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One thing to bear in mind with Shield/Elec(as I've had considerable problems, with my own), is that you're definitely lacking in the single target DPS department. With the second build, while still a good build, you don't have Havoc Punch. Might not seem like a big deal, but your best STDPS is coming by way of Charged Brawl and Chain Induction. If you opt out of hasten, you might as well forget about including Chain Induction in your single target chain. The ST damage factor only really comes into play against AVs/GMs, though, but I find myself often desiring to fight such enemies.
Conceptually, you also might not have room for Aid Other/Self, especially if you like to fly. If you do like flying, and you still don't have Havoc Punch, consider taking Air Superiority rather than Hover. It has the exact same damage as Punch from SS, with the same recharge. Does slightly less damage than Havoc Punch from Elec. Melee, but recharges faster. Just some things to think about. -
My suggestion: Powered Armor
Tier 1: Toggle. Armored Exoskeleton. +25% resistance to Lethal/Smashing, .24 endurance per second.
Tier 2: Auto. Insulated Underlay. +15% resistance to Toxic, 10% resistance to Fire/Cold/Energy/Negative.
Tier 3: Toggle/Taunt aura. Magnetic Overlay. +300% taunt(same as WP), + 5% resistance to Lethal/Smashing. 10% resistance to Energy/Negative. +5% defense to Lethal/Smashing/Fire/Cold/Energy/Negative/Psionic. .52 endurance per second.
Tier 4: Click/Mez protection. Hydraulic Aid. +40% strength(damage) to Lethal/Smashing, +20% strength(damage) to Fire/Cold/Energy/Negative/Toxic for 120 seconds. 10000% Resistance to Knockup, knockback, repel. -12.975 to stun, held, sleep, immobilize for 120 seconds. 20 endurance per cast, recharge time 240 seconds.
Tier 5: Toggle. Filtration System. +25% resistance to Toxic, +10% resistance to Energy, +15% resistance to runspeed, -endurance, recharge, recovery, and regeneration debuff. +20% strength to regeneration. .26 endurance per second.
Tier 6: Auto. Impervium Reinforcement. +5% resistance to Fire/Cold/Energy/Negative/Toxic(Unenhanceable). +10% resistance to Psionic(Unenhanceable). +5% defense to Smashing/Lethal/Fire/Cold/Energy/Negative. +10% Defense to Psionic. +Max HP. +20% resistance to defense debuff(Unenhanceable).
Tier 7: Ranged attack. Chassis Blast. 100-115 damage(energy) to target. 50% chance for mag. 2 stun. -10% defense to target for 10 seconds. -15% to all damage/resistance for 10 seconds, after cast(to self). 20 endurance per cast, recharge time 60 seconds.
Tier 8: Auto. Endoskeletal Augmentation. +20% to Flight Speed, Run Speed, Jumping Speed. +15% resistance to recharge, runspeed, -endurance, recovery, and regeneration debuff. +20% resistance to defense debuff(Unenhanceable).
Tier 9: Click. Limiter Removal. +30% defense to Lethal/Smashing/Fire/Cold/Energy/Negative/Psionic for 120 seconds. +100% to Regeneration(Unenhanceable) for 120 seconds. +40% to Recovery(Unenhanceable) for 120 seconds. +40% strength to all damage for 120 seconds. -21.625 to stun/sleep/hold/immobilize for 120 seconds. +80% resistance to -Endurance for 120 seconds. +50% strength to recharge for 120 seconds. +1000% resistance to knockup, knockback, and repel. After 120 second duration, -100 endurance, and special damage to self, leaving 100 Hit Points. -40% to all damage for 20 seconds, after 120 second duration. -
Quote:I really would like to say it was a damage aura, because I was still within the range of a typical ranged attack. I can't be certain, though; the guys I was teamed with acted like it was completely typical, and I didn't check any combat logs. I do know, however, that I could not last long at all up close to the Hydra tentacles--but maybe that's subjective, because I'm used to tanking.Was it from actual attacks, or could it have been from a damage aura? If it was from the ranged attacks, I don't have an explanation. If it could have been from a toxic damage aura, I think there might be ... an issue.
Edit: I seem to be making a lot of typing errors, today. I meant that while I was still within the range of a typical ranged attack, I essentially avoided all damage. Perhaps maybe it was an aura; but I can't be certain. -
Is the Toxic damage from the sewer in Apex TF non-positional? My Shield Tanker got eaten alive on that mission. It seemed like I was hit by every attack.
Edit: I should be more specific. Is the damage from the Hydra tentacles non-positional? I had read that someone posted they were Ranged, but I was softcapped--and they cut through me like a hot knife through butter. -
It would actually translate fairly well. In my experiences, you tend to actually -need- less attacks from Dark Melee than you would in Super Strength. Perhaps the Dark Melee attacks seem more limited for a Tanker, and that's why I only took a certain few; but with the right amount of recharge, you have one of the best attack chains available to Tankers.
Shadow Punch, Soul Drain, Shadow Punch, Smite, Siphon Life.. It's a beautiful world. Personally, I've managed for a while on an Elec Armor/Dark Melee tank with just those attacks and Taunt, factoring in hasten. Again with enough global recharge, even Soul Drain seems less of a burden. If you have the influence, you can four slot some attacks with Kinetic Combat, consider slotting up a few Titanium Coating, and Luck of the Gambler; you achieve both goals. If not, you can at -least- ballpark your expectations. -
Hero Profile: Icteriman
Identity: Secret(Unknown to even Heroes, contained in forums purely for background purposes)
Real Name: Adrian Bryce Campbell
Height: 6'0"
Weight: 196lbs
Age: 32(Born September 1, 1978)
Adrian Campbell was born in the street, and left in an orphanage. He knew neither his real name, nor his parents: But what he knew was, growing up in an orphanage was difficult, especially when you are the only African-American child in the orphanage, in the very racial town of Vidor, Texas. "******, jigaboo, thief, darkie.." These names became etched in Adrian's memory--along with the scars in his skin from the various beatings recieved at the orphanage, the school, and some even as he was walking to the convenience store.
Adrian loved to read, however; for in his mind, he was more than a bruised and broken black child; he could be anything. His love for reading began in comics; and from there, came the motivation he would need, later in life. The "real life" heroes in the world didn't care about Vidor, Texas. They were too busy fighting in the metropolitan areas to worry about what was happening, elsewhere he thought. To him, the fictional Batman was his true hero; and who he wanted to be more than anyone. How losing your parents, and living a lavish lifestyle, travelling the globe developing skills, sounded in comparison to losing your parents, and recieving beating, after beating from bullies and even adults.. It was almost a dream, although tragic to consider. He continued to study, and focus; but it seemed that he would not reach his goal. In 1989, at the age of 11, things began to change.
A troubled young man named Yoshishiro Ipponmatsu, a teenager who had migrated to the United States from Japan with his parents, had been sent to the Jesse Helms Home for Boys--and here, he met Adrian. Yoshishiro's parents had died a week before before in a tragic car accident, and with no contact information with family in Japan, he was destined to live in Vidor, as well. Yoshishiro(Shiro, as he came to be known), was not exempt from the racial bigotry of the south, as a Japanese teenager who spoke little english. The bullies and cowards who would attempt to pick on him, however, would come to regret it. Adrian watched as those who had tormented him for so long were beaten like defenseless children; for Shiro was a young master of Kyokushin Karate.
Shiro carried within him an inner peace; a discipline, that Adrian did not understand. Adrian approached Shiro and asked to be taught to fight like him; and though Shiro was apprehensive at first, he reluctantly agreed after seeing the cruelty Adrian would further be subjected to, if he couldn't defend himself. Adrian trained hard--he studied hard; and he nearly made himself stoic. He even acquired a measure of confidence in regard to girls, as when he turned 15, he asked out Julia Cooper; a girl from his class he had a crush on, for years. Shockingly, she said yes; but understood the need to be inconspicuous.
This new chapter in Adrian's life would not last long, for tragedy would soon strike. He was 16 now, and Shiro 18; with Shiro due to leave the Jesse Helms Orphanage within the month. This great day would never come, as Shiro soon mysteriously died; and the cause of death was later revealed as Creutzfeldt-Jakob disease, a very rare disease caused by infectious proteins. With one of his only friends dead, Adrian latched on to Julia; but this increased affection came with carelessness, as some of the more fanatical racists in the area took notice. They kidnapped Julia in the night, ***** her, and ravaged her body--even painting heinous slurs on her, as they left her for dead in a field. When she was found, she had been dead for days; and when Adrian was notified, what was left of his innocence had been completely eradicated.
What was left of Adrian was no longer the starry-eyed young man with dreams of being a hero. He was now a cold, calculating individual who knew that something was terribly wrong with the world. He knew that in order to execute his plan--and change the world, he would need to act with ruthless efficiency. Adrian continued to focus, and hone his skills; leaving Vidor at 17, to train in Mexico. Adrian was homeless, but he was also relentless. Learning boxing was natural to him, and training in Monterey, Mexico, meant training with the best boxers in the world. Coaches responded to his natural affinity by letting him stay in their gyms, and he absorbed knowledge like a dry sponge absorbes water. He continued to learn--teaching himself Spanish, and even obtaining a degree in Computer Science, while earning money repairing computers to fund his lifestyle. Adrian left Mexico in 1999 at 21, and headed for Brazil.
In Brazil, Adrian would be graced with more fortune in his endeavors, as he encountered the retired super-hero, Do Rio. Do Rio was at one point a reserve member of the Freedom Phalanx--and used his superhuman strength and grappling ability with incredible success. Having trained under Helio and Carlos Gracie, Do Rio recognized potential; and trained Adrian. Do Rio became a mentor to Adrian, and the closest thing to a father that Adrian had ever had--in time, he revealed himself as a former hero. At first, Adrian hated Do Rio for not being in Vidor, but in time learned that he was a victim of circumstance. He began to understand that the giant Paragon City was an overpowering cesspool of the same hatred, intolerance, and disregard that brutalized him, and murdered his girlfriend. The invasion of the Rikti, itself, was a testament to the problems contained within that city. He began to desire to travel to Paragon, but was afraid. Throughout his life, he had been besieged by pain and death; and he felt that if the mighty Statesman could not fix Paragon City, what hope did he, a normal man, have? The threat of the Rikti invaders largely evaded Brazil, and he continued to study under Do Rio, not only in Jiu-jitsu, but now criminal science and tactical combat; but at 25, he left Do Rio and Brazil. As a child, Adrian and Shiro often discussed Japan, and he had long desired to travel there.
Adrian gathered what money he had, and travelled to Daisen, Tottori, in Japan; Shiro's place of birth. Adrian lived in the small village for two years, communicating every so often with Do Rio, and his coaches in Mexico--and one day, he saw a sign. Tottori, Japan was a place plentiful in birds; but it was very rare that one would see a black bird. In Daisen, Shiro saw such a bird; and realized that not all birds are born, nor live, equally. To him, it was clear. He desired to be the Batman; and he realized that now, he was. The pain, the training, the sign--and above all, the endurance. He knew that the world needed such a man; the world needed him, Adrian Campbell. In 2006, at 27, Adrian left Japan, and headed for Paragon City.
When he arrived in Paragon, he realized that the stories were true. This place was a gathering for the worst sorts of scum known to man. Rapists, thieves, murderers, and agents of chaos ran rampant. Trustees of modern chemistry were sighted on every corner, on every block. Having left his doubt and fear on the peaceful shores of Japan, Adrian Campbell had transcended his life of pain. He thought of his experiences, and decided that the true Adrian Campbell died in 1994; with those closest to him. He took the name Icteriman; derived from 'Icterinae', the latin translation of "black bird", and immediately commenced in derailing gangs. His enormous set of skills proved too overwhelming for even super-criminals, from Hellion to Freakshow.
Icteriman is a vicious strategist and fighter, having learned to utilize the suffering he has experienced. He has absolutely no qualms with maiming, disfiguring, or even crippling opponents--as he displayed by breaking the back of 3K Kelvin.(Kelvin has since recovered, although remains somewhat traumatized.) He will not kill, feeling a need to respect the methods of the fictional Batman, but his brutal aggression to criminals has even earned him the ire of heroes. Icteriman has stayed in contact with Do Rio, and at one point asked him why they did not travel to Paragon to battle the Rikti with Statesman. To this, Do Rio replied, "In you, I saw triumph. The potential to be the greatest of heroes, but you could serve no one, dead." Inspired with further confidence, Icteriman continues to pursue criminals. Icteriman has endured many tragedies in his life; but has managed to resist circumstances that turn men into monsters.
To criminals, however, he could be nothing but a monster. He attacks from the shadows, leaving them in fear of his return.
--Known powers and abilities:
- Icteriman posesses no actual super-powers, much like his idol, the Batman; but he has an extremely well-rounded set of skills and abilities. To criminals, however, Icteriman seems undoubtedly super-human; appearing to be an unforgiving beast, manifested from the shadows.
- Icteriman is a phenomenal athlete, considering he is a non-powered human being. He is capable of lifting(pressing) around 500lbs, with maximal effort. He is almost inhumanly agile, and can leap very high.
- Genius level intellect. Icteriman is a polymathic genius, particularly in the fields of strategy, culture, computer programming, and virtual coding. He has managed to hack into Paragon City's central teleportation HUB, allowing him to teleport, at his convenience. He is fluent in English, Japanese, Spanish, Portoguese, and Latin.
- Icteriman is one of the greatest martial artists the world has ever seen. He has trained with the best fighters, spanning three continents. He has trained other heroes to be exceptional in the martial arts, as well, but his own skill seems inhuman. His strikes are simply devastating--honed from years of conditioning, and capable of shattering bones and steel, with ease.
--Equipment
- Armor. Icteriman wears a heavily modified Vanguard Mk.III Impervium-hardshell suit. This suit contains the psionic restrictors used in typical Vanguard tech, but is less hardened to physical assault, to facilitate greater mobility. The boots and gauntlets of the suit are reinforced with titanium alloy, to further augment Icteriman's considerable striking power.
- Helmet. Icteriman's helmet is composed of the titanium/diamond/kevlar hybrid material that was used to create the armor of GI Justice--but the lack of government sponsorship renders it impossible for Icteriman to create a full bodysuit. Icteriman's helmet is equipped with the psionic restrictors used in Vanguard tech, to prevent super-powered beings from discerning his identity. It is also reinforced with lead to prevent entry of x-ray particles, further concealing his identity. The monacles in the helmet have the option for standard vision, magnified vision, thermal imagery, and night-vision--making the helmet a very diverse addition.
- Utility belt. Icteriman's assortment of gadgets greatly rivals the selection contained in the belt of his fictional hero, Batman. In the belt is a variety of items ranging from shurikens(standard, ionic, and incendiary), tracing equipment, a flashlight, a first-aid kit, restraining devices, a handheld supercomputer of his own design, and a network interface that allows him to patch into the city's teleportation system. The utility belt is also rumored to contain a large amount of Semtex, in the event of a total disaster. -
Definitely put the Hecatomb proc in your Tier 1 Secondary. You're going to be utilizing your T1 for bruising, anyways, and your T1 will be your most rapidly recharging attack--and that is important because Hecatomb already has a 33% chance of firing. Factor in that damage procs don't do any more damage on a T9 than they do on a T1, and the choice is obvious.
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Hero Profile: GI Justice
Identity: Unknown to general public
Real Name: James(Jim) Robert Jackson
Height: 6'1"
Weight: 255lbs
Age: 72(Born February 29, 1939)
The man that would become GI Justice, was born James Jackson; the son of a soldier and farmer. Even as a child, James was bright and mature; displaying great skill in Chess, among other things. In 1955, at age sixteen, he joined the United States Marine Corps, and was held in very high esteem due to his patriotism, natural leadership, and strategic affinity; and this lead to his rapid promotion to Master Sergeant. During the Vietnam War, he was selected for "Project: Harbinger"(a system and treatment with hopes of creating super-soldiers, to repel the possible threat if Statesman betrayed the US, and the threat already realized, in Lord Recluse), and was subjugated to grueling physical experimentation, and an almost impossible training regimen. At the completion of the project, he took the name "GI Justice."
GI Justice was an incredibly brilliant tactician, and knew he had to take drastic measures to inspire his fellow soldiers. With that knowledge, he was inspired to create a patriotic costume and equip himself with a reinforced steel shield, in homage to his favorite comic hero, Captain America. The United States lost their engagement with Vietnam, but GI Justice was now a household name. When he returned to the United States, he was inspired further by Statesman and the Freedom Phalanx--and took residence in Paragon City. GI Justice has been fighting for the United States since the Vietnam War--and his experience has served him, and many heroes, well.
Despite being respected as one of the most noble and diligent heroes, GI Justice could not deter the effects of time. He understood that to continue his work, he would need to continually outsmart his enemies, maintain his physical prowess, and upgrade his armament. GI Justice fought alongside the Freedom Phalanx in the Rikti War--and in one of the many battles, acquired technology of both Rikti and Kheldian origin. Scavenged from fallen Rikti, he acquired alloys used in construction of their mother ships; and with it, created a new, nigh-impervious shield. He further augmented his shield(now called the New Aegis) with Rikti anti-gravity technology, which allows for flight, when activated, and a psionic interface that allows him to control his shield from limited distances. During a conflict with the Kheldian, Requiem, GI Justice acquired a Kheldian energy matrix--and with it, enhanced his gauntlets with power capable of injuring even the sturdiest of villains.
After the war, GI Justice became a devoted member of Alpha Sector--an abstract division of the Freedom Phalanx, and as a member, completed many operations against Malta, the 5th Column, and Arachnos.
During a mission to thwart the villainous Trapdoor, GI Justice was bombarded with mysterious, black shards. The shards seemed to dissapate into his body, but they in fact, bonded with his cellular structure. These shards seemed to have no effect, at first--but after being inspected by M.A.G.I and D.A.T.A, he learned that these shards were fragments of the Well of the Furies. Over the course of a month, new abilities had manifested. These shards had returned his youth--making him as strong and as resilient as ever. Armed with this re-acquired vitality, GI Justice has increased his activities, and has again become one of the true banes of evildoers.
--Known powers and abilities: (Prior to bombardment of Incarnate shards)
- Metahuman, bordering superhuman, strength. Capable of lifting(pressing) 700lbs, with extreme effort.
- Able to resist small caliber arms fire, and non-superpowered knife wounds and blunt force trauma.
- Highly intelligent--though not posessing genius-level intellect. An expert in military strategy.
- Photographic memory.
- Able to maintain composure under extremely strenuous conditions. Incredible endurance on par with even the toughest of Olympic Gold Medalists.
- Flight.(GI Justice is able to utilize his shield to fly.)
- Highly skilled in hand to hand combat. GI Justice has nearly 60 years of experience in close quarters combat, due to training in the United States Marine Corps, and training with some of the greatest heroes the Earth has ever seen. He has trained with Manticore, and Icteriman--both heralded as some of the most talented martial artists known to man. While not nearly as skilled as either, he is more than capable of holding his own against multiple adversaries, without his equipment. He once defeated Arachnos Agents Shadow Spider and Viridian, with neither his equipment nor powers(as he was captured, and temporarily surpressed by Arachnos), in hand to hand combat. GI Justice excels in Western Boxing, and Pancration--both learned during his time in the United States Marine Corps.
--Known powers and abilities: (After bonding with Incarnate shards)
- Complete bodily rejuvenation. This has totally restored the youth and vitality of GI Justice, and has further increase his strength and resistance to harm.
- It is speculated by D.A.T.A that these shards will continue to modify GI Justice's body on a molecular level. Other adaptations are indeed possible, but for now, they serve as a perpetual fountain of youth.
--Equipment
- Armor. GI Justice wears a tri-weave body armor composed of titanium alloy, diamond, and kevlar. This armor further enhances his resistance to typical trauma, as well as giving him a measure of resistance to temperature extremes, as well as pure energy.
- Shield. GI Justice formerly utilized a reinforced steel shield that could resist many typical impacts--but he has since equipped himself with a near invulnerable shield composed of Rikti technology. This shield grants him incredible levels of protection, while giving him the ability to fly. The shield, itself, can be returned to his hand if disarmed, with this system, and the implanted psionic interface.
- Gauntlets. GI Justice calls his gauntlets "The Kheldian Regulators." These gauntlets are layered in protection, as the rest of his costume, but also include a rubber ground to prevent accidental injury. The knuckles of the gauntlets are reinforced with titanium shot, increasing his already formidable punching power. The Kheldian energy matrix that charges the gauntlets, draws its energy from solar power, making their capacity nearly limitless. These gauntlets release a very powerful ionic jolt on impact, when a clenched fist is formed; and this charge has been known to injure even "invulnerable" opponents. The matrix in these gauntlets can also be used to charge other objects(most commonly, his shield), to increase impact if used as an offensive weapon. These gauntlets also incorporate displacement equipment, which can be utilized to transport him to Ouroboros, Pocket D, or the headquarters of Alpha Sector.
- Utility belt. GI Justice sometimes employs the use of gadgets in his utility belt to further supplement his abilities. This belt contains tranquilizer rounds, a flashlight, a GPS tracking system with additional tracers, a communicator, and a highly advanced super-computer provided to him by the Freedom Phalanx. -
Came home and downloaded Mids. This is what I have planned, now.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
GI Justice: Level 50 Science Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Electrical Melee
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), LkGmblr-Rchg+(17), LkGmblr-Def(23), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(42)
Level 1: Charged Brawl -- Hectmb-Dam%(A), Hectmb-Dmg(7), Hectmb-Dmg/Rchg(11), Hectmb-Acc/Dmg/Rchg(19), Hectmb-Acc/Rchg(37)
Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(23), RedFtn-Def(37), RedFtn-EndRdx(42)
Level 4: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(13), Sciroc-Acc/Rchg(19), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(43)
Level 6: Air Superiority -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(43)
Level 8: Active Defense -- HO:Membr(A), HO:Membr(11), HO:Membr(50)
Level 10: Taunt -- RechRdx-I(A)
Level 12: True Grit -- S'fstPrt-ResDam/Def+(A), ResDam-I(13), Heal-I(15)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 20: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(36), GSFC-Build%(46)
Level 22: Grant Cover -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 24: Boxing -- RechRdx-I(A)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(48)
Level 28: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(29), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(46)
Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(31), Aegis-EndRdx/Rchg(31), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(34), Aegis-Psi/Status(34)
Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(33), LkGmblr-EndRdx/Rchg(33), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Def(34), LkGmblr-Rchg+(36)
Level 35: One with the Shield -- ResDam-I(A)
Level 38: Lightning Rod -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(40), Armgdn-Dam%(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), P'Shift-End%(45), P'Shift-EndMod(45)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Heal-I(A), Heal-I(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(5)
http://www.cohplanner.com/mids/downl...D97F01D626D53F -
I run an SD/Elec. Melee tank. I'm currently using Charged Brawl, Laser Beam Eyes, Air Superiority, and Jacob's Ladder as my single target attack chain. I'm using Laser Beam Eyes for the -12% defense, and Air Superiority(because it outperforms Havoc Punch, and I need something to branch into Fly, anyways). I really don't want to take Hasten, but I'm open to other suggestions. Without taking Hasten, can you build me a good single target attack chain? I mean, at this point I'm actually considering using Boxing, because it has a reasonable DPS.
I mean, the attack chain I'm using can't even dent a Rikti Pylon. -
One thing that wasn't mentioned, which I feel is absolutely worth mentioning, is Electric Armor's resistance to Endurance Drain. My friend, some of the most annoying situations in the game arise after being drained of endurance. Granted, you could always carry some blues, but Elec. Armor nullified those worries, entirely. In my opinion, Electric Armor is one of the premiere sets, and personally, I feel it outperforms Dark Armor, since energy is much more prevalent than negative. No defense, but combat jumping/weave/hover/maneuvers combined with IO's can cover those weakness. You'll still have problems with Toxic--and if the Apex TF is any sign of the future, Toxic will become a more prevalent source of damage.
Elec. Armor is nasty, though--and I'm a Shield Defense sorta guy. One last thing--if you're looking for direct synergy, consider Elec.Armor/Dark Melee. Dark Melee's debuff covers Elec. Armor's inherent weakness, while also providing an additional method of healing. Shadow Punch, Smite, Siphon Life, perma energize combined with hasten..it's a beautiful thing. -
Make yourself an SD/Elec. Melee Tank and six slot Grant Cover with Defense/End. Reduction enhancements. Take Charged Brawl, Havoc Punch, Jacob's Ladder, Thunder Strike, and Lightning Rod, and six slot each with efficacy adapter and performance shifter. Go brag to all of your friends about your massive amounts of single target damage; and skimp out on Active Defense, Taunt, and Against All Odds for additional lulz.
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If we're looking at hasten from a purely aesthetic perspective, I can undoubtedly find reasons for not taking it. First off, how many characters in this universe are endowed with superhuman speed? Sure, it's not the power "super speed" per se, but in any role playing sense, having that power means you're probably gifted with superhuman speed in some degree. For me, RP is a big part of this game. If it weren't, I wouldn't attempt to come up with original names, costumes, etc. I'd run an Invuln/SS Tanker with the default costume, complete with fury haircut, and a name like jAmes13, or xXxSAB3RxXx.(Just made those up, no offense)
But really, if you're taking it on every character without attempting a "perma" concept, I see that as min/maxing, essentially. It kinda strips the fun out of the game, doesn't it?(He's got all these ice powers, but WAIT--he's got Super Speed, too!!) And say what you have to about T9's, but I really enjoy having One With the Shield on an SD Tank.
One last thing to add. If the powers team made flurry a viable attack(please, consider making it a one-two combo that executes with superhuman speed), less people would probably take hasten. I mean, there's pretty much no contest there, and flurry is reserved usually for those newer in the game, or people going for a Flash-like concept. -
Quote:I fail to see what the problem is, here. I've had a lot of success with this strategy. Wait, Statesman doesn't automatically facepalm when he sees you guys? You're doing it wrong, then.Grav/FF Troller.
Dimension Shift(be sure to use it as often as possible, preferably as alpha for every spawn), Wormhole(only use it when mobs are bunched up by tank. Make sure to blow em out to where the blasters are chilling). Repulsion Field and Force Bubble. Naturally all should be Power Boosted. -
The beauty of the character customization here is, nothing is a must have. The "must have" opinion of hasten comes from mindset of many min/maxers who want their character to function in a certain way. Example: They want perma-phantom army, or perma-rage, or permanent Active Defense. These sorts of people only want to use three or four attacks in their chain, which is fine. That's how they want to play. Personally, if everything became an absolute numbers grind for me, I wouldn't enjoy the game, anymore; but don't let them goad you into believing that hasten is the be-all, end-all. Nearly everything is possible in this game without hasten, except for the minor things that I've mentioned, and a few, more obscure, others.
Truthfully, it could all be done -without- hasten. It depends on the investment you want to make on your invention sets. Almost all(maybe all, can't remember off the top of my head) of the very rare purple sets give 10% global recharge. Then again, you could slot a few of the Luck of the Gambler global +Recharge procs into a defense set; but that choice falls on you. -
Hardcore play.. This is really a concept that I don't understand. Personally, I feel that the concept, itself, is an illusion in this sort of game. If hardcore means not dying in an MMO, what else does it entail? Does not dying mean not allowing use of powers that prevent death? Not using inspirations? How do you explain that in melee, you sit still and trade punches with someone, and when you see a hit connect flush, no damage is taken? Does that mean that whenever my character beats a group of mobs, that he's killing them? If that's the case, GI Justice is singularly responsible for the murder of over two-hundred thousand people, at least; and is still somehow recieving rewards and merit for valor. I'm not attempting to troll or dictate how you pay your subscription fee, but I am asking for you to help me understand this.
Another point: There comes a time when -every- character dies on this game. Sometimes, it's simply unavoidable, but those deaths aid in future tactics and understanding of the inner machinations of the game. Wouldn't utilizing the knowledge from a "dead" hero on your next character to beat that same villian that killed Hero A., be considered as cheating? Does being knocked out exist in this world? Do all real life rules apply, or do you just pick and choose, and consider it hardcore because you didn't take "ye old pavement nap"? I guess motives differ, but I don't understand how one would derive pleasure from this playstyle in any non-masochistic capacity. I wonder if there have been any Tankers that play like this, who have successfully completed a Hamidon raid..
At any rate, I gotta throw my vote in for Shield Defense if we're talking resilience against a broad spectrum of threats. -
So, what you're saying is, when you break down the components you should get what you put into them, right?(sarcasm) Personally, I'm grateful for the breakdown aspect as it is; but I'll state my opinion on why the shard amount shouldn't increase.
Say for example, you need an Essence of an Incarnate, gained by shards or completing a Statesman's Task force. If that avenue is available via an easier taskforce(ex. Kahn's or Lady Grey), why would anyone even waste their time doing the STF? The way it is currently encourages diversification of task forces, rather than doing a speed run on a LGTF, breaking down your Hero 1 DNA for 4 shards, and re-combining into an Essence. -
Some of the criticisms seem to be right on the money because it does seem pretty overpowered. You've essentially got resistance to everything, coupled with defense(even if minor), a self heal, a self rez, and a taunt aura that does damage and lowers regen. The only real weakness is the endurance you would be burning through, but that's very easy to overcome compared to the holes a lot of the other sets have.
This is all constructive, so let me establish my own perspective. I feel that a 'Radiation Aura' set would need to be inherently different from the others because A. If it's sub par, who would play it, and B. If it's too powerful, who would play anything else? I feel that it should offer some outstanding protection against some of the more exotic types of damage. As a 'coat' of radiation, you'd be immensely resilient to energy, fire, cold, toxic, and maybe have some moderate protection to negative; but you wouldn't have any inherent protection to psionic, I wouldn't think. Also, while the resistance to smashing/lethal should be -there- due to being a tank, it shouldn't be more than any other type. I'd say 15% resistance would be more than enough for this sort of tank--plus it would be more balanced because of the need for fighting pool.
In terms of taunt auras, I couldn't imagine what would garner more attention than a Tank emitting copious amounts of radiation. That said, I wouldn't be adversed to it recieving three taunt auras, all with effects to cover some of the other weaknesses I've suggested. I think the first aura would do small amounts of toxic or energy, or a combination of both. The second would go along with some of the toggles you've already suggested, factoring in the non-psionic component; but what I'd suggest to go along with that would be a regeneration addition. I'd say being infused with radiation wouldn't make you completely bulletproof, but it might increase your regenerative capabilities. Or maybe add the regenerative effect into a toggle that was non-taunt; I dunno, just trying to be original. Your third aura would factor a debuff to defense, that wouldn't be affected by enhancements, while including some of the resistances you mentioned in your original post.
Personally, I'd make the auto-resistance something along the lines of 20% toxic, fire, cold, energy, and maybe +max HP. I wouldn't deprive the set from the resistance to endurance drain/debuff--that would almost be a crippling, insurmountable weakness to a set so toggle heavy. If there were a way to differentiate the -recharge from cold sets/psionic sets, I'd do that and make you immune to the cold -recharge. Since we currently have no such method, I'd include a slight resistance to -recharge, because it wouldn't make sense to be so resistant to cold and be hampered by the secondary effects of -rech. Oh and yeah, I'd keep the -regen component of one of the taunt auras. It'd be a staple of the set. -
Apologies to my team for having to leave you guys, right after we began the Task Force. Weather got pretty nasty.
-
I've gotta throw in my vote for Shield Defense. You said you were looking for the -best- team Tanker, and with just the numbers of Shield Defense, you have a forerunner. First off, it has two power selections that thrive in team-based scenarios. Those powers are Phalanx Fighting and Grant Cover. I'd recommend both powers, even if you're building a solo-SD tank. Phalanx for base 5% positional defenses, which increase by 3% for every teammate within range, and Grant Cover because it provides defense to the team(not you, though), plus Defense Debuff resistance. It also has a PBAoE offensive in Shield Charge that does a hefty amount of damage; and Against all Odds provides bonuses to damage for every enemy in melee range(up to ten.) You'll cause your allies to flock to you(tankers, scrappers), while you boost their defense, and reap the rewards of the ten mobs you tank, combined with the additional defense from Phalanx.
The problem with Shield Defense, though, is that every power(other than True Grit and Phalanx Fighting) is either a toggle or click power. That makes for endurance issues, if you're attempting to function in the capacity of a Scranker. Also, there are Defense sets for Tankers that offer protection or ways to circumvent endurance draining hooligans(Northern Lights, Malta Sappers, Super Stunners): but Shield Defense offers -no- such protection. Hope this helps. -
Ammendum: Please note that I omitted some enhancement slots to allow for calculations regarding inherent fitness, considering the site where I listed the build hasn't been updated for it. I currently have two slots for both Health and Stamina, but that's subject to change, pending advice.
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I've been playing City of Heroes/Villains, off and on, since 2006. First off, I'd like to say it's the only game I have ever--and would ever consider paying a monthly charge for. I play mainly console games, but apart from them, I invested great amounts of time playing a MUD and handheld RPGs: So the whole medieval fantasy MMORPG scene, complete with swords, magic, and dragons really does nothing for me. Being a ten year veteran of a MUD, I'm no stranger to number crunching and tactics; but I'm really needing some help, here.
GI Justice is my first level 50. I've had countless other characters, but the vast majority of them didn't get out of the thirties, due to poor server selection on my part. When I recently migrated from Victory to Virtue, I was able to accomplish this: So bear in mind, I'm relatively new to the IO scene; and when I do engage at the consignment shop, the prices sicken me. Here's my build.
+----------------------------------------------------------------
+ Built with SuckerPunch's Online Planner v5.0
+ http://planner.cohtitan.com/planner
+----------------------------------------------------------------
Archetype: Tanker
Primary: Shield Defense
Secondary: Electrical Melee
+----------------------------------------------------------------
01: Deflection => EnduranceDiscount(1), EnduranceDiscount(3), Buff_Defense(3), Buff_Defense(5), Res_Damage(5), Res_Damage(7)
01: Charged Brawl => EnduranceDiscount(1), EnduranceDiscount(7), Recharge(9), Recharge(9), Damage(11)
02: Havoc Punch => EnduranceDiscount(2), EnduranceDiscount(17), Recharge(17), Recharge(19), Damage(19)
04: Jacobs Ladder => Efficacy_Adaptor(4), Efficacy_Adaptor(21), Efficacy_Adaptor(21), Efficacy_Adaptor(23), Efficacy_Adaptor(23), Damage(25)
06: True Grit => Heal(6), Heal(25), Heal(27), Res_Damage(27), Res_Damage(29), Res_Damage(29)
08: Active Defense => Recharge(8), Recharge(33)
10: Against All Odds => EnduranceDiscount(10)
12: Battle Agility => EnduranceDiscount(12), EnduranceDiscount(13), Buff_Defense(13), Buff_Defense(15), Buff_Defense(15)
14: Hover => EnduranceDiscount(14), Buff_Defense(33), Buff_Defense(34)
16: Fly => SpeedFlying(16)
18: Thunder Strike => Armageddon(18), EnduranceDiscount(34), Recharge(34), Recharge(36), Damage(36), Damage(36)
20: Phalanx Fighting => Buff_Defense(20), Buff_Defense(37)
22: Kick => Recharge(22)
24: Tough => EnduranceDiscount(24), EnduranceDiscount(37), Res_Damage(37), Res_Damage(40)
26: Shield Charge => EnduranceDiscount(26), Recharge(31), Recharge(31), Damage(31), Damage(33)
28: Weave => EnduranceDiscount(28), EnduranceDiscount(40), Buff_Defense(42), Buff_Defense(42)
30: Combat Jumping => Buff_Defense(30), Buff_Defense(42)
32: Aid Other => Heal(32)
35: One with the Shield => Heal(35), Heal(43), Heal(43), Res_Damage(43), Res_Damage(45), Res_Damage(45)
38: Lightning Rod => EnduranceDiscount(38), Recharge(39), Recharge(39), Damage(39), Damage(40)
41: Aid Self => Recharge(41), Recharge(45), Heal(46), Heal(46)
44: Conserve Power => Recharge(44), Recharge(46), Empty(50)
47: Laser Beam Eyes => Recharge(47), Recharge(48), Damage(48), Damage(48)
49: Physical Perfection => Recovery(49), Recovery(50), Recovery(50)
+----------------------------------------------------------------
+ Inherent Powers
+----------------------------------------------------------------
01: Brawl => Empty(1)
01: Sprint => Empty(1)
02: Rest => Empty(2)
It should be noted that I slotted Musculature in my Alpha because of poor single target damage; but I'm told all of this can be rectified with certain IO sets. Here are my goals, and feel free to let me know if I'm not being realistic:
-I'd like to be able to solo an Archvillain.
-I'd like to remain a -tank-, per se; but I find I have no use for taunt, due to lightning rod, shield charge, against all odds, and thunderstrike.
-I'd like to maintain a capped Lethal/Smashing resistance, and push on to soft cap Melee/Ranged/and AoE defenses.
-I'd LOVE to get at least 3000 HP without OWTS; and am currently working on Accolades. Only have Freedom Phalanx Reserve/Elusive Mind, so far.
-I'd love to have above average damage, while maintaining a reliable attack chain and minimizing endurance costs.
-It'd be awesome to achieve some level of defense against psionics.
As far as a few things that I can't fathom dropping--my AoE combos. In my years of playing, I've found absolutely nothing more satisfying than activating Against All Odds, Shield Charging into a large group of mobs, triggering lightning rod, and stomping on the nuts of fallen enemies with Thunder strike. For RP reasons, I'd like to keep Hover/Fly; plus, it confers a decent defense to attacks. If possible, I'd like to keep laser beam eyes for utility purposes(pulling enemies to my group, or pulling Tyrant/Trapdoor into lava, bwahaha); plus it puts a nice RP spin on the whole -becoming- an Incarnate thing, with Superman/Statesman like abilities. I recently dropped a few powers for the medicine pool since it came highly recommended for Shield Defense Tankers; but from reading, many people consider having both Charged Brawl and Havoc Punch unnecessary; so I feel I'll drop one for Grant Cover. Any advice regarding build is appreciated. Thanks. -
Fritzy: Are you seriously suggesting that completing a story arc would somehow be easier than completing a task force? You say that people want content; but yet you're blatantly ignoring the fact that this is the very first part of becoming an incarnate. Less than 10% of it, I'm sure; but all you can scream is content, content, content.
You've basically stated that only the skilled players should have access to the incarnate system. Am I right? I forgot that you pay $25 a month for your subscription, whereas I only pay $15; but that's neither here, nor there. What I'm concerned about is your declaration of skill..? Do you define that by how many level 50's you have? Badges? How many missions you've ran, solo? How long you can sit at Wentworths and buy recipes/IO's, to fullcap your character? Or are you just so **Z0MG-UBERL33T!@#$%^&** at PvP or PK that you've collided with the invisible barrier of elitism? You might as well just say, "I'm better than the majority of you; so my character DESERVES to be stronger."
In regards to the other posts: Do you really think the Incarnate shard drop is off in some way? One poster said that the cost for Incarnate salvage should be increased, while also increasing the shard rate drop. Hypothetically, let me just ask--If there really were issues with the drop rate, in what way would that help?
To tell you the truth, I ran five Vanguard missions, solo, the other day; and out of the five missions, I acquired two incarnate shards, and a crap-ton of Vanguard merits.