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For comparison, here is my own Inv/EM build.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Perfect Perry: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(9), S'fstPrt-ResDam/Def+:30(37)
Level 1: Barrage -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(3), C'ngImp-Acc/Dmg/Rchg:40(11), C'ngImp-Acc/Dmg/EndRdx:40(15), C'ngImp-Dmg/EndRdx/Rchg:40(34)
Level 2: Dull Pain -- Mrcl-Heal/Rchg:40(A), Mrcl-Heal/EndRdx/Rchg:40(3), Numna-Heal/Rchg:40(11), Numna-Heal/EndRdx/Rchg:40(15)
Level 4: Bone Smasher -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(5), C'ngImp-Acc/Dmg/Rchg:40(13), C'ngImp-Acc/Dmg/EndRdx:40(21), C'ngImp-Dmg/EndRdx/Rchg:40(34)
Level 6: Boxing -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(7), C'ngImp-Acc/Dmg/Rchg:40(9), C'ngImp-Acc/Dmg/EndRdx:40(13), C'ngImp-Dmg/EndRdx/Rchg:40(34)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(40), RctvArm-ResDam/EndRdx/Rchg:40(43), RctvArm-ResDam:40(43)
Level 10: Combat Jumping -- Winter-ResSlow:40(A)
Level 12: Hurdle -- Jump-I:40(A)
Level 14: Super Jump -- SprngFt-EndRdx/Jump:40(A)
Level 16: Whirling Hands -- Sciroc-Acc/Dmg:40(A), Sciroc-Dmg/EndRdx:40(17), Sciroc-Dmg/Rchg:40(17), Sciroc-Acc/Rchg:40(25), Sciroc-Acc/Dmg/EndRdx:40(40)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/EndRdx/Rchg:40(19), LkGmblr-Def:40(19), AdjTgt-ToHit:40(21), AdjTgt-ToHit/EndRdx:40(25), Taunt-I:40(43)
Level 20: Health -- Mrcl-Heal:40(A), Mrcl-Rcvry+:40(45), Numna-Heal:40(46), Numna-Regen/Rcvry+:40(50)
Level 22: Stamina -- P'Shift-EndMod:40(A), P'Shift-EndMod/Rchg:40(23), P'Shift-EndMod/Acc:40(23), P'Shift-End%:40(46)
Level 24: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(46)
Level 26: Tough Hide -- GftotA-Def:40(A), GftotA-Run+:40(27), LkGmblr-Def:40(27), LkGmblr-Rchg+:40(29)
Level 28: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(29), RctvArm-ResDam:40(31), RctvArm-EndRdx:40(31)
Level 30: Assault -- EndRdx-I:40(A), EndRdx-I:40(31)
Level 32: Build Up -- AdjTgt-ToHit:40(A), AdjTgt-ToHit/Rchg:40(33), AdjTgt-ToHit/EndRdx/Rchg:40(33), AdjTgt-Rchg:40(33)
Level 35: Energy Transfer -- F'dSmite-Acc/EndRdx/Rchg:40(A), F'dSmite-Acc/Dmg/Rchg:40(36), T'Death-Acc/Dmg/EndRdx:40(36), T'Death-Dmg/EndRdx/Rchg:40(36), C'ngImp-Acc/Dmg/Rchg:40(37), C'ngImp-Acc/Dmg/EndRdx:40(37)
Level 38: Total Focus -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(39), C'ngImp-Acc/Dmg/Rchg:40(39), C'ngImp-Acc/Dmg/EndRdx:40(39), C'ngImp-Dmg/EndRdx/Rchg:40(40)
Level 41: Tactics -- AdjTgt-ToHit:40(A), AdjTgt-ToHit/EndRdx/Rchg:40(42), AdjTgt-EndRdx/Rchg:40(42), AdjTgt-ToHit/EndRdx:40(42)
Level 44: Conserve Power -- RechRdx-I:40(A), RechRdx-I:40(50)
Level 47: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-ResDam:40(48)
Level 49: Physical Perfection -- P'Shift-End%:40(A), RgnTis-Regen+:30(50)
------------
Level 1: Brawl -- Acc-I:40(A)
Level 1: Sprint -- Clrty-Stlth:40(A)
Level 2: Rest -- RechRdx-I:40(A)
Level 1: Gauntlet
------------
Set Bonus Totals:- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 9.25% Defense(Smashing)
- 9.25% Defense(Lethal)
- 4.56% Defense(Fire)
- 4.56% Defense(Cold)
- 9.25% Defense(Energy)
- 9.25% Defense(Negative)
- 3% Defense(Psionic)
- 6.13% Defense(Melee)
- 6.13% Defense(Ranged)
- 6.13% Defense(AoE)
- 27.5% Enhancement(RechargeTime)
- 55% Enhancement(Accuracy)
- 5% FlySpeed
- 140.6 HP (7.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 20.9%
- 9.5% (0.16 End/sec) Recovery
- 54% (4.22 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.52% Resistance(Energy)
- 5.65% Resistance(Negative)
- 12.5% RunSpeed
Code:Be Well!| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1416;698;1396;HEX;| |78DAA5935B4F1341188667694BBB747BB240399633A51C0ABDF390E8858062C0345| |A8926022E65808DCD427617A45EF903BCD244AF140F77FE03E3BF50E3E1D7946FBE| |7768E4DA267D9F3DBCF3CE37DFCEAC9D2C5A42BCB8210CEB66DDF6FDADAAED3E955| |EF4AE1D1C79763D5191DEAEAC05C344AF111542E461D85A94BBD2F56569C53D3EAA| |BBD2B3B79DBA13347AF5EB355997B2B4442FF61AB8C9ACB8FBD2936E503ABF48540| |E0EEAA565676F3F70DC3D8BEF56A57DD8BA59760257FA7EEAFCCD8EF4FC7DE730BB| |74E8D45AD9B61F48AFD143A515E9FFC32431E82F9A6191A78B82080F31DA4718B15| |1C6788E3028621D42FFC8FE44A8376D36A3A3C648EE304624E3A7A9C3453364DCE2| |A0B6DB8C8EFB8C641577141BD2B121C486116B21B6F342AC418D8D687B04F676D86| |3B05B17ECBFA88A28D6188A628D05AC711A6B9CC61ABB29D6844F98FD218EA54771| |FD283EC569397A94C0E4C4369E8ECA4FE97A52C7EC4A3F034E183D0D46E139E30FD| |59331546A339249F3D497B24027A3F33DC7F67C624C97795494E6CDEA556457D837| |7B8731F780515EC707235F97F675BDE284EED7C01BC6DC5BC66FAA22A77D3974651| |65D994557E6D095BFE4EBD5BEDE183FEA3301543BD0C508D1BCFDDAD78FBC0104E5| |11941FC31AC937089F3138C24BCB03496AE390DE2D4368C1F029F001F8CC48916F1| |4BEC8E8431E3AF608D8003619E3D80CE3D80C691A35A13FD20436CD2436CD247C93| |F015B069B254E6945ECE148A29A28AE247005FE794F6C90C628D99191E5A06BE53E| |34A3AA18486CCA3C1F3E8CB3CFAF28576D3826EC802BE4DF93A9FB68170EBB409D1| |C7A1ABFF3E32D95C09B70E9930307531DC3AD5FFF5FB6A9DCF66DE5327BFAAA4A26| |45DC963251B4A3695D84AB695D49434BFB546A72EAB82AE28B9AAE49A9297CA148D| |93C495584A124A924A524AD24AB24ABA95F42979A7A4790680D8EAB6| |-------------------------------------------------------------------|
Fireheart -
Right, but you're not counting the 20-30K influence it takes to craft each one of those recipes.
Be Well!
Fireheart -
Alrighty, then.
Here is approximately how this seems to boil down. There doesn't appear to be a practical way to get significant Defense in this build, without seriously compromising other stuff. So I turned to Status Resistance... which is okay, but not super. I tried to build in significant levels of +Recharge without dipping into Hasten - If I were to take Hasten, what would I take out???
Build Up could be very useful much earlier and things could be bumped around a bit, but where, when? Light Form could be displaced to later in the build - or not, As for Conserve Energy... If I trigger that, before Light Form crashes, will it mitigate things? Do I need it at all?
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Starlight Saint: Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Leaping
Power Pool: Fitness
Hero Profile:
Level 1: Gleaming Bolt -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(5), Decim-Acc/EndRdx/Rchg:40(21), Decim-Acc/Dmg/Rchg:40(40)
Level 1: Incandescence -- ImpSkn-Status:30(A)
Level 2: Glinting Eye -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(9), Decim-Acc/EndRdx/Rchg:40(21), Decim-Acc/Dmg/Rchg:40(40)
Level 4: Gleaming Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(5), Decim-Dmg/Rchg:40(11), Decim-Acc/EndRdx/Rchg:40(23), Decim-Acc/Dmg/Rchg:40(43)
Level 6: Shining Shield -- TtmC'tng-ResDam/EndRdx:40(A), TtmC'tng-ResDam/EndRdx/Rchg:40(7), TtmC'tng-ResDam:40(7), ImpSkn-Status:30(13)
Level 8: Radiant Strike -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(9), C'ngImp-Acc/Dmg/Rchg:40(13), C'ngImp-Acc/Dmg/EndRdx:40(34), C'ngImp-Dmg/EndRdx/Rchg:40(43)
Level 10: Essence Boost -- Mrcl-Heal/Rchg:40(A), Mrcl-Heal/EndRdx/Rchg:40(11), Numna-Heal/Rchg:40(29), Numna-Heal/EndRdx/Rchg:40(34)
Level 12: Combat Jumping -- Krma-ResKB:30(A)
Level 14: Proton Scatter -- Posi-Acc/Dmg:40(A), Posi-Dmg/EndRdx:40(15), Posi-Dmg/Rchg:40(15), Posi-Acc/Dmg/EndRdx:40(34), AnWeak-Acc/Rchg/EndRdx:40(43)
Level 16: Luminous Detonation -- Posi-Acc/Dmg:40(A), Posi-Dmg/EndRdx:40(17), Posi-Dmg/Rchg:40(17), Posi-Acc/Dmg/EndRdx:40(37), AnWeak-Acc/Rchg/EndRdx:40(45)
Level 18: Incandescent Strike -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(19), C'ngImp-Acc/Dmg/Rchg:40(19), C'ngImp-Acc/Dmg/EndRdx:40(23), C'ngImp-Dmg/EndRdx/Rchg:40(45)
Level 20: Hurdle -- Jump-I:40(A)
Level 22: Health -- Mrcl-Heal:40(A), Mrcl-Rcvry+:40(37), Numna-Heal:40(40), Numna-Regen/Rcvry+:40(50)
Level 24: Stamina -- P'Shift-EndMod:40(A), P'Shift-EndMod/Rchg:40(25), P'Shift-EndMod/Acc:40(25), P'Shift-End%:40(50)
Level 26: Reform Essence -- Mrcl-Heal/Rchg:40(A), Mrcl-Heal/EndRdx/Rchg:40(27), Numna-Heal/Rchg:40(27), Numna-Heal/EndRdx/Rchg:40(37)
Level 28: Glowing Touch -- Numna-Heal/Rchg:40(A), Numna-Heal/EndRdx/Rchg:40(29)
Level 30: Solar Flare -- Sciroc-Acc/Dmg:40(A), Sciroc-Dmg/EndRdx:40(31), Sciroc-Dmg/Rchg:40(31), Sciroc-Acc/Rchg:40(31), Sciroc-Acc/Dmg/EndRdx:40(46)
Level 32: Quantum Shield -- TtmC'tng-ResDam/EndRdx:40(A), TtmC'tng-ResDam/EndRdx/Rchg:40(33), TtmC'tng-ResDam:40(33), ImpSkn-Status:30(33)
Level 35: Dawn Strike -- Sciroc-Acc/Dmg:40(A), Sciroc-Dmg/EndRdx:40(36), Sciroc-Dmg/Rchg:40(36), Sciroc-Acc/Rchg:40(36), Sciroc-Acc/Dmg/EndRdx:40(46)
Level 38: Photon Seekers -- ExRmnt-Acc/Rchg:40(A), ExRmnt-Acc/Dmg:40(39), ExRmnt-Dmg/EndRdx:40(39), ExRmnt-Acc/Dmg/Rchg:40(39), ExRmnt-EndRdx/Dmg/Rchg:40(46)
Level 41: Light Form -- ImpArm-ResDam/Rchg:40(A), TtmC'tng-ResDam/Rchg:40(42), Aegis-ResDam/Rchg:40(42), ImpSkn-Status:30(42)
Level 44: Conserve Energy -- RechRdx-I:40(A), RechRdx-I:40(45)
Level 47: Build Up -- AdjTgt-ToHit/Rchg:40(A), AdjTgt-ToHit/EndRdx/Rchg:40(48), AdjTgt-ToHit/EndRdx:40(48), AdjTgt-Rchg:40(48)
Level 49: Thermal Shield -- ImpSkn-Status:30(A)
------------
Level 1: Brawl -- Acc-I:40(A)
Level 1: Sprint -- Clrty-Stlth:40(A)
Level 2: Rest -- RechRdx-I:40(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- Zephyr-Travel:40(A), Zephyr-Travel/EndRdx:40(50)
Level 10: Combat Flight -- Krma-ResKB:30(A)
------------
------------
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)
- 3.13% Defense(Fire)
- 3.13% Defense(Cold)
- 1.56% Defense(Energy)
- 1.56% Defense(Negative)
- 3.13% Defense(Ranged)
- 6.25% Defense(AoE)
- 6.75% Max End
- 59% Enhancement(Accuracy)
- 35% Enhancement(RechargeTime)
- 5% FlySpeed
- 112.4 HP (10.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 40%
- MezResist(Held) 40%
- MezResist(Immobilize) 52.7%
- MezResist(Sleep) 44.4%
- MezResist(Stun) 40%
- MezResist(Terrorized) 40%
- 12.5% (0.21 End/sec) Recovery
- 78% (3.49 HP/sec) Regeneration
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 1.26% Resistance(Energy)
- 7.51% Resistance(Negative)
- 5% RunSpeed
Code:Your feedback is welcome!| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1451;702;1404;HEX;| |78DA9593DB4E13511486F7D0694B694B394881722AD04AA150E1CEC38551898A416| |D2C72A5E200034C520BE91444AF7C00AF34110F311A7D0435C6F8165EEA33C8C143| |821AAD6BAD7F53217A6313FEAFCCFEF7BFD6DABB73767534A4D4ADA3CA683891B75| |C772A6B5B33F674D129CCDB45FF39ABB45CB4F2915CC92AE69DF985523C67398592| |5F2995DC6D9C3A3F3767175C67C5CE8C2F5F730A8BCBEED4718A2B25F6B846EDBF5| |CC728BF7EACB06017ED4229B3F325945D5CCC67C66D6B8936E29F934EA960BB6E64| |6765D62EBA0BCE52582F526F64552DD4593FFD7DF32AFD299B6A8DD0A7AAEE0BCC0| |7827D0F057D8F041FD96E885DA90EFAD2A1BE7BF5134A30F62454FF2BE107D93DDA| |EE81DD84BD06F628EC03B0AF93DD8B821EEF80C18F7C4340461042173FC9E7D7B1F| |EAB286F09423382EE59C4DA820DB20760F7044E4950CD69417B4ED03D2188526650| |CF1BDC565CE9176D0DEB4AE1179256FB1278854AAF51E95D1543F9948A687B04F63| |AD8EB604FC03E08BB41F67A6DAFC71C0D98A301734431C720E6F0517F8DBABFC694| |3CF2D3A3267D624D633245E28CA0EFA2606452504DBE66ED6BBE23C55BEE02F7042| |36B822F346FAB3EAA561C550C4715C3512570541EEABC0D3EA30D2BED58317D7C6E| |98A963459AECBC0EAC0237044337055B54B04B37D6852B8FE3CAE3B8F238AEDC4BB| |13D3AB607B1BD88ED456CEF9E581FD993DA9EDC90D1F66F025BC027C1D067C13675| |91D263A79252B73F0D8C00E8E22BF9D27AEC741A7703946925A313324F24F4C053E| |019F05CB049BE617D87C3086D372B6FA55231491B3777BD7901D998352B6F9E3250| |B35336F2C37239F527C450EF71A51F0439B3F2EB5701FCAACBFFFD7913DA890F5CA| |8219D60C9B24CB25C62B9CC7285C5629966996129BFADEC8E1CE43E0FB11C6639C2| |729B4DFE20499025C41266A96589B0D4B134B24459622C8F59CABF015B14FCE4| |-------------------------------------------------------------------|
Be Well!
Fireheart -
Everything's good, sir. Fire is good. Mace is popular right now, too. Have a look at this post for some discussion of Fire: http://boards.cityofheroes.com/showp...97&postcount=3
Or the whole thread: http://boards.cityofheroes.com/showthread.php?t=203774
This one is for Shield/Mace, but has a good discussion of the modern Mace: http://boards.cityofheroes.com/showthread.php?t=132014
I'm sure others will be along to add their wisdom soon.
Be Well!
Fireheart -
When you get it roughed out, Joe, I'll be happy to contribute my experience - 27 Tankers, but only one 50.
One thing I noticed is that Most Tankers don't really 'need' their primary defenses for the first 6-7 levels and after that, to the low teens, Mez protection is even more important - vs CoT and Clockworks, for instance. However, after that, pumping up the defenses becomes critical. With Willpower, for instance, I've put off Mind over Body to L20-22 without too much suffering.
That is, unless they are working SK'd to a higher bracket, or expecting to Primary Tank for large teams. Solo and small teams are no trouble, though.
Actually, you might want to make a point of the Differences between the tactics and build and experience of a Solo Tanker vs. a Small Team Tanker vs. a Large Team Tanker vs. what we might have to call an 'Extreme Tanker'.
Consider the implications of the new Difficulty settings and SSKing... I start out at +1x2, sometimes x3, but in my 30s I can go nuts! Ran an older mission at +4x8 that had me wading though crowds of +1 & +2 Lts and Bosses - hella fun!
Different Challenges for different Powersets, though!
Anyway, looking forward to reading it.
Be Well!
Fireheart -
Thank you, sir, that clarifies matters a bit. I'm not a genius with builds, but this is an adaptation of one of my own builds, which might suit your needs. In adapting, the slot-levels got jumbled, but I'm not ready to go back and straighten that all out.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Killer Ape: Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Dark Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx:40(A), Numna-Heal/Rchg:40(5), Numna-Heal:40(15), ResDam-I:40(27), ResDam-I:40(40), S'fstPrt-ResDam/Def+:30(40)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(13), Acc-I:40(43)
Level 2: Fast Healing -- Mrcl-Heal:40(A), Mrcl-Rcvry+:40(3), Numna-Heal:40(9), Numna-Regen/Rcvry+:40(11)
Level 4: Shadow Maul -- Sciroc-Acc/Dmg:40(A), Sciroc-Dmg/EndRdx:40(5), Sciroc-Dmg/Rchg:40(7), Sciroc-Acc/Rchg:40(11), Sciroc-Acc/Dmg/EndRdx:40(43)
Level 6: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(43), Acc-I:40(46)
Level 8: Indomitable Will -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def:40(34)
Level 10: Combat Jumping -- Winter-ResSlow:40(A)
Level 12: Quick Recovery -- P'Shift-EndMod:40(A), P'Shift-EndMod/Rchg:40(15), P'Shift-EndMod/Acc:40(27), P'Shift-End%:40(50)
Level 14: Super Speed -- Zephyr-Travel:40(A)
Level 16: Siphon Life -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(31), Acc-I:40(48)
Level 18: Rise to the Challenge -- Numna-Heal/EndRdx:40(A), Numna-Heal/EndRdx/Rchg:40(19), Numna-Heal:40(19), DarkWD-ToHitDeb:40(31), DarkWD-Slow%:40(37), Taunt-I:40(40)
Level 20: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(21), RctvArm-ResDam/EndRdx/Rchg:40(21), RctvArm-ResDam:40(31)
Level 22: Heightened Senses -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/EndRdx/Rchg:40(23), LkGmblr-Def:40(23), LkGmblr-Rchg+:40(34)
Level 24: Taunt -- Mocking-Taunt:40(A), Mocking-Taunt/Rchg/Rng:40(25), Mocking-Taunt/Rng:40(25), Mocking-Rchg:40(34)
Level 26: Hurdle -- Jump-I:40(A)
Level 28: Soul Drain -- AdjTgt-ToHit:40(A), AdjTgt-ToHit/Rchg:40(29), AdjTgt-ToHit/EndRdx/Rchg:40(29), AdjTgt-Rchg:40(33)
Level 30: Health -- Numna-Heal/EndRdx:40(A), Numna-Heal/Rchg:40(33), Numna-Heal:40(37)
Level 32: Stamina -- P'Shift-EndMod:40(A), P'Shift-EndMod/Rchg:40(33), P'Shift-EndMod/Acc:40(37), P'Shift-End%:40(50)
Level 35: Dark Consumption -- Sciroc-Acc/Dmg:40(A), Sciroc-Dmg/EndRdx:40(36), Sciroc-Dmg/Rchg:40(36), Sciroc-Acc/Rchg:40(36), Sciroc-Acc/Dmg/EndRdx:40(46)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), Acc-I:40(46)
Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam:40(42), RctvArm-EndRdx:40(42)
Level 44: Weave -- LkGmblr-Def/EndRdx:40(A), LkGmblr-EndRdx/Rchg:40(45), LkGmblr-Def/EndRdx/Rchg:40(45), LkGmblr-Def:40(45)
Level 47: Focused Accuracy -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(48), Rec'dRet-Pcptn:20(48)
Level 49: Physical Perfection -- Numna-Heal/EndRdx:40(A), Numna-Heal:40(50)
------------
Level 1: Brawl -- Acc-I:40(A)
Level 1: Sprint -- Clrty-Stlth:40(A)
Level 2: Rest -- RechRdx-I:40(A)
Level 1: Gauntlet
Code:Alternately, you could choose Hasten and/or Strength of Will for your last two powers.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1398;714;1428;HEX;| |78DAA5535B4F1341189DED6E296DB7B450A0506E2DE5562E0BBC797930463041695| |22EE28B4A561C4BA52ECDB611F0C91FE09326FAA028896FFE0013C33FF1D9FB0F30| |6AD4FACD77060CCF6EB2E7ECCE9E6FE6CC996F0BBB73B6100FCE09C3BE50716BB5F| |555D7DB927EB0E096CA1B91CBE54A45FA99F35519124274E1DBFA9CBC2DBD9A74AE| |D2D7EAF68EF453FA434156A474E65C7F0B8FAD0BDEA6F4A557778E1E62C5EDED8A7| |3B15CDAAC97BD92CD6F8BD2ADD24B845F56AA52DEB2B5AAEEC95A2D395F2D6F38F3| |9EF44B7BEB05B75697FE5E17B9C9D3FD3E4C60D02D1A41B1440FA3C25A616AB9C29| |49E148A4635A568B04F7C53557C352C51241A148125A6E665267B85693CCD551F49| |6E6011D358E0690397989AB148648DE93BE94C3DAD798F4BAD1DA6A65DA6C81ED3F| |87D2683220D6A79102E9AE0C2868B71B898828B4F347B082E8C508217CCB63375D2| |44617C11E11E530D7D2171545B8E3E0A70208F99D24F98669F32E5A834060F22F68| |E877E52695CDB8AC35602B612B0D50F5BD3B0F599E4AD9C4E23D88A13685B05219C| |FE373CEDD021D3E82C577DA0AAA4F697EC675DFB00288BAA41A6AFA4EBD0BA0E6CB| |A3309C2DEB31D4C3F4897826933B5C92B75DD015598B277999A68BFDD3AAAEE31B6| |F28B4A7BB8871A66CF0B56F5BE041D30655E3185A8B40FA5813E6C3483561BC2469| |B4930A0BD0E20F30C321F3A91F9EFB08A8F17B406D12639B4490E6D92439B4CA14D| |FE907C589FC730CE6304E73182F31839D12626B918D32EC6906C1E91E611693E87D| |F8474135A37816427DB40087812011F503F39583EE03CA30D24C5F473D03ED36BEA| |9F19DD9733C8651681F45AC7BF991070B7681DFFAFD4B31C47D1D22334644CB02AF| |F4FF55FD75BFBC840783942B8AAA0A8604DC13505D715DC50E02AB8A9604341E3F0| |B83A7E4A193AADE08C82B30A1E2A51284A1055602B88296851105790509054D0A92| |0AD605F41E32F60CBEBAC| |-------------------------------------------------------------------|
This gives 40% Defense and almost 70% Resistance to S/L on top of ~700% Regeneration. You could sacrifice a few points of Defense and slot 2 more LotG Recharge, if you wanted.
You give up your single-target smasher, Smite, but Boxing is in there and slotted up for a fast-cycling attack. An Alternative would be to give up some HPs and a chance to debuff, by pulling the 2 slots of Dark Watcher out of RttC. One in Boxing, sloting 2 Rope-a-Dope Acc/Stun, and one in Siphon Life, slotting 2 Theft of Essence Acc/Heal (or the +End) would be my choice.
Be Well!
Fireheart -
Quote:Um, no, we're not talking 'efficient', we're talking Different. In terms of straight up, 'stand there and take it like a Tanker' durability, Fiery Aura is less resistant to a lot of damage than Invulnerability. It also does not have built-in Defense (ie avoiding damage). Adding the Fighting pool (Tough & Weave) will raise that resistance and add some defense.The nutshell is that I'll have to dip into a lot of pools to be as efficient a tank as say... Inv? OK, thanks. I'm interested in Fire because it not only fits a concept I had in mind, but its also the least common Tanker primary, with SD and WP being the most common ones.
Where Fiery Aura stands out is in having a Damaging aura-power, which will continually hurt your enemies, as long as they're close enough and you have Endurance to run it. FA also has a very fast-recharging self-heal, which can be leveraged into a powerful 'damage erasing' tool. So you won't Avoid damage as well as other sets, and you won't Resist being damaged as well as other sets, but who cares, you can Heal it, if you survive.
In addition, FA lets you drop a Burn patch, which will damage enemies caught in it and cause them to Try to avoid it. Lots of tactics for using that to your advantage, including carrying a Controller in your back pocket, using it to block doorways, or using it to drive off aggro'd enemies long enough to get a bit of healing up. (BTW: Since you're a Tanker and Burn Taunts the enemy, they will often run right back into the fire, taking more damage, just to get a chance to hit you again.)
And, perhaps my Favorite reason for loving Fiery Aura is Consume! Just when the enemy thinks they have you half-beaten, you tap Healing Flames to fill your green bar and then Consume to fill your blue, and go back to beating the snot out of them. (Maniacal laughter is purely optional, but hard to resist.)
So, you ask if Fiery Aura is a good Tanker set and I say, 'Hell Yeah!' Are there other Tanker primaries that are more durable? Yes, yes there are. Is sheer durability the only measure of a Tanker? Of course not!
Are there people who will argue otherwise? Er, yeah, there are even people who will boot you from a team, because they have an opinion about FA. But you don't really want to play with THEM anyway.
Be Well!
Fireheart -
You said:Which is not really expressed in the form of an Opinion.
That would have had, "In my experience..." or "I think..." in it. I'll grant you, Shield is generally considered by the community to be more offensive and possibly even a better set. However, as Ironblade said, the original post wasn't asking if SD was better in some way, but whether Fire was a good Tanking set - and the consensus, variously expressed, was that Fire is just fine!
Be Well!
Fireheart -
Yeah, well Shield has to carry that big, clunky board around and layer-on several toggles and if you want to avoid being mezzed you have to keep clicking that thing.
But I want to light myself on Fire and make minions die without even touching them! And, when my blue bar is getting thin and pale, I want to dive into the next spawn and FWOOOSH! refill my endurance so I can keep right on murd... I mean Arresting the bad-guys!
Be Well!
Fireheart -
Quote:Just to clarify, slotting to Enhance CJs Defense is not effective, however, slotting for Defense Bonuses (from IO Sets) is quite effective. Or any other set bonuses for that matter, so slotting Luck of the Gambler might not be effective for Defense, but you could get +Recharge and +10% Regeneration from it....2 slots of Blessing of the Zephyr to Combat Jumping. CJ's base defense value is so low that slotting it for defense doesn't add much.
Be Well!
Fireheart -
Fire Minded, you're missing Nihilii's point (also ignoring Nihilii's experience). By the Numbers, Fiery Aura does not protect a Tanker as well as other sets can. Several other factors can affect this, though, including Build, Pools, Slotting, IO Bonuses, Secondary Powerset, and Most importantly, the playstyle of the Player (and team).
We are not, in any way, trying to talk down your justifiable pride in your Tanker, or say that Fiery Aura is a 'bad' powerset. Anyone who does so is an idiot.
And, Invulnerability has more resistance and defense, plus Dull Pain.
And Stone Armor has Granite... as well as a few other trivial things.
All other factors being the same, Fiery Aura is less effective As A Protective Set than some other protective powerset(s).
But you have clearly compensated for that with your Tanker - Congratulations!! You may now return to your regular round of Task Forces and Raids and AE 'monster' missions, secure in the knowledge that you have a good Tanker.
Be Well!
Fireheart -
Yeah, but that 'lightsabre' is a nice look too! (Talsorian BS)
As for synergies, while sets with QR certainly ease the pressure on your blue-bar at a lower level, you'll still want to slot for EndRed. Doing so at a lower level will help tide you over until Stamina and SOs - regardless of your secondary. Invulnerability, Fiery Aura, or whatever floats your boat.
I slot for Damage LAST, after everything else is taken care of. More damage is irrelevant if you can't hit what you aim at, can't keep swinging without a time-out every few minutes, or can't manage to swing fast enough to make your attacks smooth. Even so, pulling back to rest occasionally is just a fact of life, whether you're charging your green-bar, blue-bar, or both.
And let's face it, Scrappers, on a Team, it my be the Defender or the Blaster that you're waiting for - or it could be You, after your latest crazy charge of destruction + faceplant.
Go forth and have Fun!
Be Well!
Fireheart -
I'm wondering why Electric/Electric isn't being mentioned. It has the extra quickness like SR, but also has resistance and heal powers, as well as endurance drain/recovery. Nothing says 'living dynamo' like a curtain of sparks flying off of you in every direction!
Be Well!
Fireheart -
Breaking News:
This just in, ALL powersets work quite well! Claws, Archery, Carp, it doesn't matter. The game is professionally made by a reputable company and there are hundreds of thousands of people that play it every day.
The question is if YOU are having fun - does the powerset dovetail with your playing style and make you grin when you 'arrest' the bad people? Then it clearly doesn't suck!
Sadly, this game does have representatives of the Min-Max Army in the community, who care about nothing more than Pwnzor-ing the N00bs, whether in-game, or in their comments about/to you, or in hackneyed, misspelled posts on the forum. For this, I apologize, but there's nothing we can do - they pay their $15 bucks to play the game the way they want to, and so can you!
I say, go forth, create your character with purple claws and green fire shooting out of his underoos, and tell the nay-sayers to go kiss Lusca.
Be Well!
Fireheart -
Quote:Oh dear... Well, in that case, the Legion of Catgirls has bases on every server and a global chat channel with a fun community. Send a tell to @Sleepy Kitty and she should be able to hook you up with a comfy nest and a stash of 'nip.Okay, created the toon today. I went WP/ice. I used a name I had been thinking about for another ice-based character, sort of. My first choice was taken - Taiga Tiger. But Taiga Tigress was free so I made a catgirl.
Be Well!
Fireheart -
Quote:As Heraclea said, Tanker **/DB makes for a tight build and you can't really get away with skipping any of the powers, almost all of your mitigation is in the combos, so WP/DB is Very tight. On the other hand, saturating RttC on a Tanker can make you feel Immortal! Surrounded by a sea of foes and Laughing Out Loud as you (slowly) mow them down. - I did it on a Warriors arc at +1x8 - I'm at L30 now.I have so far ruled out Dual Blades after reading up on the combo business and hearing about how many of the powers are needed for it to be effective. Most of my tanks seem to take 5-6 powers from the secondary and I don't want to have to fill up on that. Also, the combos seem like they would be annoying to keep track of while tanking. I might try the set on a scrapper.
As for the Scrapper idea, if you can stand doing it, run a Dual Blades Scrapper up to L12 or so with Nimble Slash, Ablating Strike, Typhoon's Edge, and Blinding Strike. You will see that the Combos are not so hard. There is a certain timing involved, but not hard at all. The orange lights will guide you.
IF you decide you really Like that Scrapper, then you might consider a respec in the 20s-30s and drop Nimble Slash for Power Slice - switching to the higher level combos at that point. Or, just pick up Power Slice in that range and ride it out, with the full compliment of 8 attacks.
On a Tanker, I take all of the attacks in order. Mainly that's because you end up waiting so long for Typhoon's Edge and your first combo, and I like to have a decent attack chain ASAP.
Actually, here is my current Build:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Panther Dancer: Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Dual Blades
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Hero Profile:
Level 1: High Pain Tolerance -- Heal(A), Heal(5), Heal(15), ResDam(27), ResDam(40), ResDam(40)
Level 1: Nimble Slash -- Acc(A), Acc(3), EndRdx(9), Dmg(13), Dmg(42)
Level 2: Power Slice -- Acc(A), Acc(3), EndRdx(9), Dmg(11), Dmg(42)
Level 4: Ablating Strike -- Acc(A), Acc(5), EndRdx(7), Dmg(11), Dmg(43)
Level 6: Fast Healing -- Heal(A), Heal(7), Heal(13), Empty(48)
Level 8: Indomitable Will -- EndRdx(A), DefBuff(34)
Level 10: Combat Jumping -- DefBuff(A)
Level 12: Quick Recovery -- EndMod(A), EndMod(15), EndMod(27), Empty(50)
Level 14: Super Jump -- Jump(A)
Level 16: Typhoon's Edge -- Acc(A), Acc(17), EndRdx(17), Dmg(31), Dmg(43)
Level 18: Rise to the Challenge -- EndRdx(A), Heal(19), Heal(19), Heal(31), ToHitDeb(37), Taunt(40)
Level 20: Blinding Feint -- Acc(A), Acc(21), EndRdx(21), Dmg(31), Dmg(43)
Level 22: Mind Over Body -- EndRdx(A), ResDam(23), ResDam(23), ResDam(34)
Level 24: Heightened Senses -- EndRdx(A), DefBuff(25), DefBuff(25), DefBuff(34)
Level 26: Hurdle -- Jump(A)
Level 28: Vengeful Slice -- Acc(A), Acc(29), EndRdx(29), Dmg(33), Dmg(45)
Level 30: Health -- Heal(A), Heal(33), Heal(37)
Level 32: Stamina -- EndMod(A), EndMod(33), EndMod(37), Empty(50)
Level 35: Sweeping Strike -- Acc(A), Acc(36), EndRdx(36), Dmg(36), Dmg(45)
Level 38: One Thousand Cuts -- Acc(A), Acc(39), EndRdx(39), Dmg(39), Dmg(46), Empty(48)
Level 41: Assault -- EndRdx(A), EndRdx(42)
Level 44: Tactics -- EndRdx(A), EndRdx(45), ToHit(46), ToHit(46), Empty(48)
Level 47: Taunt -- Range(A)
Level 49: Strength of Will -- ResDam(A), ResDam(50)
------------
Level 1: Brawl -- Acc(A)
Level 1: Sprint -- EndRdx(A)
Level 2: Rest -- RechRdx(A)
Level 1: Gauntlet
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1497;629;1258;HEX;| |78DAA594DB6ED3401086D7B59390C439D39C7A4A8F34B435ED1D870B244891901A2| |94211DC00914997D4C272223B087AC703F00A3C08E275388B773033D9DF0989D42B| |2CF9FFE2DD999D999DDDB4DFB74C213EDC179AF9D0B583A0D7B5BD37D28FB5ED81D| |3CF766C6F7C21FD46CBF6FAD24F0821AA6ABED792AFA51748EB99E3BAA3E13BE947| |136DE94A69B5DEDA6EEF816B9FCBA0F0D8A325A437B6A21F66673874AD33698F1C6| |FA03E1E39634F06412E9A39977E70E18C8A93EF2E2D391AFA637BEC0CBDD2E9C8E9| |5BA79EF40797BDB61D8CA57F59A5C49AF47E4D9268F48A302652044317069805EB4| |5C51B0B0CD977F284C60434B6045E4B289ABA6213E4181A7CB42B7C520B3E1AF9E8| |F0D1616B80F1059F9BE077CA2DA6EAD263A8230E9AE0AD901EF1832C13CA524B60B| |54D43B14CDF4935279218FB45F669AC9C8E63A7C03A783259B942DE1995B7C864D5| |8C4EB173A825871AF211117D7DA1969F14B1A069931E1560534CCD731DDCA9A1479| |5592F4B931D0F8D12E25C8F7845BC6F146F19152EC3A65C9CE726F89B6C2BB0ADC0| |B66ACC33DA4DEE550DBB59C37E706F56B01F2BC86B3522D66B20AF4390BBB4A6D65| |95A43DD8DA8FED4EC2C6D20AF0D74A501EECC75894FC51632D842E4ED88C8607B31| |03F2D9553EB15DD8EE4584CF1E6C8FF47F4F5B9166F771DAF661D9044BC40335671| |C60EC103CAACE53ADB64479583861565ECDFCA18E1CAB31ED185D3A01578DE98D15| |D18D3D33A6FF007411D458C798DE52A11590E5CCEEBF9ECF669443F20937ABCBD26| |179CAF29CE505CB4B169BE5154B9F25FC32F5CEDDE684EEB0DC65B9C7F2918D1269| |92348BC99261C9B2E458F22C2596324B9DE5134BF8178753D806| |-------------------------------------------------------------------|
All of that said, you may prefer WP/Electric, or WP/Ice instead, since the combos Can certainly be annoying if the enemy doesn't cooperate, or if you hit a bad patch of misses.
Be Well!
Fireheart -
I'd add that, since this is a Tanker, with Gauntlet, AND you took Taunt, there is zero excuse for slotting your attacks with Taunt Enhancements. Slot a little Taunt in RttC and you're good.
Be Well!
Fireheart -
Dear Lord Horusaurus! You've successfully created a brick outhouse, with no attacks except for the stink! Worse, it has mis-matched defenses - you're wasting investment on defenses that do-not stack. Yes, you have 2 single target attacks and two AoE attacks, and with Hasten running, you might be able to fire them off... And you won't have enough Endurance to do much, except stand there, waiting...
Let's try to be clearer here...
Is this a level 50 toon, looking for a respec, or are we trying to create a build that can happily level from 1 to 50?
Is this for PvE, or PvP?
Is this a tanker for massive farming, with a team only? Or does it have to be able to solo?
How much Influence is available to outfit this guy?? That's definitely going to affect what you can get in the way of Enhancements!
And, as CMA pointed out, unless Marshman has the 5-year Veteran's Badge, you Cannot actually build this toon this way. There is an error in the current version of Mids.
Want to Really have fun?? Build this Almost like you would a Scrapper, then layer on the Fighting Pool Defenses. Enhance for S&L Defense and a bit of Energy/Negative, but Focus the build on Hit-Points and Regeneration, because that's what Willpower does best.
There's more I'd do to your build, but, frankly, I wouldn't build like this in the first place.
Unfortunately, I have to get back to work, or I'd post a sample build of my own. We Tankers can't really give more specific advice, without knowing more of the circumstances of the character.
Be Well!
Fireheart -
It seems, then, that the real issue with Energy Transfer is in defining the 'value' of the Hit-points trade. That self-damage mechanic throws off all calculations based on other factors. So, Energy Transfer cannot be 'normalized' by the usual DPE or DPA frameworks.
Worse, the 'value' of that self-damage can vary wildly, depending on AT, defensive Powerset, and even Build factors. Essentially the question of 'how many HPs do you have and how easily can you get them back?'
Yet the health-sacrifice is at the Core of ET's power... Tricky.
Be Well!
Fireheart -
Quote:That would make it into... Flurry? Not wholly bad, but my issue was the animation time makes the attack seem slow and deliberate. The new and improved Barrage has excellent stats, but it still feels like fighting underwater, or in an invisible 'Jello-field'. The same 'Jello-field' that allows Total Focus to go into 'bullet-time' and momentarily defy physics.How about the same animation time on Barrage but 3 quick hits instead of 2 slow ones. Same overall damage, just faster feel.
I'd love to see Total Focus with a faster animation, too, however, I think it's unlikely. TF and its animation are part of several different ATs and powersets - Blasters and Peacebringers, for instance. It would make more sense to adjust one of the unique powers of Energy Melee, like Stun or Energy Transfer.
Be Well!
Fireheart -
Um, question - Why are we arguing with a person who has less than a month of experience?
I mean, they're wrong, but it's not really our job to make them into a good citizen... is it?
As for the Topic, I'm relatively new to Kheldians, but I'm enjoying the experience. No deletions yet.
Be Well!
Fireheart -
Quote:Hi Pilgrim. You're right, with Barrage the way it is Currently, it's not so bad. I'm playing two **/EM Tankers in their teens and the attack chains are sluggish, but not so bad on animation.Wait, what? Barrage is a 1.33 second animation, which is plenty fast for this game... whether that's slow for the real world or not isn't much of a consideration... this is a video game, and it's fast for an attack animation. Having Barrage's damage get upped made the length of the animation even better... you're doing much more damage in the same activation.
No, my issue, as you pointed out it Should be, is with Energy Transfer. After all, I spent the bulk of my post talking about it!
I don't 'waste' Energy Transfer on minions, unless they're +2s, at least. At my level (50) ET outputs about 400 points. In order to produce that damage, I have to sacrifice 165 or so (City of Data says 169) of my Own hitpoints, along with the energy and Time it takes to create a Nuke. Unlike other Nukes, ET is single-target and... well, it doesn't actually produce 'nuke class' damage, but that's the 'Tanker Difference'.
It's not necessary or practical to use ET Only on bosses... Lieutenants are legitimate targets. Frankly, Boss-killing is a Scrapper's job, not a Tanker's. Tankers need to worry about the Whole Spawn and managing the aggro, not ignoring everything else, so he can rush the Boss and use his very expensive powers.
The 'problem' is that, unless I'm solo, more often than Not, in my experience, my teammates have destroyed my target before Energy Transfer finishes animating. Even the Lieutenants. I get all charged up and then blow my... um... energy, on a corpse. And there's no stopping it, once you click the button.
Elsewhere, the argument was, "Well, if your Energy Transfer does hit and defeat a live target, then the Blaster who was shooting at it just 'wasted' his own energy, corpse blasting." To which I'd respond, "The Blaster lost, at most, a second of his life and a bit of energy. He did not just waste his 'nuke'. Except for Snipes and Nukes, no Blaster attack requires as much investment as Energy Transfer does."
Before this 'animation-nerf', Energy Transfer was part of my attack chain and Total Focus was the second Big Bomb that I could drop on hard targets. Now I have Two powers I can't afford to use, except on big Bosses, EBs, AVs, and GMs.
And don't try to tell a 4-year Vet 'ROFL, Nub! Lrn 2 Play!' I have adjusted my tactics - and they Still don't work right. If I wanted a Slow powerset, I'd play Axe! As it is, I'm having fun with my **/Dual Blades tanker, because, you see, His attacks are fast and smooth.
Frankly, in this entire thread and the many other Energy Melee related ones that I've read since the 'animation nerf', I have not seen a single post saying 'I love my **/EM Tanker and use all of his attacks! Here's how!' Instead, it's been a long string of despairing cries for mercy, or Knowledgeable Tanker Reps saying, 'Avoid Energy Melee, I had to put mine in cold-storage.'
Quote:Now...like I keep saying...WHIFF...GRRR Already dead!...WHIFF...DAMMIT DEAD ALREADY...SMACK SMACK YAY I got a Barrage off, now for a Hay...HEY!! DAMMIT HE WAS MINE!...GRRRR...
.......
The target is gone and away before the first attack is done animating.
Nay-sayers can talk about the numbers all they want, but until they've played through all nine tiers of Energy Melee, I don't feel like they have any understanding of the real situation.
Be Well!
Fireheart -
I don't want more AoE - unless they'd buff Whirling Hands a bit - that would be good. I want my 'fast' set back!
I built my Inv/EM Tanker because I wanted a fighter with the ability to move around in a fight. I accepted the limitation that I'd never do that much damage to a Crowd of enemies, as long as the particular one in my sights was going to have a bad day. My character is a Boxer and footwork is important - if you stand still you're in trouble - Someone is gonna drop a big hurt on you.
So, yeah, he's a Tanker, not a Scrapper and a Tanker survives the fight, he doesn't necessarily end it himself. But I still wanted a Tanker with an aggressive, fast-moving feel. Besides, Tankers were the only fighters with 'fists of light' and I loved that!
So back to the issue of Animations...
. . If they nerf my Damage, I've got Enhancements and Inspirations that can fix that.
. . If they nerf my Accuracy, I've got the same tools to overcome the dificulty.
. . If they nerf my Recharge, I can take Hasten or use Enhancements - I can even hang around a Kineticist and get Speed Boost.
But there is jack-all anyone can do about animation speed. That's locked into the code. In fact, animation speed can effectively nerf Hasten - since it's on a Timer and not related to the number of attacks one does.
Animation speed is what killed Barrage at first, when it was otherwise an Excellent power. Now they've boosted the Damage of the power, but it's still slow! If a real boxer threw a combination that slowly... he'd lose. It needs to trim a half-second or more off the time to deliver the combo.
Further, I suffered through 35 levels of relative mediocrity in order to get Energy Transfer. This nerf is not to one of my 'normal' powers, it was a change to what is arguably the defining power of Energy Melee - not that I exactly wished to be defined by it. It's the big kaBoom. It is the power that little EM Tankers stand outside the toyshop drooling over - what they say, 'When I grow up, I'm gonna get That!' about.
My tanker is level 50 now and I've finally gotten Energy Transfer slotted fairly well, at obscene cost - the IO market is nuts. Now the power has been changed and there's no Enhancement I can slot to compensate, even a little.
Sure, Total Focus is another great power. Use it as your opening move against a Boss, because, if your team is on the ball, you'll never get to use it a second time. By the time it comes around again, your target is gonna be Down.
So changing the Animation time (and the Rooted time, for that matter) are two things the Devs can do, which we players have No Way to mitigate! I'm not angry because Energy Transfer is changed, changes are almost inevitable - I'm angry because it's changed in a way that I can't mitigate in game. If I was rich enough to buy every Purple set I could slot, I still wouldn't be able to change this.
I'm angry because it limits my choices. I'm angry because all I can do about it is gripe on the forums.
Here is my gripe.
Be Well!
Fireheart -
Hello Sarrate, haven't seen you around in a while. Your re-emphasizing Sailboat's point about dead enemies generally ignores the difference in investment, in time, if nothing else. The 'other character' in your scenarios is not investing as much as the **/EM Tanker, to produce the target's demise.
Those instances where a comparable investment is involved are either AoE Nukes, or Snipes. In any case, not part of the character's general attack chain, as Energy Transfer once was part of mine. Yes, it was possible to Energy Transfer yourself to death, but a lot of enemies were defeated in the process. All it took was careful management.
Anyway, as promised, here is the middle-road build. It has 90+% Resistance to Smashing and Lethal and 28% Defense to S/L/E/N. There could be more resistance to exotics - frankly, that part is pretty poor, but I'm not sure what I can do for it, without compromising too much else.
(Perhaps a different slotting of Whirling Hands, or Energy Transfer? ET's total enhancement is awfully good! I'm not sure I'd want to re-balance those numbers by much, but that's certainly a power with forgettable Set bonuses.)
I almost wonder if I need Energy Mastery and PP... Just not sure.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Perfect Perry: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(9), S'fstPrt-ResDam/Def+:30(37)
Level 1: Barrage -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(3), C'ngImp-Acc/Dmg/Rchg:40(11), C'ngImp-Acc/Dmg/EndRdx:40(15), C'ngImp-Dmg/EndRdx/Rchg:40(34)
Level 2: Dull Pain -- Mrcl-Heal/Rchg:40(A), Mrcl-Heal/EndRdx/Rchg:40(3), Numna-Heal/Rchg:40(11), Numna-Heal/EndRdx/Rchg:40(15)
Level 4: Bone Smasher -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(5), C'ngImp-Acc/Dmg/Rchg:40(13), C'ngImp-Acc/Dmg/EndRdx:40(21), C'ngImp-Dmg/EndRdx/Rchg:40(34)
Level 6: Boxing -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(7), C'ngImp-Acc/Dmg/Rchg:40(9), C'ngImp-Acc/Dmg/EndRdx:40(13), C'ngImp-Dmg/EndRdx/Rchg:40(34)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(40), RctvArm-ResDam/EndRdx/Rchg:40(43), RctvArm-ResDam:40(43)
Level 10: Combat Jumping -- Winter-ResSlow:40(A)
Level 12: Hurdle -- Jump-I:40(A)
Level 14: Super Jump -- SprngFt-EndRdx/Jump:40(A)
Level 16: Whirling Hands -- Sciroc-Acc/Dmg:40(A), Sciroc-Dmg/EndRdx:40(17), Sciroc-Dmg/Rchg:40(17), Sciroc-Acc/Rchg:40(25), Sciroc-Acc/Dmg/EndRdx:40(40)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/EndRdx/Rchg:40(19), LkGmblr-Def:40(19), AdjTgt-ToHit:40(21), AdjTgt-ToHit/EndRdx:40(25), Taunt-I:40(43)
Level 20: Health -- Mrcl-Heal:40(A), Mrcl-Rcvry+:40(45), Numna-Heal:40(46), Numna-Regen/Rcvry+:40(50)
Level 22: Stamina -- P'Shift-EndMod:40(A), P'Shift-EndMod/Rchg:40(23), P'Shift-EndMod/Acc:40(23), P'Shift-End%:40(46)
Level 24: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(46)
Level 26: Tough Hide -- GftotA-Def:40(A), GftotA-Run+:40(27), LkGmblr-Def:40(27), LkGmblr-Rchg+:40(29)
Level 28: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(29), RctvArm-ResDam:40(31), RctvArm-EndRdx:40(31)
Level 30: Assault -- EndRdx-I:40(A), EndRdx-I:40(31)
Level 32: Build Up -- AdjTgt-ToHit:40(A), AdjTgt-ToHit/Rchg:40(33), AdjTgt-ToHit/EndRdx/Rchg:40(33), AdjTgt-Rchg:40(33)
Level 35: Energy Transfer -- F'dSmite-Acc/EndRdx/Rchg:40(A), F'dSmite-Acc/Dmg/Rchg:40(36), T'Death-Acc/Dmg/EndRdx:40(36), T'Death-Dmg/EndRdx/Rchg:40(36), C'ngImp-Acc/Dmg/Rchg:40(37), C'ngImp-Acc/Dmg/EndRdx:40(37)
Level 38: Total Focus -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(39), C'ngImp-Acc/Dmg/Rchg:40(39), C'ngImp-Acc/Dmg/EndRdx:40(39), C'ngImp-Dmg/EndRdx/Rchg:40(40)
Level 41: Tactics -- AdjTgt-ToHit:40(A), AdjTgt-ToHit/EndRdx/Rchg:40(42), AdjTgt-EndRdx/Rchg:40(42), AdjTgt-ToHit/EndRdx:40(42)
Level 44: Conserve Power -- RechRdx-I:40(A), RechRdx-I:40(50)
Level 47: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-ResDam:40(48)
Level 49: Physical Perfection -- P'Shift-End%:40(A), RgnTis-Regen+:30(50)
------------
Level 1: Brawl -- Acc-I:40(A)
Level 1: Sprint -- Clrty-Stlth:40(A)
Level 2: Rest -- RechRdx-I:40(A)
Level 1: Gauntlet
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Fireheart -
Yes, it's a necro-post, of sorts, but it's my own post and so it makes sense to continue it.
Thanks LordXeninte, I looked at picking up Presence, but I don't really have room for 3 more powers... well, maybe, just barely.
I've leveled Starlight Saint (my human-form PB) almost to 31, now. Frankly, I've been messing with some Independence Port arcs that I didn't want to out-level, so I've had XP switched off for a bit.
I think L32 will be my time for working heavily on IOs and Sets.
However, for Planning purposes, I find a 'generic' build useful. I can adjust slots to the powers, but also clearly see what I want to Enhance. If I get lucky and get the IOs I want, then I can tweak the build slightly for slot efficiency - if needed.
Anyway, looking to the Future of the character, I tried to pick out the powers and slots and come up with a good build.
I'm looking to continue my experience thus far - PvE, Solo and Teamed, extraordinarily flexible, Jack-of-All-Trades, Blaster/Scrapper with emergency heals. Now we enter the Nuking Zone!
Here is the build I'm contemplating - I invite critical advice about powers and slotting, but please make a point to tell me Why, not just "because it sucks". I also invite IO Set advice, but please go easy on my checkbook, I'm not rich.
For my last two powers, I am considering Leadership - Assault & Tactics. Alternately, I might fit Fighting - Boxing, Tough & Weave, but that will mean some major sacrifices. Or I could just skip more Power Pools and take Build-Up and Thermal Shield and call it done.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Starlight Saint: Level 46 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Leaping
Power Pool: Fitness
Hero Profile:
Level 1: Gleaming Bolt -- Acc(A), Acc(3), EndRdx(5), Dmg(21), Dmg(40)
Level 1: Incandescence -- ResDam(A)
Level 2: Glinting Eye -- Acc(A), Acc(3), EndRdx(9), Dmg(21), Dmg(40)
Level 4: Gleaming Blast -- Acc(A), Acc(5), EndRdx(11), Dmg(23), Dmg(43)
Level 6: Shining Shield -- EndRdx(A), ResDam(7), ResDam(7), ResDam(13)
Level 8: Radiant Strike -- Acc(A), Acc(9), EndRdx(13), Dmg(34), Dmg(43)
Level 10: Essence Boost -- RechRdx(A), RechRdx(11), Heal(29), Heal(34)
Level 12: Combat Jumping -- DefBuff(A)
Level 14: Proton Scatter -- Acc(A), Acc(15), EndRdx(15), Dmg(34), Dmg(43)
Level 16: Luminous Detonation -- Acc(A), Acc(17), EndRdx(17), Dmg(37), Dmg(45)
Level 18: Incandescent Strike -- Acc(A), Acc(19), EndRdx(19), Dmg(23), Dmg(45)
Level 20: Hurdle -- Jump(A)
Level 22: Health -- Heal(A), Heal(37), Heal(40)
Level 24: Stamina -- EndMod(A), EndMod(25), EndMod(25)
Level 26: Reform Essence -- RechRdx(A), RechRdx(27), Heal(27), Heal(37)
Level 28: Glowing Touch -- Heal(A), Heal(29)
Level 30: Solar Flare -- Acc(A), Acc(31), EndRdx(31), Dmg(31), Dmg(46)
Level 32: Quantum Shield -- EndRdx(A), ResDam(33), ResDam(33), ResDam(33)
Level 35: Dawn Strike -- Acc(A), Acc(36), EndRdx(36), Dmg(36), Dmg(46)
Level 38: Photon Seekers -- Acc(A), Acc(39), EndRdx(39), Dmg(39), Dmg(46)
Level 41: Light Form -- RechRdx(A), RechRdx(42), RechRdx(42), ResDam(42)
Level 44: Conserve Energy -- RechRdx(A), RechRdx(45)
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- Empty(A)
Level 10: Combat Flight -- Empty(A)
------------
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Fireheart