blue Side.
SS/FA Brute because of a old revived concept I originally had for a Tanker.A angry half demon biker that just didnt get the fofilling rage and anger down the last time I played this game.
As for any other Brutes for Blue side?Highly Doutful.Super Strength is the only set in my eyes that is given any justice by playing a Brute. -
Quote:No.I was looking at the stats for the pet ( http://coh.redtomax.com/data/powers/...?id=Pets_Stone ) and where it says '[Ignores Enhancements & Buffs]' does that mean it would ignore a resist buff from Thermal Shield?
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Im scratching my head and trying to figure out why anyone would say Earth Control is lacking or weak in any way.
I have a Earth/Sonic Controller, and a Earth/Earth Dominator, and they dont lack a thing.
Its prolly the same people that use Mids and forget that its a imperfect program that lies more then anything.
Ahh well, Flame on! -
Quote:Go ahead and post it in here, im not a complete Jerk 100% of the time.Just 98% of the time.Can't tell if you're being serious or not, but on the off chance that you are, fire makes a point of not using planners or following cookie cutter builds, so he's not going to have a build to post.
If you want I can PM you the shield/mace build I'm working with, since mace is basically identical to axe. Just PM me if you want it, I'll refrain from posting it here since this is fire's thread. -
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Quote:Sheesh, if I ranted like this id get neg repped.Last night on my blaster I was teamed with 3 tankers. 2 had no taunt. The other had a 4 billion build (I saw the bonuses). They engaged 1 Samurai spawn, maybe 15 Samurai. I waited 10 seconds, lined up my cones, and started cleaning the critters off. I was pretty surprised when 3 peeled off and decided I was their biggest threat level.
Now I started a thread about taunting, and I got some good discussion. This is more of a complaint.
I now feel like I have to interview tankers to see if they know what they are supposed to be doing.
This is the equivalent of a dom deciding that they are just gonna do attack, frack controlling anything.
I do not mind not having a tank on the team. I understand a lot of tankers really want a brute blueside. I get it, that's why most of my 50s are brutes, with just 2 50 tanks. But this really got to me. 3 tanks that could not hold agro, because not a single one hit taunt. Really frustrating because the stadard response from each of them is "I am doing damage" lol. Yeah, I am glad doms and trollers do not have this strange problem.
Blue teams are set up to be stronger than the sum of their parts. It goes back to the Devs reading comics. I agree Tankers should do more damage, did they miss that bricks on most teams do tons of damage? But they did give tankers tools to save their teammates. And yes, that is their job.
k, rant over.
Anyhow, Many Tankers dont need Taunt.I have a few Tankers, and only 1 of them bought into Taunt at all.
My Fire/Fire, Ice/Ice, and Elec/Elec Tanks dont have taunt at all.They rarely lose agro, and there damage Aura's as well as AoEs grab a huge chunk of agro, if not all of it.
My SD/Axe Tank however needs the Taunt power.He doesnt have a constant sting of AoE, nore does he have a Damage Aura.So this one requires it.
One exsplination would be they where Willpower or Invuln Tankers with a ST Secondary like Super Strength or Dark Melee, or whatever.If those types of Tanker builds dont take Taunt, they are screwed.
Another Classic mistake I see on Tanker builds would be like taking Fire Armor and not taking Blazing Aura OR Taunt.That makes me just grit my teeth.Especially when you ask that player why he skipped Blazing Aura and he responds with "I cant handle all the agro it brings me.".
Alot of Tankers these days fall into the 40% area like Call Me Awesome pointed out, but with a bigger twist then that.That 40% falls into the relm of players that dont want all the agro, they wanna be a Scranker and dont give a rats *BlEeP* about the team.
Dont let people confuse the Scranker term wrongfully.They call a Tanker that takes Fire Aura, or Electric Armor Scrankers.When in acctuallity, that player that made a WP/SS Build or Invln/DM Build is a frickin Scranker.I have NEVER been on a team with one of those types of build and seen ANY of them hold Agro very well or at all.
In fact, every time I team with any of my Tankers, reguardless of there being 1-3 other Tankers on the team, I end up holding all the agro, and after a couple of mobs, the other tankers wait for me to run into the mob first.Yet 1 of them will commonly call me a Scranker, when im holding the friggin Agro of a 8 man team on a so called squishy Fire Armor Tank, and without Taunt.
So I have to say, youv met some horrible Tankers.Just do what I do, make a toon that can solo reguardless if theres a Tanker or not.On another post iv conveyed this idea.The AT doesnt matter.If you can solo large mobs with it, then being on a team grants that team a little coverage from the Tard-Tank trying to lead the mission. -
Quote:Cool, sounds like a nice job.Hehe, Actually I work in the Engineering Department for a Military subcontractor making...
well, I cannot really tell you what we make... but you were pretty close.
And we actually prefer the term "propeller-head", Thank you very much !
I however dont do anything as technical as all that.
I just craft, tool, and paint leather.Rebuild old guns and fix them up.Do pencil rendings.Paint.That sort of thing.
Right now im waiting on a screw pin replacement for a police issue 38 Revolver from back in the 70s.Its a Smith and Wesson knock off from South America.The Revolving Chamber wont function without a new one, and the old one was made out of a Aluminum Alloy that wasnt durable at all.It acctually jammed the gun so badly when I got ahold of it that I had to hit it with a hammer several times just to budge it out enough to pry the chamber out of the gun.
Then I still need to find a firing pin for the 22 Sporting Pistol so I can go out and continue target practice with cheap ammo.
Im currently going to be making a Shoulder Strap Holster (Also known as a Jackass Strap down South.)and tooling art onto it soon and painting it to conceal carry a 9mm Luger that I rebuilt that was made in 1916 in Germany.Its my favorite gun.Carries 8 rounds of 9mm Luger Hollow Point.
Im also working on the art for my hunting knife scabbard.I keep busy, so maybe I do take this game rather seriously, because my time is mostly spent making and fixing things.
Its a solotary life, but makes me happy. -
Quote:Well, I can give you some helpful tips when it comes to playing a Tanker.Well, everybody and their cat can complain how bad bad tankers are, we all can emphatically agree that bad tankers are useless, but... Well, how to get better?
No, really, it isn't trolling, it's a genuine question. I rolled my Shields/Elec with TFs in mind, but now all I do on him is farming Rikti in RWZ and declining team invites, especially if there's anything about "needing a tank". I don't want to be the worst player on the team... I seriously have no idea what exactly a tank is supposed to do to "hold aggro", or rather the thing I see others doing seems to me, well, patently impossible to do. How can anyone alternate between different targets WITH SUCH A SPEED? and how do you see what's happening in all that lightshow anyway? Lrn2play, I suppose, but... I don't want to be a team-ruining guy while I do learn. Especially on small EU servers where everyone knows everyone else.
Ok, sorry, just wanted to blow off steam... Having a tank seemed such a good idea, but it seems that the only way I can melee is scrapperlock, I need some distance between me and the baddies to have any sort of situational awareness... Well, /me goes to roll Cold/something defender or Something/cold troller... At least you can't miss ice shields vanishing from teammates.
1) Angle your camera to see more of the ground.More of a overhead-ish type of veiw.By doing this you can activly see whats happening in the fight in the first place.Thats how my self and other Tankers can change target so fast via mouse clicking the bad guy tackling that squishy team mate.
2) By no means should you not be able to hold Agro as the lead Tanker for a team.I personally run a SD/Axe Tank and commonly hold most of the Agro simply by Attacking.Keep in mind that throwing a punch grants some AoE Agro from your Tanker.The more you attack, the more agro you grab.Use that to your advantage.
3) Grab your nuts and throw them over your shoulder and be a man!Your a TANK!Rush in head first and CRUSH THEM!
4) This tip is 100% Related to your SD/Elec build.AAO is a great power.If you jump into a 8 man mob and wait like 2 seconds, you can hit your Build Up and trigger your Lightning Rod and then your Shield Charge right after it.If you havnt wiped atleast half the mob then you suck at Tankers and should do as the before suggjested post and make a Scrapper. -
Quote:Humans are dumb mindless animals and you know it.I bet your a good player as well there ClawsandEffect, but that doesnt mean alot of people are.Sorry, we keep forgetting that you're better than everyone else.
Hard to believe that we can forget when you remind us all the time.
I know im a good player, and if you feel im rubbing it in your face or any one elses, then I apologize for making it seem that way.
However facts are facts.When you pug outside of your SG or VG and watch countless players on all ATs just perform terribly it makes you raise an eyebrow at the recklessness and stupidity thats being displayed right in front of you.
Im a soloist for the most part.Meaning I tend to find a way to handle a full team load on whatever I play, and if I cant, then I wont play it.I just find it easier to Solo with Tankers and Defenders above all other ATs for my playing style.Doesnt mean I cant solo large mobs with a Blaster or Scrapper.I just do it better with a Defensive Primary class instead of a Offensive Primary class.
Other acceptions are a Claws/Invln Scrapper I have and it does very well at soloing.Ill be making a Spines/Elec Scrapper soon because I have a Concept for it, as well as a DB/SR Scrapper due to Concept as well.Im sure at higher levels these will do decent to very well with Soloing.
The Spines/Elec will prolly be my favorite.
Not everyone plays as well as many of us do.Keep that in mind. -
Quote:I think Fire_Minded intentionally uses bad grammar and miss-spelling in his posts.
Anyone else get that feeling ?
To Fire_Minded, usually when folks post their builds, they are looking for advice, insight and positive feedback. Thats what Heraclea offers in her guides and helpful posts, so how about offering something similar here.
Or.... stay off the thread.
Get off the Grammar mistakes already...your no rocket scientist. -
Quote:I do have Corrs, Brutes, and a Dom and Blaster.They dont have any issues at all when I play them.These issues are what can clearly be seen when others play these ATs by average players.t Siolfir, Yeah, Brutes really do get the short end of the stick when it comes to SD. It's a real shame but its not too bad, Brutes get plenty to be happy about in other sets
t Fire-Minded, I can only speak for myself but I don't have these problems you're talking about with the high-damage ATs dying all the time.
For me, the higher damage ATs like Dominators/Blasters/Scrappers/Brutes/Corruptors are better than the low damage ATs who have higher survivability. It's not a simple question of higher damage. Having huge damage is nice and all, but as you say it doesn't matter how much damage you have if you can't apply it.
And that's the breaker for me. If I can use experience, slotting and skill to hardly, if ever, die on a higher damage AT, why would I play a lower damage one?
It's about being tough enough. If a Scrapper or Brute can be built and played so that they can put out all their damage without dying, which they can and frequently are, why would I want to play a Tanker? Whose damage is yes, piddly in comparison. Who has superfluous amounts of survivability and pays for it in piddly damage. Ditto for a Corr versus a Defender.
If you think Defenders and Tankers are better than Corrs and Brutes because the Corrs and Brutes always die, you need to play with some non-awful Corrs and Brutes.
Or better yet, apply some of that incredible skill of yours you're always raving about and properly play a Corruptor or Brute. If you're as good as you seem to think you are, you should be able to survive just fine. And if you're surviving just fine, why would you make the tradeoff for lower damage and more survivability?
And if you want to talk soloing numbers, here is the list of my apparently low-survivability ATs that can and have soloed x8 missions with bosses.
At +4: My Fire/Dark, my Rad/Kin, my Ice/Cold, my Fire/Fire dom, my Fortunata and my Fire/Traps.
Pretty much all of my Corrs can solo at +1-2 x8 with or without bosses.
Keep in mind Average Players make up more then 90%+ of the CoX population.It carries no merit if you, my self, and a very small hand full of players dont experiance these problems.
I was mearly pointing out how the majority of the game's population used high damage ATs....Pathetically. -
Quote:PvE?Not smart with this build....try again.Howdy.
This is my first try at willpower set, so I was hoping you could give me a few tips. If I go WP, will I cap HP with accolades alone? Or should I go for HP bonuses aswell (if so, how much exactly)?
This will be a PvE tank, mostly for TFs and big teams. Was wondering if I could tank LR with it? I've been considering going for ~40% to S/L and maybe E/N along with regen bonuses.
I'm not a big fan of purple sets - I think they're highly overrated and overpriced, so I'd rather stick with "regular" IO sets. Any builds suggestions?
Thanks in advance. -
Quote:I wouldnt take Combat Jumping at all.In fact, taking any defensive % powers or IOs for this build would make me have to ask "Why?".My AR/Dev is up to level 47 now and trying to up my defense a little. I have Cloaking Device four slotted with an IO Defense, IO EndRx, LotG Defense and LotG+7.5. At 47, on something of a lark, I decided to pick up Combat Jumping. It only has one IO Defense in it at the moment but I'm not sure how useful it is.
Is CJ worth it as a "defensive" power? There's a thread in the Player Help section about slotting it and most people seemed to say it's not worth it except as a set mule. Is my best bet for Defense solely to build up IO set bonuses? I have plenty enough respecs from Vet rewards, etc that I can drop out of CJ if it's worthless but thought I'd get some opinions.
Just to round out the information, my major set bonuses are 5/6ths of a Sting of the Manticore, 5/6ths of a Positron's Blast and a full set of Gaussians. That's about it. I do have Body Armor from the Munitions pool but that's resistance, not defense if I remember correctly. Due to character concept, I'm avoiding Hover.
When I play a AR/Dev Blaster (The only Blaster build I can stand to play), I give it a Stealth IO for its Cloaking Device and its done.The defense % is acctually rather irrelevent for the build when you know how to use it.Granted your level 47, it by no means gives you a single idea of what that Blaster is capable of.If you did, you wouldnt try adding Def % to the build at all.
Stick with a alternate Idea like using your cloak to set up a Time Bomb, Trip Mines, and then Unloading this Full Auto at the proper times and there shouldnt be anything left by the time your Full Auto completes it cycle.
If your basing this AR/Dev Blaster by teaming standards.Then by all means grab up as much Def % with Combat Jumping ect as possible.On teams you dont have time to use this Blaster correctly the majority of the time. -
Quote:Your kidding me.....Of course. One thing I like about this character is that, although she can't defeat anything, she can't defeat anything in perfect safety.
I have a Storm/Elec Defender and it rips things apart thanks mainly in part to the Storm Primary.
I really dislike people like you that say something cant do what it obviously can do rather well.
If you cant kill on a Storm/Energy Defender, you need to stop playing this game and go read a book.The time spent reading that book would be more fofilling then your wasting time playing a game your horrible at. -
Quote:Im not going to agree with you on this.My SD/Axe Tanker hits for over 400 mob wide using Shield Charge at a current level 39 standing on even con'd or +1/8 mobs w/bosses.I perfer not to push up the difficulty because im not soft capped yet and I solo 98% of the time.I simply walk into the mob and grab up some AAO, then KABOOM!Recycled or not, he's still wrong. SD is significantly better for Scrappers than it is for Tankers. The one advantage Tankers have is the higher hp pool and that its easier to softcap for them.
So. Easier to softcap. But since its still easy for Scrappers to softcap, so much for that.
Which leaves SD Tankers with a bigger hp pool and AAO buffing their piddly base damage. As well as a low damage Shield Charge. Okay, cool.
As for piddly damage on a Tanker?Ill have to dissagree even more so.Too many people see high damage ATs as the best in the game.Which is very much the opposite in many cases.Defenders especially get this bad rep all over the place and get looked over by people who dont pay attention to the fact there Primary gives them much higher survivability then the Damage ATs.If that damage AT doesnt kill its target/s, or it misses once too many times then its in BIG trouble vs the ATs that have there lower damage Secondary sets.
Even more so, most Scrappers and Blasters depend on the extended survivability granted from lesser damage classes in general or they are as good as dead.Iv seen Blasters charge in first and in mear seconds they are face down cussing or laughing at there own reckless stupidity.In other cases iv seen Scrappers do the very same thing.
Then there are times where my self and others that play Defenders, Tankers, and ect can solo a large mob or 2 with our "Piddly" Damage while chuckling at that Blaster or Scrapper that felt like they could take the Alpha of the same mob while they lay on the ground dead.
Can a DP/EM Blaster Solo a large 8 man even con'd mob?Maybe.Iv yet to see it though.Can a Traps/DP solo a large 8 man even con'd mob?Most definatly.I can do it on my Traps/Rad rather easly so DP would be just as easy if not easier thanks to Change Ammo.
You can keep your damage, but for my self I want to acctually kill something and survive doing it rather then face planting from a miss, or a botched attack chain and lack of cover from the "Piddly" damage dealers.
Cheers! -
Im personally going to go with a Traps/DP build.Iv found that theres not alot any of my Defenders cant handle that a Corruptor can.Scourge is nice, but definatly not enough to push me to play a Corruptor.Neither is the 10% diffrence in base damage enough to convince me either.
Now when it comes to why im going to go with Traps is because of Change Ammo.I wont be completly pigeon holed tp 1 single type of damage.Yes, im aware its only 30% of the damage being changed, and im perfectly fine with that.
I do have a Mid-Level Traps/Rad character that I transfered to another server just to free up the redundant Traps/ Defender remake on my main server.It does rather well on its own and has virtually no issues handling a 0/8 w/bosses mission on his own.a few missions im brave enough to go with 1/8 w/bosses without much change in difficulty.This defender sits at level 28.
The biggest success iv been having with most, if not all of my characters is a power I paid 10 bucks to get.Ninja run.None of my characters have taken a travel pool, and none of them feel the sting of skipping powers and being pushed to take Hasten to supliment the lack of attacks or other powers that would be more helpful.
My Defenders dont have to skip any powers in there Primary or there Secondary and can still fit in Swift, Health, and Stamina from the Fittness Pool.Then still have enough room to cram in the Epic Pool if they so choose to have one.
In my mind, when you have endless attacks on a Defender, Tanker, or other so called low damage build.They have fewer issues by being able to take all of there attacks then if they had to take the Travel pool which many times would force a player such as a Tanker to be pushed towards the fighting pool to spend another 3 powers to compinsate for a short comming of lacking powers in the first place.
By no means do Defenders have issues with Damage.They just deliver it diffrently then say a Blaster or a Corruptor.
Iv watched Blasters run in with a DP/EM type of a build and face plant because they cant handle the alpha, and in many cases, say things along the lines of "Im a Blaster, im used to dying."
I see alot more Blasters using Dual Pistols then any Defenders or Corruptors.The main reason why Traps and being a Defender screams to me is due to the Survivability of my Traps/Rad, theres no way Dual Pistols wouldnt be better all around for a Defender.
I personally belive it was ment more for Corruptors and Defenders then for Blasters.Kinda like how a Tanker is way more solid with Shield Defense then a Brute or a Scrapper is, but they gave it to them so they wouldnt cry about no getting it.I feelt he same was done for Blasters.So they wouldnt cry Shananigans. -
If you want to cause some mayhem with /Elec, make a DA/Elec Tanker.Its way powerful combonation with all of its tools and the Lightning Rod's teleport makes grabbing up the Alpha a sinch.You knock he mob down, then all of your effect Auras have time to hit.Severly messing up the mob.
GLORIOUS!
Then if you want to use Elec/, id suggjest Elec/DM for a build.I Duo'd with a guy who had this build.Not only did it look fun, but its survivability was very nice.He had Siphon Life (whatever its called) going off in his attack chain and it added a bit to his survivability through healing him.
The bigger part of this combonation was the AoE in his Secondary DM that he would use the moment it was up.Soul Drain I think its called.It granted him over 100% damage to all attacks, including his Lightning Feild.So he did a good deal of AoE with just his damage aura its self.
Did I mention he was never out of endurance and was a healing/fighting machine?It seemed to be a good mix.
I enjoy odd builds, or builds less traveled in this game.Theres more then people are willing to see. -
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Quote:So just to clarify, You think that your so'ed fire/fire tank can out damage my so'ed spines/fire scrapper. Over how much time? Like after I quit the game for a few months? Not saying it to be rude, but I have both a fire/fire/pyre tank, and a spines/fire scrapper. Scrapper wins hands down.
Im talking about sheer toughness and AoE capability vs a Brute or a Scrapper.If you go on the basis of ST damage, no, a Tanker cannot out damage a Scrapper or a Brute.
I however know for a fact, that your Spines/FA Scrapper cant handle 2-3 mobs at 8 man difficulty at a time using only SOs, like some of my Tankers can.(Iv had a Spine/FA before)My Fire/Fire has difficulty doing it, but he can take 2 mobs at once.So the over all damage delivered is higher for the AoE centric Tanker then even your Scrapper in the long run.
My SD/Axe Tanker can handle 2-3 mobs at once and dish out Scrapper-ish damage due to AAO in SD.Its by far the fastest killing Tanker I have, with my Fire/Fire trailing for second place, and my Elec/Elec for third.
By Herding, I can hit the max targets on all the AoE attacks for my Tankers in this fashion.
All my tankers are however envious of your Dual Aura capability, but for most of your AoE potential, youd have to Tank.So in this fashion, the Tanker wins again.
I will agree 100% that your Spines/FA Scrapper can out damage your Fire/Fire/Pyre Tanker hands down in a small mob situation, and in a ST situation, but for overall power housing mobs and melting them in larger number?No way in hell can your Scrapper do that unless he has a Tanker pulling all the agro so you can do the same.
I hope this answers your question. -
Quote:From my Experiance taking Recharge and Recovery and Regen is the complete correct way to go with a Resistance set.I didn't post here because, even though its all the rage, I tend not to try to get a lot of expensive +defense on tankers that are oriented towards resist sets. Can you? Yes. Will you be more powerful because of layered types of protection (defense, resist)? Yes. However, my mind doesn't work that way and I just prefer to build for recharge and recovery.
Basically, I build in an entirely different (and perhaps inferior) way, so it wouldn't be useful to the conversation.
Here is my build, which nobody but me would like anyway.
Lewis
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
ZZZ TAN FIRE ELEC: Level 50 Science Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Electrical Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(11), Aegis-ResDam/EndRdx(11), Aegis-ResDam/EndRdx/Rchg(23)
Level 1: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(9)
Level 2: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(7)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(25), Dct'dW-Rchg(25), H'zdH-Heal/EndRdx/Rchg(31)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 8: Hurdle -- Jump-I(A)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(40), Zinger-Taunt/Rchg/Rng(43), Zinger-Taunt/Rng(43)
Level 12: Plasma Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(13), Aegis-ResDam/EndRdx(13), Aegis-ResDam/EndRdx/Rchg(23)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(17), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(19), M'Strk-Dmg/EndRdx/Rchg(19), M'Strk-Dmg/Rchg(34)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21), EndMod-I(46)
Level 22: Combat Jumping -- Krma-ResKB(A)
Level 24: Burn -- C'ngBlow-Dmg/Rchg(A), M'Strk-Dmg/Rchg(37), M'Strk-Dmg/EndRdx/Rchg(37), Sciroc-Dmg/Rchg(37)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Build Up -- AdjTgt-EndRdx/Rchg(A), AdjTgt-Rchg(29), RechRdx-I(29)
Level 30: Boxing -- Acc-I(A)
Level 32: Blazing Aura -- M'Strk-Acc/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(33), Sciroc-Acc/Dmg(33), Sciroc-Dmg/EndRdx(33), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dam%(34)
Level 35: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(36), Aegis-ResDam/EndRdx(36), Aegis-ResDam/EndRdx/Rchg(36)
Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), C'ngBlow-Acc/Rchg(40)
Level 41: Ring of Fire -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), RechRdx-I(50)
Level 49: Temperature Protection -- S'fstPrt-ResKB(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
------------
Set Bonus Totals:- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 4.5% Max End
- 50% Enhancement(Accuracy)
- 43.8% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 5% FlySpeed
- 119.5 HP (6.38%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 9.9%
- MezResist(Sleep) 4.95%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 4.95%
- 10% (0.17 End/sec) Recovery
- 30% (2.35 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 6.25% Resistance(Negative)
- 20% RunSpeed
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Spending all that moola to get Defense %s is rather pointless because theres way to many things in the game that drop Def %s to even bother slapping it on a Resistance build.
I find it rather funny that anyone would go the Defense route at all.It not only gimps the damage capacity of the build, but your sacrificing alot of potential for a worthless addition that you could easly supliment with a Armor Set that has Defense and Resistance already.If you wanted a damage aura, then do as I will suggest, and go for the all around best IO compatable Armor Set there is for Tankers.
.....Dark Armor.....
Its been a while since iv played DA on a tanker, but its the next on my remake list from my old account.If im correct, Cloak of Fear grants a -toHit Debuff on anything it hits.So that automatically works in conjunction with Cloak of Darkness, which grants def % already.
Id also take the Damage Aura as well.Its not likly the mob will be feared for long in a team setting, nore will it really do much other then give slight midigation to damage will grant as they cower in fear anyhow.
Fire/Elec was one of my first choices when I came back to this game, but I lost interest in it shortly in favor of a Traps/Rad Defender.However im a avid Resistance armor player and I have alot of experiance with these sets vs many people who aviod them like the plague.
I am uncertain if I will be rolling up a Dark/Dark or a Dark/Elec build soon, but 1 thing is for certain.With a resistance build, you cant sit there and go afk in a huge mob and make a sandwich, take a shower, shave, whatever you have to do without UnicyclePeon's and my suggejstions to go with regen, recovery, and recharge.
At that point on your Fire/Elec Tanker, you could easly set Healing Flames to Auto and walk away and come back to a full green bar.