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Posts
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Joined
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My problem is not with other Tanks... My problem is when I'm on my Scrappers.
Then I am just hellbent to out-survive and out-aggro the team Tank(s). Partly as a nice challenge and partly to poke them into getting a move on. I have played with some excellent Tanks, but 90% of the ones I run into don't push the pace enough on teams.
Usually having a Scrapper take the alpha ahead of the team and racing from spawn to spawn ahead of the group hits most of the PuG Tanks in their vanity, which can be a little funny to watch...
Conversely, when I'm Tanking and Scrappers start heading off in front of the team, it usually prods me into shifting into high gear. Some teams are just set up to steamroll and sometimes Tanks (including me) can err on the side of safety and slow down more than is warranted.
Besides, there are a lot of elements to Tanking that are measurable, aggro control, survivability, mobility, damage output... Most important for me is team fun level. If you're tanking effectively, a sure sign is people kicking back and just having fun. For some teams, that's people loosening up and shooting the bull while cruising missions in style. For some teams people buckle down and focus on steamrolling as fast as possible, coming up for air between missions. Either way, when you are Tanking well and feel the team dynamic shift in either direction, you know you're doing something right.
Those are the teams that really put a smile on my face. -
Depends on what makes you feel "godlike" with your character...
Claws/SR, is indeed, all that and a bag of chips. Like most Defense based sets, though, it matures somewhat late, but damn... Has a superb top-end build.
Kat/Willpower can be exceedingly durable early on and still offers a strong late-game showing. Its performance will scale a lot more linearly while leveling up, with an early increase in survivability with Divine Avalanche.
Fire/Shield is indeed a great combo, and one I am exploring now. As others have said, you get a relatively un-resisted damage type, extra damage (AAO), an extra AoE from Shield Charge. Soft-capping with IOs is very viable, and you get some blistering (pun intended) single target capability.
It's a bit of a personal thing, but for me, it's my Claws/SR Scrapper. He's just got the "Go, go, go, go" vibe that feeds my frenetic Scrapper mindset. He's also the one that seems to draw the most "How the HELL did you do that?" comments. And the one handing out wakies to the team once he solos the console in the ITF after the team faceplants... Yeah. Claws has no build-up so it's just stabbing things until tabbing runs out of targets.
Crap, I'm getting twitchy just thinking about it. -
[ QUOTE ]
[ QUOTE ]
*Waves*
I'm back, with 100% bonus married-ness!
[/ QUOTE ]
Significant Gratz to you and the new Mrs. Red!
Now, get her to play, and you're all set.
[/ QUOTE ]
Indeed, welcome back. Good luck with that. My greatest success has been to drive a significant increase in semi-feigned intrest while I describe CoH related information... -
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For the record, I was genuinely curious while talking to him. I try not to be so jaded to think there is nothing new I can learn in City of Heroes...
Arcanaville is right from my perspective, in that a character does not need to be Uber-Max'ed to be a ton of fun and a great time to play. Hell, most of my early characters were far from "good" from that perspective.
I was just really puzzled by the conversation. No intent to bash the poor soul, who is likely underinformed but having fun. Good for him.
But yeah, confused the hell outta me.
And good point, Wener. I was trying to be as concise and informative as possible, but I may not have done the best job trying to explain it to him... Communication can be a funny thing. -
The void you left behind was too great for the Dev's to ignore...
Plus, you know... What the hell else is a IO'd out Scrapper going to do for a challenge?
Folks doing the RWZ challenge with 2 spawns under a Pylon...
Folks soloing AVs with just about every powerset combo you can think of...
Folks getting onto 8-man TF's just to charge ahead of everyone and peeve the Tank (mebbe that's just me)...
Yeah, we needed that slider baaaaaad.
Welcome back. -
So, I was checking the consignment market this morning and I had a really wierd conversation with the Scrapper next to me. I liked his costume so I took a peek at his build and noticed that he was a Martial Arts/Super Reflexes with the Leaping Pool with Acrobatics... And Practiced Brawler in the build as well. Below is the conversation from my chat log (color coded for clarity and with names removed).
Me: Acro and Practiced Brawler?
Me: Isn't that a little... redundant?
MA/SR Scrapper: no
Me: How so?
MA/SR Scrapper: because all defence powers are expressed in percentages, when one fails another may not.
Me: Never had any KB or Mez isssues with practiced Brawler on any of my /SR Scrappers... Ummm. And that logic is not accurate.
Me: Acrobatics does not provide any Defense or Defense Debuff Protection
Me: Also, attacks check against your total Positional Defense value, not each power sequentially
Me: Acro does provide some resistance to status effects, but as long as Practiced Brawler is overlapping, the PB protection dwarfs the contribution that Acro provides.
MA/SR Scrapper:all defence powers (melee - sorry i didnt meean to include practiced brawler there) dont activate accumaltively - they are all separate activations
Me: Activations, yes. But attacks check against the TOTAL Positional Defense you have
Me: Cumulatively
MA/SR Scrapper: Practiced Brawler u must have against sleeps and disorients and stuns. QED.
MA/SR Scrapper: no they dont
Me: Read Arcanaville's guide to Defense on the forums
MA/SR Scrapper: otherwise u would have over a 1000
MA/SR Scrapper: its wrong
Me: Suit yourself.
MA/SR Scrapper: no let me get back to this please
Me: A-OK.
Me: Good luck, have fun.
Am I missing something here, or perhaps am I misinformed? I was flummoxed by his response, as he had a substantial number of Vet bages on his character...
According to Red Tomax, Acrobatics for a Scrapper gives:
-7 Knockback, Knockup (unenhanceable)
-2 Knockback, Knockup (enhanceable)
-2 Held
RES(Held) +60.55%
What gives? -
Hrrm, yeah that will necessitate some +Rech LotG's. Not a problem, just something else to plan for. Thanks.
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Thanks Iggy, that was precisely the kind of input I wanted. I've been tinkering back and forth with this and that helped to put a couple trade-offs in perspective.
I've reworked it without the LotG's and this is what I came up with. 25% global recharge is pretty good considering the rule of 5 for the 5% set bonuses. Thanks.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Staredown MKIII: Level 50 Technology Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Fire Sword -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(5), T'Death-Acc/Dmg/EndRdx:40(13), T'Death-Dmg/EndRdx/Rchg:40(31), T'Death-Dam%:40(31)
Level 1: Deflection -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/Rchg:40(9), LkGmblr-Def/EndRdx/Rchg:40(13), LkGmblr-Def:40(37)
Level 2: Cremate -- Mako-Acc/Dmg:40(A), Mako-Dmg/EndRdx:40(3), Mako-Dmg/Rchg:40(5), Mako-Acc/EndRdx/Rchg:40(11), Mako-Acc/Dmg/EndRdx/Rchg:40(23), Mako-Dam%:40(31)
Level 4: True Grit -- Numna-Heal:40(A), Numna-Heal/EndRdx:40(7), Numna-Regen/Rcvry+:40(7), Heal-I:40(15), RgnTis-Regen+:30(46)
Level 6: Combat Jumping -- Zephyr-Travel:40(A), Zephyr-Travel/EndRdx:40(46), Zephyr-ResKB:40(48), LkGmblr-Def:40(50), LkGmblr-Def/EndRdx:40(50)
Level 8: Battle Agility -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/Rchg:40(9), LkGmblr-Def/EndRdx/Rchg:40(15), LkGmblr-Def:40(39)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(11), HO:Membr(50)
Level 12: Hurdle -- Jump-I:40(A)
Level 14: Health -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:40(43), Mrcl-Rcvry+:40(43), Heal-I:40(43)
Level 16: Build Up -- GSFC-ToHit:40(A), GSFC-ToHit/Rchg:40(17), GSFC-ToHit/Rchg/EndRdx:40(17), GSFC-Rchg/EndRdx:40(45), GSFC-ToHit/EndRdx:40(45), GSFC-Build%:40(45)
Level 18: Fire Sword Circle -- Oblit-Dmg:40(A), Oblit-Acc/Rchg:40(19), Oblit-Dmg/Rchg:40(19), Oblit-Acc/Dmg/Rchg:40(23), Oblit-Acc/Dmg/EndRdx/Rchg:40(25), Oblit-%Dam:40(25)
Level 20: Stamina -- P'Shift-EndMod:45(A), P'Shift-EndMod/Rchg:45(21), P'Shift-EndMod/Acc:45(21), P'Shift-End%:40(34)
Level 22: Against All Odds -- EndRdx-I:40(A)
Level 24: Phalanx Fighting -- Ksmt-ToHit+:30(A)
Level 26: Incinerate -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/Rchg:40(27), C'ngImp-Acc/Dmg/Rchg:40(27), C'ngImp-Acc/Dmg/EndRdx:40(29), C'ngImp-Dmg/EndRdx/Rchg:40(29), Hectmb-Dam%:50(39)
Level 28: Super Jump -- Zephyr-Travel:40(A), Zephyr-Travel/EndRdx:40(46), Zephyr-ResKB:40(48)
Level 30: Boxing -- Acc-I:40(A)
Level 32: Greater Fire Sword -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(33), Hectmb-Acc/Dmg/Rchg:50(33), Hectmb-Acc/Rchg:50(33), Hectmb-Dmg/EndRdx:50(34), Mako-Acc/Dmg/EndRdx/Rchg:40(34)
Level 35: Shield Charge -- Oblit-Dmg:40(A), Oblit-Acc/Rchg:40(36), Oblit-Dmg/Rchg:40(36), Oblit-Acc/Dmg/Rchg:40(36), Oblit-Acc/Dmg/EndRdx/Rchg:40(37), Oblit-%Dam:40(37)
Level 38: Tough -- Aegis-ResDam/EndRdx:40(A), Aegis-ResDam/Rchg:40(39), Aegis-ResDam/EndRdx/Rchg:40(40), Aegis-ResDam:40(40), Aegis-EndRdx/Rchg:40(40)
Level 41: Weave -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/Rchg:40(42), LkGmblr-Def/EndRdx/Rchg:40(42), LkGmblr-Def:40(42)
Level 44: One with the Shield -- S'fstPrt-ResDam/Def+:30(A)
Level 47: Conserve Power -- RechRdx-I:40(A), RechRdx-I:40(48)
Level 49: Grant Cover -- EndRdx-I:40(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]14% DamageBuff(Smashing)[*]14% DamageBuff(Lethal)[*]14% DamageBuff(Fire)[*]14% DamageBuff(Cold)[*]14% DamageBuff(Energy)[*]14% DamageBuff(Negative)[*]14% DamageBuff(Toxic)[*]14% DamageBuff(Psionic)[*]9.88% Defense(Smashing)[*]9.88% Defense(Lethal)[*]12.1% Defense(Fire)[*]12.1% Defense(Cold)[*]9.25% Defense(Energy)[*]9.25% Defense(Negative)[*]3% Defense(Psionic)[*]16.8% Defense(Melee)[*]15.5% Defense(Ranged)[*]16.4% Defense(AoE)[*]67% Enhancement(Accuracy)[*]25% Enhancement(RechargeTime)[*]10% FlySpeed[*]200.8 HP (15%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 6.05%[*]MezResist(Immobilize) 8.25%[*]MezResist(Stun) 4.4%[*]11.5% (0.19 End/sec) Recovery[*]52% (2.91 HP/sec) Regeneration[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]15% RunSpeed[*]2.5% XPDebtProtection[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Cheers,
Garth -
Not to beat a dead horse (or at least an asthmatic one wheezing it's last breath), but I've been tinkering on a final build plan for the Fire/Shield Scrapper I've been developing recently. He's up to level 24 now and starting to feel more "Scrapperish" with roughly 25% positional Defense. Looking forward into the late-game build, I find myself wondering if both Scorch and Fire Sword will be needed once Incinerate and GFS are in the mix... I hadn't planned on slotting in the LotG +7.5% Recharges until later on, so with a less global recharge... Dunno if all 5 single target attacks are really needed. Anyway, I'm hoping some with some personal experience with the set(s) can give some semi-sage advice on their impressions. Here goes.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Staredown MKII: Level 50 Technology Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Scorch -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(9), T'Death-Acc/Dmg/EndRdx:40(25), T'Death-Dmg/EndRdx/Rchg:40(37), T'Death-Dam%:40(45)
Level 1: Deflection -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Rchg+:40(13), LkGmblr-Def/EndRdx/Rchg:40(15), LkGmblr-Def:40(40)
Level 2: Fire Sword -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(9), T'Death-Acc/Dmg/EndRdx:40(17), T'Death-Dmg/EndRdx/Rchg:40(34), T'Death-Dam%:40(50)
Level 4: True Grit -- Numna-Heal/EndRdx:40(A), Numna-Heal:40(5), Numna-Regen/Rcvry+:40(5), Heal-I:45(11), RgnTis-Regen+:30(25)
Level 6: Cremate -- Mako-Acc/Dmg:40(A), Mako-Dmg/EndRdx:40(7), Mako-Dmg/Rchg:40(7), Mako-Acc/EndRdx/Rchg:40(17), Mako-Acc/Dmg/EndRdx/Rchg:40(34), Mako-Dam%:40(45)
Level 8: Battle Agility -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Rchg+:40(13), LkGmblr-Def:40(15), LkGmblr-Def/EndRdx/Rchg:40(40)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(11)
Level 12: Combat Jumping -- Zephyr-Travel:30(A), Zephyr-ResKB:30(39), Zephyr-Travel/EndRdx:30(48), LkGmblr-Rchg+:40(50), LkGmblr-Def:40(50)
Level 14: Hurdle -- Jump-I:40(A)
Level 16: Health -- Mrcl-Heal/EndRdx:40(A), Mrcl-Heal/Rchg:40(45), Mrcl-Heal/EndRdx/Rchg:40(46), Mrcl-Heal:40(46), Mrcl-Rcvry+:40(46)
Level 18: Fire Sword Circle -- Sciroc-Acc/Dmg:40(A), Sciroc-Dmg/EndRdx:40(19), Sciroc-Dmg/Rchg:40(19), Sciroc-Acc/Rchg:40(23), Sciroc-Acc/Dmg/EndRdx:40(23), M'Strk-Dmg/EndRdx/Rchg:40(31)
Level 20: Stamina -- P'Shift-EndMod:45(A), P'Shift-EndMod/Rchg:45(21), P'Shift-EndMod/Acc:45(21), P'Shift-End%:40(40)
Level 22: Against All Odds -- EndRdx-I:40(A)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+:30(A)
Level 26: Incinerate -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/Rchg:40(27), C'ngImp-Acc/Dmg/Rchg:40(27), C'ngImp-Acc/Dmg/EndRdx:40(34), C'ngImp-Dmg/EndRdx/Rchg:40(39), Hectmb-Dam%:50(43)
Level 28: Build Up -- GSFC-ToHit:40(A), GSFC-ToHit/Rchg:40(29), GSFC-ToHit/Rchg/EndRdx:40(29), GSFC-Rchg/EndRdx:40(31), GSFC-ToHit/EndRdx:40(31), GSFC-Build%:40(33)
Level 30: Boxing -- Acc-I:40(A)
Level 32: Greater Fire Sword -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(33), Hectmb-Acc/Dmg/Rchg:50(33), Hectmb-Acc/Rchg:50(36), Hectmb-Dmg/EndRdx:50(39), Mako-Acc/Dmg/EndRdx/Rchg:40(43)
Level 35: Shield Charge -- Oblit-Dmg:40(A), Oblit-Acc/Rchg:40(36), Oblit-Dmg/Rchg:40(36), Oblit-Acc/Dmg/Rchg:40(37), Oblit-Acc/Dmg/EndRdx/Rchg:40(37), Oblit-%Dam:40(43)
Level 38: Tough -- EndRdx-I:40(A)
Level 41: Weave -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def:40(42), LkGmblr-Def/EndRdx/Rchg:40(42), LkGmblr-Rchg+:40(42)
Level 44: One with the Shield -- S'fstPrt-ResDam/Def+:30(A)
Level 47: Super Jump -- Zephyr-Travel:30(A), Zephyr-Travel/EndRdx:30(48), Zephyr-ResKB:30(48)
Level 49: Grant Cover -- EndRdx-I:40(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]13.5% DamageBuff(Smashing)[*]13.5% DamageBuff(Lethal)[*]13.5% DamageBuff(Fire)[*]13.5% DamageBuff(Cold)[*]13.5% DamageBuff(Energy)[*]13.5% DamageBuff(Negative)[*]13.5% DamageBuff(Toxic)[*]13.5% DamageBuff(Psionic)[*]9.88% Defense(Smashing)[*]9.88% Defense(Lethal)[*]9.88% Defense(Fire)[*]9.88% Defense(Cold)[*]9.25% Defense(Energy)[*]9.25% Defense(Negative)[*]3% Defense(Psionic)[*]16.8% Defense(Melee)[*]15.5% Defense(Ranged)[*]16.8% Defense(AoE)[*]57.5% Enhancement(RechargeTime)[*]5% Enhancement(Heal)[*]67% Enhancement(Accuracy)[*]10% FlySpeed[*]220.9 HP (16.5%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 8.8%[*]MezResist(Immobilize) 11%[*]MezResist(Stun) 2.2%[*]11.5% (0.19 End/sec) Recovery[*]62% (3.47 HP/sec) Regeneration[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]3.13% Resistance(Negative)[*]10% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Cheers,
Garth -
Damn it. I knew I should read the forums more often. Wish I was there...
-
[ QUOTE ]
Skipping GFS is ok like Powerforge said. With the attack chain of Inc>Scorch>Cremate>Scorch will be around 170DPS and the attack chain of Inc>GFS>Cremate>Fire sword can be around 180 DPS so your not going to lose much.
[/ QUOTE ]
What's the difference in recharge between the two chains? Seems like one might be more low-recharge friendly than the other.... -
[ QUOTE ]
B-B-B-BATTLE AXE
[/ QUOTE ]
Bah. Real men whip out the wrench. -
[ QUOTE ]
okay so i have a wp/ba tank and was wondering if anyone has build i could look at? cheap or expensive either would be nice
[/ QUOTE ]
I'll recommend a relatively inexpensive IO build to start with. Uses the Fighting pool to boost survivability for main-Tanking on teams, adds Hasten and some global Recharge to speed up attacks and add mitigation, tends toward inexpensive sets (Multistrikes, Serendipity, Titanium Coating, etc.) for moderate set bonuses. The SteadFast +3% Unique is about the only large influence investment (~8-10M each for recipe). Crushing Impact Recipes can be had for ~500K each if you place orders across a spectrum and are patient, or about ~1M if you are in "buy it now" mode.
End result has ~35% Defense to all types except Psionic (and Toxic, obviously). S/L Resistance is 70% with solid Regen, Max HP, and Recovery backing it up. Attacks are well-slotted for enhancement values and should provide a fluid attack chain.
I'd recommend this as a place to start and then get a feel for what you want with the build (more offense, more recharge, etc.) after you have played it for a while.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Inexpensive IO Set: Level 50 Technology Tanker
Primary Power Set: Willpower
Secondary Power Set: Battle Axe
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: High Pain Tolerance -- Heal-I:40(A), Heal-I:40(3), Heal-I:40(3), S'fstPrt-ResDam/Def+:30(43), ResDam-I:40(43), ResDam-I:40(43)
Level 1: Beheader -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(7), C'ngImp-Dmg/EndRdx/Rchg:40(11), C'ngImp-Acc/Dmg/Rchg:40(15), C'ngImp-Acc/Dmg/EndRdx:40(33), Zinger-Dam%:40(34)
Level 2: Fast Healing -- Heal-I:40(A), Heal-I:40(5), Heal-I:40(5)
Level 4: Gash -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(7), C'ngImp-Acc/Dmg/Rchg:40(11), C'ngImp-Acc/Dmg/EndRdx:40(15), C'ngImp-Dmg/EndRdx/Rchg:40(27), Zinger-Dam%:40(33)
Level 6: Indomitable Will -- S'dpty-Def/EndRdx:35(A), S'dpty-Def:35(50), S'dpty-Def/EndRdx/Rchg:35(50), DefBuff-I:40(50)
Level 8: Rise to the Challenge -- Dct'dW-Heal/EndRdx:40(A), Dct'dW-Heal/Rchg:40(9), Dct'dW-Heal/EndRdx/Rchg:40(9), Dct'dW-Heal:40(34), Dct'dW-EndRdx/Rchg:40(48)
Level 10: Combat Jumping -- DefBuff-I:40(A), DefBuff-I:40(46)
Level 12: Quick Recovery -- Efficacy-EndMod:40(A), Efficacy-EndMod/Rchg:40(13), EndMod-I:40(13)
Level 14: Super Jump -- SprngFt-EndRdx/Jump:40(A)
Level 16: Mind Over Body -- TtmC'tng-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx:35(17), TtmC'tng-ResDam:40(17), TtmC'tng-ResDam/EndRdx/Rchg:40(21)
Level 18: Heightened Senses -- S'dpty-Def/EndRdx:35(A), S'dpty-Def:35(19), S'dpty-Def/EndRdx/Rchg:35(19), DefBuff-I:40(21)
Level 20: Hurdle -- Jump-I:40(A)
Level 22: Swoop -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(23), C'ngImp-Acc/Dmg/Rchg:40(23), C'ngImp-Acc/Dmg/EndRdx:40(25), C'ngImp-Dmg/EndRdx/Rchg:40(27), Zinger-Dam%:40(33)
Level 24: Taunt -- Mocking-Taunt/Rchg/Rng:40(A), Mocking-Taunt/Rchg:40(25), Zinger-Dam%:40(34)
Level 26: Health -- Heal-I:40(A), Heal-I:40(37), Heal-I:40(40)
Level 28: Whirling Axe -- M'Strk-Acc/Dmg:40(A), M'Strk-Dmg/EndRdx:40(29), M'Strk-Dmg/Rchg:40(29), M'Strk-Acc/EndRdx:40(31), M'Strk-Acc/Dmg/EndRdx:40(31), M'Strk-Dmg/EndRdx/Rchg:40(31)
Level 30: Stamina -- Efficacy-EndMod:40(A), Efficacy-EndMod/Rchg:40(46), EndMod-I:40(46)
Level 32: Boxing -- Acc-I:40(A)
Level 35: Cleave -- M'Strk-Acc/Dmg:40(A), M'Strk-Dmg/EndRdx:40(36), M'Strk-Dmg/Rchg:40(36), M'Strk-Acc/EndRdx:40(36), M'Strk-Acc/Dmg/EndRdx:40(37), M'Strk-Dmg/EndRdx/Rchg:40(37)
Level 38: Pendulum -- M'Strk-Acc/Dmg:40(A), M'Strk-Dmg/EndRdx:40(39), M'Strk-Dmg/Rchg:40(39), M'Strk-Acc/EndRdx:40(39), M'Strk-Acc/Dmg/EndRdx:40(40), M'Strk-Dmg/EndRdx/Rchg:40(40)
Level 41: Tough -- TtmC'tng-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx:35(42), TtmC'tng-ResDam/EndRdx/Rchg:40(42), TtmC'tng-ResDam:40(42)
Level 44: Weave -- S'dpty-Def/EndRdx:35(A), S'dpty-Def:35(45), S'dpty-Def/EndRdx/Rchg:35(45), DefBuff-I:40(45)
Level 47: Hasten -- RechRdx-I:40(A), RechRdx-I:40(48), RechRdx-I:40(48)
Level 49: Strength of Will -- ResDam-I:40(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]5.81% Defense(Smashing)[*]5.81% Defense(Lethal)[*]5.81% Defense(Fire)[*]5.81% Defense(Cold)[*]3% Defense(Energy)[*]3% Defense(Negative)[*]3% Defense(Psionic)[*]8.62% Defense(Melee)[*]3% Defense(Ranged)[*]8.62% Defense(AoE)[*]1.8% Max End[*]20% Enhancement(RechargeTime)[*]21% Enhancement(Accuracy)[*]4% Enhancement(Heal)[*]203.8 HP (10.9%) HitPoints[*]MezResist(Immobilize) 6.6%[*]MezResist(Sleep) 9.35%[*]MezResist(Stun) 4.95%[*]MezResist(Terrorized) 2.2%[*]12% (0.94 HP/sec) Regeneration[*]4.1% Resistance(Fire)[*]4.1% Resistance(Cold)[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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If you are looking for a respec at a specific level or some sort of leveling progression build, please indicate so. -
[ QUOTE ]
I have 2 50 tanks. One is Inv/EM and another is Ice/Fire. The Ice tank is just unbeatable. I have it with medicine pool so there is no restriction and no down time with EA. The only problems I faced with her are GW and Recluse. So with that in mind, is it possible to hit the soft cap of defense of Ice tanks with SD?
[/ QUOTE ]
Depends on how you look at it...
For example, my Ice/Fire Tank has about 42% Defense to S/L/Eng/Neg but is weaker to Fire/Cold. Cold is not much of a concern due to the capped Cold resistance in the build, however. Now, Ice is typed Defense, whereas Shield Defense is a positional Defense set. There are a lot of pros and cons to each.
Now, my Shield/Warmace Tank by comparison has more complete default protection. His soft-capped (about 50% to all positions) Defense means he has no hole vs. fire attacks or toxic damage with a positional component to it. Part of the trade-off is that despite the robust Defense and some layered Resistances, the Shield primary lacks a self-heal like Hoarfrost.
What further complicates the comparison is that Energy Absorption helps with Endurance, making it a non-concern in anything over small spawns. The +Defense boost if provides also adds a lot of Defense in big spawns. The trade off is that it doesn't do much for one-on-one fights (like with AVs).
The last wildcard is how much Defense Debuff resistance you need. Off the top of my head, I believe there are some differences between the sets. Look into that in more detail if its a concern.
Qualitatively, there is little difference for me in Tanking with either primary. My personal preference is the Shield/Warmace for higher level activity, and my Ice/Fire for play that you exemplar down for. I recently took out Peltier Justice (reference guide below) for a Sister Psyche Task Force, and he was the perfect choice. Two taunt auras and Taunt made him an aggro magnet for the team and the whole Task Force ran very smoothly.
In essence, since both powersets have the potential to softcap easily, there should be little difference in high-end performance between the two. Personal build decisions and playstyle will likely be the biggest determinant between the two for you. -
Build in question, if any are interested...
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Patination: Level 50 Technology Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Flares -- Thundr-Acc/Dmg:40(A), Thundr-Dmg/EndRdx:40(3), Thundr-Dmg/Rchg:40(7), Thundr-Acc/Dmg/Rchg:40(15), Thundr-Dmg/EndRdx/Rchg:45(17), Thundr-Acc/Dmg/EndRdx:40(39)
Level 1: Subdual -- Acc-I:45(A)
Level 2: Fire Blast -- Thundr-Acc/Dmg:40(A), Thundr-Dmg/EndRdx:40(3), Thundr-Dmg/Rchg:40(7), Thundr-Acc/Dmg/Rchg:40(15), Thundr-Acc/Dmg/EndRdx:40(39), Thundr-Dmg/EndRdx/Rchg:40(40)
Level 4: Fire Ball -- Posi-Acc/Dmg:40(A), Posi-Dmg/EndRdx:40(5), Posi-Dmg/Rchg:40(5), Posi-Dmg/Rng:40(13), Posi-Acc/Dmg/EndRdx:40(19), RechRdx-I:50(31)
Level 6: Combat Jumping -- Zephyr-ResKB:45(A), Zephyr-Travel:45(42)
Level 8: Rain of Fire -- Posi-Acc/Dmg:40(A), Posi-Dmg/EndRdx:40(9), Posi-Dmg/Rchg:40(9), Posi-Dmg/Rng:40(31), Posi-Acc/Dmg/EndRdx:40(31), RechRdx-I:50(34)
Level 10: Psychic Scream -- Posi-Acc/Dmg:40(A), Posi-Dmg/EndRdx:40(11), Posi-Dmg/Rchg:40(11), Posi-Dmg/Rng:40(13), Posi-Acc/Dmg/EndRdx:40(19), RechRdx-I:50(34)
Level 12: Hurdle -- Jump-I:45(A)
Level 14: Super Jump -- Zephyr-Travel:30(A), Zephyr-Travel/EndRdx:30(29)
Level 16: Concentration -- GSFC-ToHit:45(A), GSFC-ToHit/Rchg:40(17), GSFC-ToHit/Rchg/EndRdx:40(27), GSFC-Rchg/EndRdx:40(27), GSFC-ToHit/EndRdx:40(36), GSFC-Build%:40(36)
Level 18: Health -- Mrcl-Rcvry+:35(A)
Level 20: Stamina -- Efficacy-EndMod:45(A), Efficacy-EndMod/Acc:45(21), EndMod-I:45(21)
Level 22: Fire Breath -- Posi-Acc/Dmg:40(A), Posi-Dmg/EndRdx:40(23), Posi-Dmg/Rchg:40(23), Posi-Dmg/Rng:40(25), Posi-Acc/Dmg/EndRdx:40(33), Range-I:50(37)
Level 24: Blaze -- Thundr-Acc/Dmg:40(A), Thundr-Dmg/EndRdx:40(25), Thundr-Dmg/Rchg:40(34), Thundr-Acc/Dmg/Rchg:40(36), Thundr-Acc/Dmg/EndRdx:40(37), Thundr-Dmg/EndRdx/Rchg:40(37)
Level 26: Aim -- RechRdx-I:50(A)
Level 28: Hasten -- RechRdx-I:45(A), RechRdx-I:45(29), RechRdx-I:45(45)
Level 30: Boxing -- Acc-I:45(A)
Level 32: Inferno -- Erad-Acc/Rchg:25(A), Erad-Acc/Dmg/Rchg:25(33), Erad-Acc/Dmg/EndRdx/Rchg:25(33), C'ngBlow-Acc/Dmg:40(43), C'ngBlow-Dmg/EndRdx:40(46), C'ngBlow-Dmg/Rchg:40(46)
Level 35: Tough -- TtmC'tng-ResDam/EndRdx:45(A)
Level 38: Psychic Shockwave -- Erad-Acc/Rchg:25(A), Erad-Acc/Dmg/Rchg:25(39), Erad-Acc/Dmg/EndRdx/Rchg:25(40), C'ngBlow-Dmg/EndRdx:40(40), C'ngBlow-Acc/Dmg:40(43), C'ngBlow-Dmg/Rchg:40(43)
Level 41: Weave -- RedFtn-Def/EndRdx:45(A), RedFtn-Def/Rchg:45(42), RedFtn-EndRdx/Rchg:45(42), RedFtn-Def/EndRdx/Rchg:45(45), RedFtn-Def:45(45), RedFtn-EndRdx:45(46)
Level 44: Body Armor -- S'fstPrt-ResDam/Def+:20(A)
Level 47: World of Confusion -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(48), CoPers-Acc/Conf/Rchg:50(48), CoPers-Acc/Rchg:50(48), CoPers-Conf/EndRdx:50(50), CoPers-Conf%:50(50)
Level 49: Super Speed -- Zephyr-Travel:30(A), Zephyr-ResKB:30(50)
------------
Level 1: Brawl -- Acc-I:45(A)
Level 1: Sprint -- QckFt-EndRdx/RunSpd:45(A)
Level 2: Rest -- RechRdx-I:45(A)
Level 1: Defiance
------------
[u]Set Bonus Totals:[u]- [*]8.5% DamageBuff(Smashing)[*]8.5% DamageBuff(Lethal)[*]8.5% DamageBuff(Fire)[*]8.5% DamageBuff(Cold)[*]8.5% DamageBuff(Energy)[*]8.5% DamageBuff(Negative)[*]8.5% DamageBuff(Toxic)[*]8.5% DamageBuff(Psionic)[*]4.25% Defense(Smashing)[*]4.25% Defense(Lethal)[*]4.25% Defense(Fire)[*]4.25% Defense(Cold)[*]32.7% Defense(Energy)[*]32.7% Defense(Negative)[*]3% Defense(Psionic)[*]5.5% Defense(Melee)[*]38% Defense(Ranged)[*]5.5% Defense(AoE)[*]3.6% Max End[*]4% Enhancement(Confused)[*]57% Enhancement(Accuracy)[*]40% Enhancement(RechargeTime)[*]17% FlySpeed[*]36.1 HP (3%) HitPoints[*]17% JumpHeight[*]17% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Immobilize) 2.2%[*]24.5% (0.41 End/sec) Recovery[*]7.56% Resistance(Fire)[*]7.56% Resistance(Cold)[*]17% RunSpeed[/list]
Code:[/color]| Copy & Paste this data into Mids' Hero Designer to view the build |
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-
Bugger. Now I have to dig out my soft-capped Fire/MM and try this too...
-
Well, that wasn't me, but truthfully I draw the alpha strike all the time with my Fire/MM/Munitions Blaster. I routinely team with a Shield/Fire Tank that jokes that I make her job superfluous on the team...
My build is heavily IO'd with soft-capped Ranged Defense, no Drain Psyche, and Hasten on top of 40% global recharge.
The key to my playstyle on that character is to tactically move in and out of close range to use some of my PbAoE attacks, but use near constant movement and positioning to keep the foes using ranged attacks.
Usually an engagement flows like this...
1.) Identify spawn and set up for the jump in.
2.) Activate Concentration and Aim (plus reds if needed)
3.) Leap into the center of the spawn, queuing up Fireball on the way in.
4.) Upon landing, have Rain of Fire ready and drop it dead center in the spawn.
5.) Fire off Psychic Shockwave
6.) Leap back out just past the edge of the spawn, targeting a foe at the center.
7.) Fire off Psychic Scream and/or Firebreath, catching the spawn in the cone
8.) Fireball should be recharged, so fire it off if needed or swap to single target attacks to finish any bosses left in the spawn.
With this approach, Rain of Fire will distract most foes and Psychic Shockwave and Psychic Scream nerf their Recharge pretty hard, drastically reducing incoming attacks. They key for me is movement, and Hurdle + CJ gives some fantastic mobility plus protection from immobilize effects. That, plus the knockback protection IOs and the Ranged Defense make getting mez'ed very infrequent.
Note also that having high Ranged Defense from IO sets also has a side benefit of providing some substantial defense against Energy/Negative Energy attacks. That helps a lot with AoE attacks and Melee attacks if things get messy. Many foes have an energy component to their attacks, so you get double-duty from those IO bonuses.
I play a variety of characters, and truthfully, if you can play it to leverage the ranged Defense, that Fire/MM build feels [u]almost[u] as solid as my Claws/SR Scrapper, but with more AoE prowess.
Soft-capped Ranged Defense on a Blaster has made a believer out of me. -
Still not softcapped for Ranged/AoE?
Oh, and posting a data chunk helps others look at what you have done. Mids FTW. -
[ QUOTE ]
ok 2 respecs later and about 50 million more I think I have finally set on a build. This build finally feels SUPER!!!!
Ranged and AOE are a lil soft but I can live with it.
[/ QUOTE ]
Personally, that whole statement is wrong on so many levels...
Avoiding soft-capping 2 of three positions on a Tank while dumping that kind of money into the build? Lack of Defense Debuff resistance with Grant Cover? All the while under-slotting your single-target attacks?
I hope you don't Tank for a team without solid buffs in Cimerora, I would predict they'll eat that build alive.
Remember, a majority of the misc debuffs in the game (at least that I have been exposed to) are not melee attacks (Cimerora being the exception), but rather ranged with a smattering of AoE. Drop in some Blessing of the Zephyr, at least and get CLOSE to the soft cap.
Dunno, something about that whole build approach sets my teeth on edge...
(shakes head and walks off) -
[ QUOTE ]
I need to respec my Shield/War Mace toon - he is a tad squishy and has end probs. Can folks help me with some builds that soft-caps def and helps with end? I get close but still have probs.
Thanks
[/ QUOTE ]
I would suggest looking at my guide on the SD/WM combo. Link in my signature. -
If building against Psi attacks in particular, look at the following powers to start: Combat Jumping, Weave, Maneuvers. All provide Psi defense in addition to layering positional defense on your build.
Also look to Scirocco's Dervish sets (+Psi Defense) and three-slotting Impervium Armor (+Psi Defense) in Tough and perhaps Deflection. Note that the Steadfast Res/Def also provides +3% Defense to Psi as well.
You will never get crazy Psi defense, but getting into the mid-20's should be viable without excessively gimping your build. Add in a sixth Crushing Impact in Bash and Jawbreaker for an additional +10% Resistance, as well. -
[ QUOTE ]
HOLY CRAP, a Garthalus sighting
[/ QUOTE ]
Yeah, things have been a little crazy lately. Had a hard time finding time for CoH, let alone forums.
I did find time to bust out a Shield/Warmace Tank guide, though.