Flints

Apprentice
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  1. I could probably do it on my Ice/KM tanker, and I doubt I'd have any trouble with it when my Ice/DM tanker hits 50 too.

    Any armour with a damage aura can take the Fury of the Gladiator -20% res proc in it, and considering AVs resist bruising, it's worth considering.
  2. I have an Ice/KM Tanker (As well as 3 other Ice tankers) and took it out of Repulsing Torrent because it ruined how fun that power was, not to mention the KB isn't 100%. If you're needing to stick it into KM as an ice tanker you're probably doing something wrong. (Willpower I can understand due to low taunt mag, and stalkers because of how much KB lowers the DPS) so I moved it into Icicles.

    I rarely see it proc though, to be honest. I ran a farm I used to do and didn't see it trigger.

    May need to find a single mob who isn't going to die by leaving Icicles tick and watch my combat log/screen to see if it is actually triggering.
  3. Most tankers at the HP cap can shrug off many of that attacks that hit a high number instead of "insta-kill".

    Apex & Nova Fist are obvious examples. I can survive the purple nightmare patches in MoM for a few moments, but they will still kill me if I stand around (Or if they stack.)

    I'd say just try to move out the way, and if you get hit and survive (Like Nova Fist) then just shrug it off and keep hitting the AV - Don't just rely on the fact it's not going to insta-kill you.
  4. I think the issue stems from the fact it's very easy to tell the difference between things like Defender/Corruptor, Scrapper/Stalker, Controller/Dominator, as the playstyles cause a solid contrast between those ATs, while Tanker/Brute often it feels like the only real difference at 50 is Brutes have far superiour damage numbers.
  5. Keep Icicles, stick the fury of the glad -20% Res Debuff in it if you can afford it, stick the tanker ATO proc in it too, and then stick the summer blockbuster 20% chance for KD in it too.

    Then, it's a hilarious OP taunt aura.
  6. I have a solid range chain that I use on mitos during LGTF using kin melee and soul mastery. Gloom focused burst and repulsing torrent with decent recharge is enough to keep going.
  7. Pointing out endurance gave me an idea for a relatively quick suggestion. (On top of the other end-game fixes.) and that would be to have something similiar to Beginner's Luck to tanker's endurance costs.

    Leveling a tanker is quite a slow process, especially solo, mostly because taking all the toggles without SOs or enough end redux makes putting out solid damage chains difficult. If tankers had a decreasing end redux as they leveled up (perhaps dissappearing at 20, just before SOs become widely available.). Then it would help reduce the overall "lackluster" feel of low level tankers.
  8. Quote:
    Originally Posted by Severe View Post


    If they can do it for hibernation then they can for the self rezzes
    Hibernate is a self-intangible, not being defeated. I don't see how that means they can keep toggles on for self rez.
  9. Quote:
    Originally Posted by Rylas View Post

    Boadygaurd inherent:

    Like the Mastermind mechanic, but in reverse. Make it a toggle free of endurance cost. Allow a percentage of damage being taken by up to 5 teamates in a certain range be diverted to you. The damage sent to you can be resisted or avoided according to your defense and resist numbers. Taking too much heat? Turn off the toggle.

    The 5 teammate limit is only for your tank. So if a second tank is on the team, they too can mitigate damage for teammates, maybe even the same team members (stackable). A new unique mechanic is introduced that gives tankers something to bring to the team, and gives incentive for multiple tanks.

    Oh, but Tanks do not receive the benefit of being guarded by other Tanks. I'd imagine that becoming overpowered.
    The problem with this is, Let's say it's a 12-man League and I'm the only one tanking the AV, alternatively, I'm the only ice armour tanker, and the other tanker or brute on the team can't compete with my damage from KM and Soul Mastery because I've opted for Damage-increasing incarnates and I'm generating my aggro than the other tanks and players.

    But said AV has "Rings of insta-kill" that do 3k damage to me (Keyes iirc). I need to be at 3.2k health, which requires Hoarfrost to be up, which pretty much requires Hasten and some +recharge buffs on me too. I can take that hit and survive, 90+% of the single-target damage the AV is putting out is directed at me, and 5% of that damage is hitting. I'm thus pretty much likely to survive the entire fight except for a string of bad luck where that 5% roll hits after I've been reduced to 0.2k HP, or that 3k hit happens when Hoarfrost is down.

    But for the majority of the fight, all aggro is on my toon, there would be no reason to use this "Bodyguard" toggle in the fight, because:

    A, All the single-target damage is pointed at me.
    B, I would have to detoggle this -every time- the instahit happens, otherwise I can't shrug off the damage while I'm laughing at my HP.
    C, If I'm redirecting damage towards me, there's no way it'd roll for To Hit or Resists twice. Either I'm going by the original targets To Hit rolls and taking a percentage (Thus I'm taking autohit damage, which iTrials are already full of, and I wouldn't wish to take the risk while in a trial.) Or I'm going to be taking the target's To Hit rolls, which would make the whole toggle like a passive-taunt.

    And a taunt where I don't need to make aggro checks, keep up damage or hit taunts to take an AVs damage, because I can just flip a switch and peoples incoming damage is just rolling onto me, is ruining the entire point of aggro/taunt. I can already stand in a middle of a mob and spam AoEs while Icicles and Chilling Embrace are ticking away, being able to just stand next to a player and take their damage is just OP.

    A better alternative in my opinion would be:

    Quote:
    Bodyguard - Inherent - Passive.
    * Increases Teammate Resistance to X damage type by Y% per teammates/leaguemates within Z distance. Up to Q players. (Does not stack with other casters.)

    Alternatively that could be flipped.
    But that would mean that, say the numbers were X = All, Y = 5%, Z = 40yds. Q = 8.

    So there are 8 players nearby, a big ol' AV hits with a resistable AoE "insta-kill" attack, doing 3k damage. Tanker is HP Capped. Tanker is left with say 0.5k health.

    Other players around the tanker also get hit by the AoE, but instead of now being facedown in the dirt, they've taken 1.8k damage. Some of them might probably be dead at this point.

    Everybody heals up, tanker gets nuked and completely faceplants into the ground. Bodyguard is no longer working. AoE hits again, everybody who gets hit and has no resistance now takes 3k damage. Team wipe is inevitable.
    What this would mean then is:
    A, it's now a Good idea to keep the tanker alive. Tanker is alive, teammates have resists. The team can take a little more damage by staying near the tank. Teammates however can't decide to pull aggro, because they're still squishy. (Reduce Y to 2%, change X to S/L only.)
    B, The tanker still has to/should hold aggro. The tanker doesn't just have to stand around and redirect damage onto itself. The Tanker has to make sure that damage goes onto itself.
    C, It's now a Good idea to take multiple tankers on a team. Yes, this buff doesn't stack, but it stops working when the tanker is dead. TPN run, tanker gets marked for death, doesn't notice, doesn't get out of the way. Bodyguard passive drops. Tanker number 2's bodyguard kicks in. The team is still protected.


    Obviously this is just a quick draft idea, but I tried to take as much from your "Bodyguard" idea as I could and work it in a way that I'd see as more usable/balanced.

    Tankers are then not doing more damage, nor are they more survivable, but they're now providing an extra support role in teams.
  10. I personally feel that the incarnate trials opened up a lot of problems for tankers, but that's probably to do with the sheer numbers of players and ATs, while tankers seem initally built for 8 player teams.
  11. I remember doing this on Flints a few years ago, so I'll be definitely up for bringing Rebate to smash that gooey blob.
  12. Flints

    Tanking iTrials

    Quote:
    Originally Posted by Mordheim View Post
    do you often find the lack of ddr to cause defense failure and if so, do you find it makes you not survivable enough overall?
    I know on my Icer (Ice/Kin/Soul Tanker) that during TPN trials I can end up having my health halved with pacifism. Many of the trials (Especially BAF/Lam) feel so zergy that often I don't feel like I'm a tanker at all.

    And then there are other occassions in iTrials where you actually have that "Tanker" feel.

    The main trouble with trials, in my personal view, is they're designed to exploit every single weakness they can find in a build.

    As Invul, eventually you'll find yourself against some psi damage.
    As Ice Armour, you'll eventually be up against Fire or Toxic.
    As a granite, you'll eventually be in a situation of trying to get out of "circle of deaths"
    Etc

    However, the majority of the time there are so many team buffs going on, that these holes close up in the mess of the league's buffs/regens/heals.
  13. Quote:
    I don't think I ever suggested trying to hit the *Incarnate* soft-cap without EA, just the regular 45% soft-cap. Sorry if I wasn't clear.

    I think you'd get better bonuses using CI in Smashing Blow rather than the PF/Mako's combo you have now.

    Also, the KB IO in Tough is totally pointless. It's currently underslotted for resistance and unslotted for end reduction
    I must've misread then.

    Played with my slots, dropped one from Burst into Tough and put CL into Smashing Blow.

    This brings me to a decent 49% S/L/N/E all across, before EA (Just remembered the I cap is 59% not 54%

    Also I'll be kicking around 30% S/L Resists now when the ATO proc triggers once, which will definitely take off some of those imba hits before I can heal up and get back into the fight.

    My end drain seems to be around half my recovery, which doesn't seem too bad considering Hasten and EA are maxed out for recharge.

    Without any +5 Boosters I'm at 60% S/L 59% E/N with full EA, so that seems solid now.
  14. I did forget to mention that I am was going for HP and regen for layered defense.

    I'm not completely convinced I need to hit the incarnate cap for S/L without EA, as, except for the initial jump in, I'm going to have atleast one tick. But I've now hit softcap for S/L/N/E without EA.

    I took your advice for Icicles and Darkest Night, the latter I only used in AV fights because of the end issue.

    (I may set up a bind for that power actually to make it more useful targetting wise.)

    I feel comfortable with EA as it is, although slotting for end would increase my single-target consumption, I can't work out where to bring slots across. I don't mind popping blues in long fights with only one or two targets around.

    I'm not worried about Glacial armour as I have no intention of sidekicking down with this toon.

    However, while I was re-building I missed your advice about Focused Burst, I could still add it in for rouglhy 50% E/N defense, and even kick out Gloom to get close to the cap. This in total would bring me to 49% S/L and 53.5% E/N before EA kicks in.

    I want to leave Entropic in for the Max end however, and Eradication for the same reason.

    Here's the build with the revisions you suggested

    EDIT: I am using +5 boosters in my mids.

    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Rebate: Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Kinetic Melee
    Power Pool: Fighting
    Power Pool: Teleportation
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Def(3), LkGmblr-Rchg+(5)
    Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(19)
    Level 2: Chilling Embrace -- ImpSwft-Dam%(A), EndRdx-I(7)
    Level 4: Smashing Blow -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(9), P'ngS'Fest-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(42)
    Level 6: Wet Ice -- EndRdx-I(A)
    Level 8: Boxing -- Empty(A)
    Level 10: Hoarfrost -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(11), Numna-Heal(11), RechRdx-I(15)
    Level 12: Teleport -- Range-I(A)
    Level 14: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(15), S'fstPrt-ResKB(19)
    Level 16: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(17), LkGmblr-Def(17), LkGmblr-Rchg+(29), Ksmt-ToHit+(43)
    Level 18: Repulsing Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(42)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(42)
    Level 22: Icicles -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(23), SMotTanker-Dmg/EndRdx/Rchg(23), SMotTanker-Acc/Dmg/EndRdx/Rchg(33), SMotTanker-Rchg/Res%(33), FotG-ResDeb%(34)
    Level 24: Taunt -- Range-I(A)
    Level 26: Energy Absorption -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/Rchg(27), LkGmblr-Def(27), LkGmblr-Rchg+(29), RechRdx-I(31)
    Level 28: Burst -- Erad-%Dam(A), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(34), SMotTanker-Acc/Dmg(36), SMotTanker-Dmg/Rchg(36), SMotTanker-Acc/Dmg/Rchg(37)
    Level 30: Glacial Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(43), LkGmblr-Rchg+(45)
    Level 32: Power Siphon -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(43)
    Level 35: Hibernate -- Heal-I(A)
    Level 38: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), P'ngS'Fest-Acc/Dmg(40), P'ngS'Fest-Stun%(40)
    Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(46), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx/Rchg(50)
    Level 44: Focused Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx/Rchg(50)
    Level 47: Dark Obliteration -- SipInsght-ToHitDeb(A)
    Level 49: Darkest Night -- EndRdx-I(A), EndRdx-I(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Heal/EndRdx(21), Numna-Heal(21), Numna-Regen/Rcvry+(25), RgnTis-Regen+(25)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/Acc(33)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 50: Void Radial Final Judgement
    Level 50: Diamagnetic Core Flawless Interface
    Level 50: Seers Radial Superior Ally
    Level 50: Rebirth Radial Epiphany
    Level 50: Spiritual Core Paragon
    ------------
    ------------
    Set Bonus Totals:
    • 8% DamageBuff(Smashing)
    • 8% DamageBuff(Lethal)
    • 8% DamageBuff(Fire)
    • 8% DamageBuff(Cold)
    • 8% DamageBuff(Energy)
    • 8% DamageBuff(Negative)
    • 8% DamageBuff(Toxic)
    • 8% DamageBuff(Psionic)
    • 13.5% Defense(Smashing)
    • 13.5% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 17.88% Defense(Energy)
    • 17.88% Defense(Negative)
    • 6% Defense(Psionic)
    • 9.75% Defense(Melee)
    • 15.69% Defense(Ranged)
    • 6% Defense(AoE)
    • 3.6% Max End
    • 50% Enhancement(Accuracy)
    • 36.25% Enhancement(RechargeTime)
    • 8% SpeedFlying
    • 344.4 HP (18.38%) HitPoints
    • 8% JumpHeight
    • 8% SpeedJumping
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilized) 8.8%
    • 9.5% (0.16 End/sec) Recovery
    • 80% (6.25 HP/sec) Regeneration
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 8% SpeedRunning



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  15. Hey Tankers, I recently came back to CoH after taking another "long" break, last issue I left at was i19 - And I had just finished completely slotting the following build.

    I would like some help making it "updated" for incarnate content, and things like removing Recall friend and possibility the Medicine pools.

    I am happy with the current armour values, 54% S/L and 45% E/NE with full EA. But getting to 59% S/L values would be useful.

    Will I be able to achieve this with IO Boosters? Or shall I find an extra 5% S/L from slotting.

    Also, is the ATO proc better in Icicles or does it work in CE too?

    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Rebate: Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Kinetic Melee
    Power Pool: Medicine
    Power Pool: Teleportation
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Frozen Armor
    • (A) Luck of the Gambler - Defense/Endurance
    • (3) Luck of the Gambler - Defense/Endurance/Recharge
    • (3) Luck of the Gambler - Defense
    • (5) Luck of the Gambler - Recharge Speed
    Level 1: Quick Strike
    • (A) Kinetic Combat - Accuracy/Damage
    • (5) Kinetic Combat - Damage/Endurance
    • (7) Kinetic Combat - Damage/Recharge
    • (19) Kinetic Combat - Damage/Endurance/Recharge
    Level 2: Chilling Embrace
    • (A) Pacing of the Turtle - Chance of -Recharge
    • (7) Impeded Swiftness - Chance of Damage(Smashing)
    • (17) Endurance Reduction IO
    Level 4: Smashing Blow
    • (A) Pounding Slugfest - Accuracy/Damage
    • (9) Pounding Slugfest - Damage/Endurance
    • (13) Pounding Slugfest - Damage/Recharge
    Level 6: Wet Ice
    • (A) Endurance Reduction IO
    Level 8: Aid Other
    • (A) Interrupt Reduction IO
    Level 10: Hoarfrost
    • (A) Numina's Convalescence - Heal/Recharge
    • (11) Numina's Convalescence - Heal/Endurance/Recharge
    • (11) Numina's Convalescence - Heal
    • (13) Doctored Wounds - Heal/Recharge
    • (15) Recharge Reduction IO
    • (19) Steadfast Protection - Resistance/+Def 3%
    Level 12: Recall Friend
    • (A) Range IO
    Level 14: Aid Self
    • (A) Miracle - Heal/Recharge
    • (15) Doctored Wounds - Heal/Recharge
    • (17) Numina's Convalescence - Heal/Recharge
    Level 16: Teleport
    • (A) Winter's Gift - Slow Resistance (20%)
    Level 18: Repulsing Torrent
    • (A) Positron's Blast - Accuracy/Damage
    • (37) Positron's Blast - Damage/Endurance
    • (37) Positron's Blast - Damage/Recharge
    • (40) Positron's Blast - Accuracy/Damage/Endurance
    • (42) Positron's Blast - Chance of Damage(Energy)
    Level 20: Hasten
    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO
    • (43) Recharge Reduction IO
    Level 22: Icicles
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (23) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (23) Eradication - Accuracy/Damage/Recharge
    • (33) Eradication - Accuracy/Damage/Endurance/Recharge
    • (33) Eradication - Chance for Energy Damage
    • (34) Fury of the Gladiator - Chance for Res Debuff
    Level 24: Taunt
    • (A) Perfect Zinger - Chance for Psi Damage
    • (31) Range IO
    Level 26: Energy Absorption
    • (A) Luck of the Gambler - Defense/Endurance/Recharge
    • (27) Luck of the Gambler - Defense/Recharge
    • (27) Luck of the Gambler - Defense
    • (29) Luck of the Gambler - Recharge Speed
    • (29) Kismet - Accuracy +6%
    • (31) Recharge Reduction IO
    Level 28: Burst
    • (A) Obliteration - Damage
    • (34) Obliteration - Accuracy/Recharge
    • (34) Obliteration - Damage/Recharge
    • (36) Obliteration - Accuracy/Damage/Recharge
    • (36) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (37) Obliteration - Chance for Smashing Damage
    Level 30: Glacial Armor
    • (A) Serendipity - Defense/Endurance
    • (43) Serendipity - Defense
    • (45) Luck of the Gambler - Recharge Speed
    Level 32: Power Siphon
    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO
    • (43) Recharge Reduction IO
    Level 35: Hibernate
    • (A) Healing IO
    Level 38: Concentrated Strike
    • (A) Kinetic Combat - Accuracy/Damage
    • (39) Kinetic Combat - Damage/Endurance
    • (39) Kinetic Combat - Damage/Recharge
    • (39) Kinetic Combat - Damage/Endurance/Recharge
    • (40) Pounding Slugfest - Accuracy/Damage
    • (40) Pounding Slugfest - Disorient Bonus
    Level 41: Gloom
    • (A) Devastation - Accuracy/Damage/Recharge
    • (46) Devastation - Accuracy/Damage/Endurance/Recharge
    • (46) Apocalypse - Damage/Recharge
    • (46) Apocalypse - Damage/Endurance
    Level 44: Focused Burst
    • (A) Entropic Chaos - Accuracy/Damage
    • (45) Entropic Chaos - Damage/Endurance
    • (45) Entropic Chaos - Damage/Recharge
    • (48) Entropic Chaos - Damage/Endurance/Recharge
    • (48) Entropic Chaos - Chance of Heal Self
    Level 47: Dark Obliteration
    • (A) Siphon Insight - ToHit Debuff
    • (48) Siphon Insight - Accuracy/ToHit Debuff
    • (50) Siphon Insight - Accuracy/Recharge
    • (50) Siphon Insight - ToHit Debuff/Endurance/Recharge
    • (50) Siphon Insight - Accuracy/Endurance/Recharge
    Level 49: Darkest Night
    • (A) Dark Watcher's Despair - Chance for Recharge Slow
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Health
    • (A) Miracle - Heal
    • (9) Miracle - +Recovery
    • (21) Numina's Convalescence - Heal/Endurance
    • (21) Numina's Convalescence - Heal
    • (25) Numina's Convalescence - +Regeneration/+Recovery
    • (25) Regenerative Tissue - +Regeneration
    Level 2: Stamina
    • (A) Efficacy Adaptor - EndMod
    • (31) Efficacy Adaptor - EndMod/Recharge
    • (33) Efficacy Adaptor - EndMod/Accuracy
    • (36) Efficacy Adaptor - EndMod/Endurance
    Level 1: Prestige Power Slide
    • (A) Empty
    Level 1: Prestige Power Dash
    • (A) Empty
    Level 1: Prestige Power Quick
    • (A) Empty
    Level 1: Prestige Power Surge
    • (A) Empty
    Level 1: Prestige Power Rush
    • (A) Empty
    Level 50: Spiritual Core Paragon
    Level 50: Void Radial Final Judgement
    Level 50: Diamagnetic Core Flawless Interface
    Level 50: Seers Radial Superior Ally
    Level 50: Rebirth Radial Epiphany
    ------------
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 16.13% Defense(Smashing)
    • 16.13% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 7.38% Defense(Energy)
    • 7.38% Defense(Negative)
    • 3% Defense(Psionic)
    • 12.38% Defense(Melee)
    • 5.19% Defense(Ranged)
    • 3% Defense(AoE)
    • 4.05% Max End
    • 45% Enhancement(Accuracy)
    • 40% Enhancement(RechargeTime)
    • 4% SpeedFlying
    • 189.7 HP (10.13%) HitPoints
    • 4% JumpHeight
    • 4% SpeedJumping
    • MezResist(Confused) 2.75%
    • MezResist(Immobilized) 5.5%
    • MezResist(Stunned) 2.2%
    • 6.5% (0.11 End/sec) Recovery
    • 122% (9.53 HP/sec) Regeneration
    • 20% ResEffect(SpeedFlying)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(SpeedRunning)
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 4% SpeedRunning
    • 2% XPDebtProtection
  16. Delete them, save the costume etc.

    You'll be able to make them exactly the same on Union assuming the character name isn't taken, there's no real reason to pay transfer fees when it's only about 30 mins work including costume design for each one (I tend to spend upwards of 20mins to an hour in character creation)

    By "Main server" I assume you mean what comes up as the top of the 4 on the selection screen, and that's simply whatever server you last selected.
  17. Quote:
    Originally Posted by Residentx_EU View Post

    Just FYI, if your serious about this game, you'll have to plan your game time. Not everyone has the same "attitudes" and planning let's you get the best and most committed players. Some of these missions are long and to have someone quit in the middle is frustrating. Nothing like doing the 6 hour Quaterfield mish and having someone or a few quit in the middle :-).
    Saying that, while its true for content such as Quaterfield and moSTFs, most of the content in this game can be a case of just logging in, hopping around a few tip mission, radio, arc or random teams before a short (<1hour, or 1-2 hour) TF forms up for you to join.
  18. Flints

    Ice/Ice help

    Take Hibernate, definately, for one it requires absoluting no slotting other than the base, due to the NoPhase changes.

    Secondly, it's in my opinion, one of the best defensive tier 9's for tankers that doesn't require you to be defeated to use. (Dark probably has the best, due to the enhanceable recharge and the high mag stun.) It means you're literally untouchable, and because of CE's and Icicles aggro, you have roughly 10-12 seconds of Hibernation before you even have a chance to lose aggro, more than enough to fully replish your HP or Endurance.

    If you're still worried about losing aggro in Hibernate, hit taunt before hand, the base unresisted duration of taunt is longer than you can spend in Hibernation.

    Secondly, slot a taunt IO (Or two if you have the slots.) in CE if you're having aggro problem,s it's tick-rate is stupidly long, and its duration is just short of Invul and SD's taunt auras, nobody tends to enchance CE (Or any aggro aura aside from RTTC) so you'll pretty much be able to hold aggro from anything but an invul/ss or SD/SS tanker (Due to higher damage, and thus higher threat.) without using Taunt at all.

    Otherwise, stick the chance for -rech and chance for damage slow procs in CE, perhaps a end-redux if your EA/global recharge isn't high enough to handle all your toggles.

    Icicles, either slot for damage slot bonuses or frankenslot for dmg/end and a small bit of acc. (If you've got 30/40% global Acc there's no real bother.).

    Slotting Icicles for dmg/end/taunt and CE for slow/end/taunt will have people staring at you wondering why you have all the aggro while being AFK.

    By having more taunt duration either by using of Taunt or by aggro/damage aurs (Remember debuff adds to the mutipler.) than the time it takes to fully recover HP/End in Hibernate, you effectively won't lose aggro while using it, unless you're using it to lose the debuffs in the time you've been stacked with -100+% defense, remember hibernate is untouchable so unlike other Tier 9's, being debuffed to Def or Res won't completely shred the effectiveness of it's use.
  19. Ice, just to piss him off.

    Aside from that, Electric Melee, because aside from Dark, they're all pretty much damage secondaries, and the teleporting tier 9 of Electric is just so much fun (And nice to look at).
  20. First thing I notice with the build being a pre-i19 one, is that you've got fitness, and you've also taken all 4 fitness powers.

    Now with those 4 new power choices, you may want to select powers that need minimal slotting to be effective, I reccomend either Combat Jumping and 3 of the Fighting pool for an added 15% defence to all.

    I notice that with 2 of the Leadership pool toggles running, you'll be very low on end recovery, so I switched around some slots in Health for the recovery unique to give 17.5%, however you most likely will be cycling use of Energize and Power Sink to keep endurance up.

    I swapped the heal IO to a defense IO in Vengence, as this will provide a stronger team buff.

    I also swapped out Build Up for Hasten, while either are fine, but both are nice (And both work best with 3 recharge IOs) Hasten will provide you with Energize and Power Sink more often, thus increasing your DPS more than Build Up will due to the longer duration and the faster attack chain.

    Lastly I moved around the Makos Bites sets for Touch of Death, as the melee defense set bonus will push you closer to the Melee soft-cap.
    Idealy on a defense-based tanker you'd want to either cap S/L/N/E or all Positions (Melee, Ranged AoE) but Elec Armour is purely resistance based, as such having a decent amount to all and Melee defense (As most of your incoming damage will be taken in Melee.) I'm not too sure how much you know about damage protection and defenses in this game, but this mixture of high resistance (77% across the build, resistance caps at 90% for a tanker) and a decent amount of defense (39.5% Melee defense, soft-caps at 45%) You're going to be far more survivable than just with one or the other.

    This is be no means a guide or a "final build" for you to use, simply quick suggestions from quickly looking at your build.

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Enigizer: Level 50 Technology Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Electrical Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed

    Hero Profile:
    Level 1: Charged Armor
    • (A) Titanium Coating - Resistance/Endurance
    • (3) Titanium Coating - Resistance/Recharge
    • (3) Titanium Coating - Endurance/Recharge
    • (5) Titanium Coating - Resistance/Endurance/Recharge
    • (5) Titanium Coating - Resistance
    • (7) Titanium Coating - Endurance
    Level 1: Charged Brawl
    • (A) Touch of Death - Accuracy/Damage
    • (7) Touch of Death - Damage/Endurance
    • (9) Touch of Death - Damage/Recharge
    • (9) Touch of Death - Accuracy/Damage/Endurance
    • (11) Touch of Death - Damage/Endurance/Recharge
    • (11) Touch of Death - Chance of Damage(Negative)
    Level 2: Lightning Field
    • (A) Obliteration - Damage/Recharge
    • (13) Obliteration - Chance for Smashing Damage
    • (13) Obliteration - Accuracy/Recharge
    • (15) Obliteration - Accuracy/Damage/Recharge
    • (15) Obliteration - Damage
    • (17) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 4: Conductive Shield
    • (A) Titanium Coating - Resistance
    • (17) Titanium Coating - Endurance
    • (19) Titanium Coating - Endurance/Recharge
    • (19) Titanium Coating - Resistance/Endurance
    • (21) Titanium Coating - Resistance/Endurance/Recharge
    • (21) Titanium Coating - Resistance/Recharge
    Level 6: Havoc Punch
    • (A) Touch of Death - Accuracy/Damage
    • (23) Touch of Death - Damage/Endurance
    • (23) Touch of Death - Damage/Recharge
    • (25) Touch of Death - Accuracy/Damage/Endurance
    • (25) Touch of Death - Damage/Endurance/Recharge
    • (27) Touch of Death - Chance of Damage(Negative)
    Level 8: Jacobs Ladder
    • (A) Obliteration - Damage/Recharge
    • (27) Obliteration - Chance for Smashing Damage
    • (29) Obliteration - Accuracy/Recharge
    • (29) Obliteration - Accuracy/Damage/Recharge
    • (31) Obliteration - Damage
    • (31) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 10: Combat Jumping
    • (A) Luck of the Gambler - Defense
    • (39) Luck of the Gambler - Recharge Speed
    Level 12: Static Shield
    • (A) Titanium Coating - Resistance
    • (31) Titanium Coating - Endurance
    • (33) Titanium Coating - Endurance/Recharge
    • (33) Titanium Coating - Resistance/Endurance
    • (33) Titanium Coating - Resistance/Endurance/Recharge
    • (34) Titanium Coating - Resistance/Recharge
    Level 14: Grounded
    • (A) Resist Damage IO
    Level 16: Energize
    • (A) Doctored Wounds - Heal/Recharge
    • (34) Doctored Wounds - Endurance/Recharge
    • (34) Doctored Wounds - Heal/Endurance
    • (36) Doctored Wounds - Recharge
    • (36) Doctored Wounds - Heal/Endurance/Recharge
    Level 18: Thunder Strike
    • (A) Obliteration - Damage/Recharge
    • (37) Obliteration - Chance for Smashing Damage
    • (37) Obliteration - Accuracy/Recharge
    • (37) Obliteration - Accuracy/Damage/Recharge
    • (39) Obliteration - Damage
    • (39) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 20: Boxing
    • (A) Empty
    Level 22: Tough
    • (A) Resist Damage IO
    • (40) Resist Damage IO
    Level 24: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    Level 26: Power Sink
    • (A) Efficacy Adaptor - EndMod/Accuracy
    • (43) Efficacy Adaptor - EndMod/Endurance
    • (43) Efficacy Adaptor - EndMod/Recharge
    • (43) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (45) Efficacy Adaptor - EndMod
    • (45) Efficacy Adaptor - Accuracy/Recharge
    Level 28: Chain Induction
    • (A) Touch of Death - Accuracy/Damage
    • (36) Touch of Death - Chance of Damage(Negative)
    • (45) Touch of Death - Damage/Endurance
    • (46) Touch of Death - Damage/Recharge
    • (46) Touch of Death - Accuracy/Damage/Endurance
    • (46) Touch of Death - Damage/Endurance/Recharge
    Level 30: Assault
    • (A) Endurance Reduction IO
    Level 32: Tactics
    • (A) Adjusted Targeting - To Hit Buff
    Level 35: Vengeance
    • (A) Defense Buff IO
    Level 38: Lightning Rod
    • (A) Obliteration - Damage
    • (48) Obliteration - Accuracy/Recharge
    • (48) Obliteration - Damage/Recharge
    • (48) Obliteration - Accuracy/Damage/Recharge
    • (50) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 41: Weave
    • (A) Luck of the Gambler - Defense
    • (42) Luck of the Gambler - Recharge Speed
    Level 44: Taunt
    • (A) Perfect Zinger - Chance for Psi Damage
    Level 47: Hasten
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    • (50) Recharge Reduction IO
    Level 49: Lightning Reflexes
    • (A) Run Speed IO
    ------------
    Level 1: Brawl
    • (A) Mako's Bite - Chance of Damage(Lethal)
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Hurdle
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - Heal
    • (40) Numina's Convalescence - +Regeneration/+Recovery
    • (40) Miracle - Heal
    • (42) Miracle - +Recovery
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (42) Endurance Modification IO
    ------------
    Set Bonus Totals:
    • 22% DamageBuff(Smashing)
    • 22% DamageBuff(Lethal)
    • 22% DamageBuff(Fire)
    • 22% DamageBuff(Cold)
    • 22% DamageBuff(Energy)
    • 22% DamageBuff(Negative)
    • 22% DamageBuff(Toxic)
    • 22% DamageBuff(Psionic)
    • 13.13% Defense(Smashing)
    • 13.13% Defense(Lethal)
    • 26.25% Defense(Melee)
    • 47.5% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 36% Enhancement(Accuracy)
    • 161.64 HP (8.625%) HitPoints
    • MezResist(Held) 13.75%
    • MezResist(Immobilize) 8.25%
    • MezResist(Sleep) 6.6%
    • MezResist(Stun) 11%
    • MezResist(Terrorized) 2.2%
    • 4% (0.067 End/sec) Recovery
    • 42% (3.286 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
  21. From about the second week into January and 2011, my prepaid subscription to this wonderful game will end, and sadly due to things in my personal life and now often working 10 - 15 hours a day, I simply do not have the time anymore to sit down in CoH and play with the wonderful people of Union.

    However, this is not a permanent quit, and is the 3rd break I've taken off CoH, as such, I'll most likely be back a few weeks before i20 goes live or to test and running more moApex TFs and still trying to get the illusive moTin badge for my tankers.

    Over the next few weeks, you will most likely see me occassionally logging in for short periods of time, to see if any quick TFs or low level teams (I still need to level my next 2 ice tankers) are forming within a short while of logging in, but sadly I most likely won't be able to do things such as host TFs or run the very enjoyable long content in this game such as the SSTFs, and CoP trials (Due to how long, but also reasonable, time it takes to gather 24 players to undertake this task.)

    A big thank you to all the players (And people) I've gamed with over the past few months, and I shall hopefully see you all again not too late into the new year.

    Best regards,
    - Flints/Rebate.
  22. Sorry but that's just too painful to look at to try to disect whats going on, all I can see is that its copy and pasted from the in-game info tab on players, which is also painful to look at in regards to set bonuses.

    You mentioned learning to use mids, do you have it? If so, could you post a data chunk (Click the import/export dropmenu at top and go through the export options) so that we could take a better look at your powers and slotting?

    There's also a handy program (that I've forgotten the name of, but its on the Titan Network somewhere) that allows you to export a Mids build directly from in-game to the clipboard (copy & paste) where you can then import it into Mids, without having to manually select the powers or slotting.
  23. Before either of my Ice/ tankers were soft-capped to S/L without a full 10 proc of EA, most of ITF was a case of Hibernation.

    While having S/L without EA, and E/N with a full EA, the whole TF has become a breeze.

    Hoarfrost like Twilight Snow said is also important, with accolades and a few HP bonuses, having Hoarfrost up puts most Ice tankers to the HP cap, while this is post-50 gameplay, it's a good point of how useful Hoarfrost is, Ice Tankers do not much if any resistance to anything but cold and slows really, but what Ice/ does offer is the considerable ease of soft-capping S/L/N/E and a strong enough HP buff to stay at the old or new HP cap most of the time.

    Your main defences for Ice/ will be soft-capped defences to S/L, and enough HP to take almost anything, even tower-buffed LR takes 3 attacks (albeit all executed within a second, due to using his ranged attack in melee range) to down a HP-capped tanker.
  24. First off, I kept on reading perform as "perma-form" which can't be a good sign, but here's the changes I'd make based on your ideas/wants.

    Keep in Soul Transfer, get some nice recharge in it, depending on how often you faceplant, and you'll pretty much be able to constantly tank if its recharging faster than you die.

    I'd really like my Ice/ tankers to have a power like Soul Transfer, even if it doesn't fit thermaticly, just for how very nice a self-rez power with a good recharge actually is on a Tanker.

    Oppressive Gloom apparently is a more reliable power, due to the nature of Stun effects, also it has a low end cost, while CoF will contribute to your already heavy end usage.

    Change the slotting on Dark Regen to more Recharge, currently you're at 225% accuracy, unless you're intending for it to hit solidly on targets such as +8 AVs, put enough Acc in it from ToHit multiplers, set bonuses etc to hit 95% of the time on Minions and Lts, and you should be fine with that power, there's not a lot of AV encounters I can recall off the top of my head that won't have any adds for you to get an almost definate hit from Dark Regen from, except for Kahn/Cuda.

    I'd personally find the slots to swap your 4 5slot Crushing Impacts to 4 6slot Touch of Death sets, as 4 of them will provide a 10% Damage bonus, only 0.5% away from being the same as what Assault is providing.

    You'll also then gain 15% Melee defence, stick a 6-slot Obliteration in there as well, and you'll be at 18.75% melee from set bonuses, and 19.6% from your buffs, there you're only a small team-buff from being soft-capped to Melee defence, and your resistances should handle the rest as you're not looking to soft-cap to all positions or 4 main typed.

    Here's the changes I'd make, but you're probably best waiting for Dechs to respond.
    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1597;771;1542;HEX;|
    |78DAA5945B4F134114C767BBADA5B4A5775A0A0845A0506869A3265E1E8C5A4D30D|
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    |8DCB7A2E435B42E28B4DFAFF75CF9C3373E63F3BCDAD665D423C3E2314D7F99256A|
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    |3|
    |-------------------------------------------------------------------|
  25. Quote:
    Originally Posted by Golden Girl View Post
    Perhaps Tyrant should have thought about that before becoming a fascist dictator?
    Like if he acted like a normal human and not a monster, there wouldn't really be any need for a resistance movement.

    Even my heroes would step on normal humans if I could target civilians.

    Stealth-"curing" Lost and laughing as the Civs get attacked and run away is ample fun though.

    After-all, how can you be a hero if there's nobody to save?