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Posts
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Joined
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Thanks for the info Dechs, checked out that forum and made a few changes to my build. Didn't realize that black dwarf drain was a better heal than siphon life or essence drain. Also split up the apocalypse set to try and improve my HP a bit. Also removed the end mod slotting from the forms as they don't provide all that much recovery. Here's the revised version.
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Until recently I've always played a human only WS build, but given the new change of instant form transformation and doing more lower-level content/TFs I want to try out a high damage/survival tri-form build for my WS. Never really built one before so this is my first attempt, but influence/budget is no obstacle, outside of using full pvp sets, though procs are fine.
Currently thinking of high recharge for perma eclipse/mire, using nova form for high dps and switching to human to heal when needed or dwarf for mez protection. I've looked at trying to build for defense but since I'll mostly be using toggles it seems as though I'll largely be relying on resistance with this build.
This is what I've put together so far. I'll likely change the lotg +rech procs to lvl 30 so they'll be effective when exempt and the Expedient Reinforcement set in dark extraction will be replaced with the new Kheld ATO set when it comes out. Any advice/criticism/analysis of this build would be greatly appreciated
Also, any suggestions in terms of destiny/hybrid slots would also be appreciated for a tri-form build. For my human WS I used clarion for perma mez protection but given dwarf form I'm thinking either barrier/rebirth.
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Main: Eisen Mann (stone/stone brute)
Alts: None at the moment -
Quote:You may want to update your mids, Fade was changed to a 60 second duration with 210 second base recharge, which can be permad. The way I'd build a grav/dark troller, or any /dark troller with a primary that has an aoe immobilize is to go for a recharge intensive, aoe killing build that's soft capped to regular content (45%). As the goal is to get incarnate soft cap, I can't quite post a good build for it, but I might suggest trying the agility alpha which will boost your def and recharge at the same time, should definitely help reaching incarnate soft cap, or at the least make it easier to do so.Stone armor helps quite a bit.. I changed your build around and turned off Fade as it's only got a 15 second up-time every 75 seconds, leaving you with roughly a minute to defend yourself without it's benefit. Otherwise it's a very good build... oh, and a personal favorite trick of mine, a perf shifter +end proc in endurance, numina's proc in health and a theft of essence +end proc in Twilight's grasp. I tried the Primal forces mastery... but I really didn't like the lack of defense I was left with in the end. (personal preference there anyway)
This is with stone mastery:
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Personally I don't think a theft of essence proc is needed when you will be able to run absorption, but could prove useful on just AV fights. For mez protection, T3 clarion helps out a lot and you won't need to go psi mastery for indomitable will. As another side note, it may be worth while to soft cap positional defense as opposed to focusing on typed. Should offer better overall protection to everything since shadow fall, fade, weave, cj, maneuvers and such aren't specific and with the controller ATO offering 5% range defense. -
I'd just like to mention one or two things about improving some tanker primaries in terms of tanking.
Ice Armor: The one problem with the set is that it is purely defense, with some resistance to fire and huge resistance to cold damage (which is largely irrelevant right now in the game, aside from the winter event perhaps). Furthermore, tanks should generally be tanking and not having to phase shift to heal/recover, during which time squishies may be killed. My suggestion is to, if possible, offer ice armor tankers a choice between two T9s, sort of how VEATs can get one venom grenade, but not both on a Crab build. One choice would obviously remain as hibernate, while the other one would be Icy Bastion that stalkers received. This, in my opinion, would greatly help out ice tankers to be able to take alpha damage by covering resistance and also providing regen, making them more survivable and competitive against alpha strikes. The values may have to be changed in order to make it reasonable and not too overpowered given the tanker's hp cap and resistance cap.
Fire Armor: As stated before, rise of the phoenix is really counter-intuitive to have for a tank when you want the tank not to die so that he can take the damage for the team. An alternative T9 power, like icy bastion for ice armor tankers, could be used to potentially cover the exotic/psi damage to which fire is vulnerable and which is now more relevant in the end game.
For both fire and ice armor, I believe temperature protection and permafrost could use a larger revamp to make it a more useful power. One suggestion is to give these powers debuff resistance (resistance for fire armor which is a resistance based set and defense for ice armor which is a defense based set). The major problem with the powers is that the resistance bonus which they give is largely useless as fire/cold damage is almost non-existent and fire armor tanks and ice armor tanks can reach fire type damage resistance cap and ice damage resistance cap, respectively, by taking their active armors.
I personally prefer to play tanks as a tank, and as such I don't think that they need a damage buff, but rather an advantage to tanking which was mentioned already (debuff resistance, higher aggro cap, greater aggro generation than brutes, better inherent power). This in turn would allow a tanker to get musculature alpha or perhaps the assault hybrid to increase damage as they would already have an advantage to brutes in survival. Fire armor and ice armor tanks tend to be two of the weaker tanker primaries in terms of survival and as such they could use some revamp to make them more competitive with stone, shield, willpower, invuln, dark, and electric armors.
I haven't had the chance yet to play SR on a tank, but one thing which concerns me is that they are easily able to reach soft cap defense even with SOs, making the T9 a rather useless power. An alternative T9 for SR which provides more resistance perhaps, or is similar to the shield T9 by giving +max hp and resistance would be very useful. -
One thing I'll say, I'd recommend going with elec/ice, but changing some of the slotting and, possibly power choices. In my personal opinion/experience, 6 slotting build up with Gaussians is never a good idea and, quite frankly, a waste of slots. Also, all you need in chilling embrace is an end redux IO. The slow set doesn't provide any good enhancing in terms of bonuses and the acc/dam/recharge components of Tempered Readiness is really wasted on it.
I'll post my build that I have planned for my elec/ice stalker who's currently level 43 below with the data chunk. Don't really have enough time to modify yours too much, but I'll also say that spring attack is generally not needed, and certainly shouldn't be slotted with the purple set. Further more, Jacob's Ladder will end up slowing up the dps once hasten is perma and isn't really useful in terms of an attack chain. Also, the stalker's ATO proc is best placed in either chain induction or thunders strike where the base recharge + activation time is equal to 12ish or higher, chain induction being the preferable place as it should almost always proc unlike in havoc punch.
Having energy absorption, you really shouldn't need weapon mastery for physical perfection. I personally recommend mako mastery if you can switch and/or start of villain and then do tips to get to hero side once the patron is unlocked at lvl 35. Water spout is very effective in terms of reducing the damage that you take since foes will generally be knocked up and getting up for the duration of the power and, thus be unable to attack you. Having hibernate is just an added bonus.
Also, icy bastion is one of those powers which I highly recommend 6 slotting, going with 3 heal/rech IOs from numina/miracle/panacea/or doctored wounds (preferably the 3 lvl 50s, but that pvp IO may be expensive) and likewise with rech/res using aegis/titanium/gladiator. Reason being is that, with perma hoarfrost and capped HP, you can easily reach 90ish hp/sec regen, hard cap resistance to s/l/f/c at 75% with e/n being in the 50s, and ideally be able to have this power up 30 seconds out of 75 seconds with enough recharge.
With an /ice stalker, I highly recommend getting the agility alpha instead as that will help reach soft cap to s/l/e/n easier, boost recharge, and boost the end mod of energy absorption when using it against a single target. Maneuvers shouldn't be needed for an /ice stalker.
Here's my version below:
Code:What I will say is that this build is very expensive, but running icy bastion on a 75 second recharge, with hibernate, and (eventually getting barrier which I highly recommend for the +res/def or alternatively the ageless for the debuff resistance, not for +rec), you should for the most part be unkillable with psionic damage being the only major weakness. Alternating icy bastion, barrier, and hibernate when needed (which lasts a total of 30 seconds and will likely be enough time to have icy bastion recharge again if fighting particularly powerful foes). Best of luck!| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1524;691;1382;HEX;| |78DA65945D5352511486CFE123034131153515035410E4088ACEF43D4D9A9341D13| |875D7D01177CA84C200D3D465D765935ED4BFE8B7F439D3943F21AD9B6EBAA1C579| |5F8519CE0CF3ECFD9E77AFB5F63A7B937DBEECF9B0FAF2BAA67B6F96CC5A2DBF5E3| |74B4F55D59935B78A05ADF974C92F40399F5525A58C95922AD4ABC58259823072F2| |7A593D51BB3565DC2EA8FC8DEA4EB9AAB973E572C958AF28B5E9B586B78A5BDBF5E| |2EE96C79A6594599149EFC96453556BDBC54A60A5522C18275133EA59D1AC6F9BBB| |F9AC59ABABEA8B6129292EBF572E8D4FC3A16D0A520E2DF19834C1D40659000DBF5| |0B7D6D8B43B764B9B5D0313ABE09C78747AF441DDD26C03A40F4C8AC70E8FC39E83| |E6B84766407796BC0BEE49BD4ED6EB8CDB2CED4C8C8C826723E40CF8C6854F206BB| |4AE38F722B95DC8ADB982D0C262EA864FEFFE81B59E435097775EC6F036E4D1E625| |422F23F432C25BC9D40797B3EF133A71EE33F9051CF84A7E0487BF8176C9D0CF6EF| |4076410917721F0FC0419040343C271E992AC19649707D9653FBBEC679743E21982| |471FE2EE83E4BED43BC27A478E6C56CCE03138F90B8C94E08DED9065302DFB1F65E| |E51E61E63EE59E6F64BEE717AC6E909D013A0E7406A98E0179DB88A6E5FB8425E24| |2F81C1CBE0A2E40E696EABEE10E3861937CCB8E13D78275F93FBE092AC9D424DCEA| |914BCD371328D6F31BD8E7984A72F12807E2888B2D6E822E2CDA4C905721E8C2D81| |7F3DB869CD731267DF7F4A1C83718C147C734932411A606A0E5C90BA933C6FC979D| |433EA38BDBD8DB1D6B83995131AEB50921D4AAA4359E850D21D4AA643C939F89720| |8A6E292E9FDC6ED676E43EBDE99A3D811EFC6E694EFB1ACE75CF43F4DB770DE7DB1| |7C43EC71EF05CDD078FDBE34511EF4F4BB3D9DFF3F61E803DEFC0EFFD02781AFFFC| |ADF12377F376606CB68D37DAC6B9B6F17FE416E958| |-------------------------------------------------------------------|
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As a side question, does anyone know the ETA for Bio Armor to come out? I'm assuming it's sometime after i23, but hopefully before i24? Really looking forward to a new armor set and definitely want to make sure I have enough points saved up for when it does
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For anyone who's interested, here's a sample (mid's build) of what an AV hunting fire/dark troller would look like. I'm 99% positive that this build would be able to take on just about any lvl 54 AV and win. Should definitely be able to solo pylons in under 2 mins.
Code:Clarion/Ageless would be needed depending on AV being fought. If AV has mez, clarion fixes that situation and if it doesn't, ageless is the way to go. Can't really imagine how fast it would kill AVs with the control hybrid (essentially another interface damage proc, though might be even better). Having 3 imps, a tarantula, T4 cimerorans, and dark servant would be really fun as well| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1542;708;1416;HEX;| |78DA6593594F135114C7EF2C055A28B47445BAD0B22F9DB6EA93C1208B188426242| |6BE9AA64C612296665A137934D144137D714F8CCB936BE277F05B18E383CAA22F02| |FAE84B3DCCFFB443EC4DA7BF7BCFF23FE7DEB993BB36D7F1E1DCF529217966D7F39| |5CAA5D98D52D5DC585FD74D472EBF6A14C4E168A5276E7BEA41DABC61EAF545E288| |7FE66AB1A8CDE5CDCB259D24A78B45A3645437BD0BA535DDD44B55AD3E712D6F90C| |A85B2AEAF7458D3253D5F364AAB6E6B316FACAE5569D55577ADE86665CD2847CE96| |8D8276A45C2E5FD0E9AF52D5CDCD30B53A41CF0D49F0A83944461622AB0A39C54C8| |3AAC6CC822D4F258B5F438D5C458414CBD6E16706C0CE2078935224AE234D125445| |B430DBDE23A66D01FAAE2BD077E58951557CA33A0A7285322E2C5F3F9DB50336C9F| |11979FD5FC024F95A25F85A397E80B9455A4EE4C9CE046C6339E48D2D82DF29A69D| |EBB5734C9034DDD094DD01F417F1333DE036E57521C6D1C531DD1CD3CD31E124715| |815C762CC042891BE976B7A6B34C40EA9F958CDC72A7E56F57BC120AB05E36098D5| |14520B706E802BC538B68F63FA4238DDBEE338FD6C186B957243C855425C2FC6F56| |3BC8BC422726ED3B2075DAB3DAF614BBC61BE05FB5F31DF81BBB4AF5EEB2ED4E4DE| |1CF446EFF21BB80FDE3A6C85FB8F4E216FF814983A5D27625393607A4FB6FABF437| |971BE95F103F806FE307F8343FBE0033AF224DFCAE404D77986373EFC1C1C7DC17C| |09A63F52AE4F150F2977906FC4209FD3109FD3109FD34FDAEB08F732F203FDA5B7C| |1EC0E73177C427AE31C3B7E06FD4D4C33A798336037BD230DB585C6373444B60CDF| |A00C7F0911B5F185D2EFF056456D4B6DACC99B69B2649B2C279A2C279B2C4B4D966| |5B5F1FD0BC9B2383D8DAFBAF6CB4573DE8F92C27EF66D9BA49CC79DEDBC8873DD3B| |1A3F82F803DB262B8FB17FCF3DE623F0938F8098FF47D26FBBFE06EDB93360CFFF0| |1896801DC| |-------------------------------------------------------------------|
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Quote:I'm sorry, can you give more info here? Or post a build? Or describe if you had a taunt bot taunting the pylon off you? I couldn't get <5min times on my Dark/Dark troller with multiple pets (including APP) and I know others in the same boat.
If you can describe more how you managed this, it would be helpful.Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1492;696;1392;HEX;| |78DA6594DB4F134114C677DA2DC84D5A4A5B6E2DB68885624B0B7889628C8018941| |A128DAFA6812D6CC4D2B435914713359A784934D107A3898977129FFD538CF1C10B| |A02F2AEA9B2FF574BFAF2D49376D7E33DFCC7CE7EC99994D5E9E6A7E7BE2CA514D3| |9279753F9FCF9C9954C21B7B2BC6CE41CC9D4A239AF959E7AF9F75647CA9362D366| |CE287782DBC6272EA5D3B1A954EE42C610CB63E9B499310BABAE99CC92913332855| |8B9D138B7222E67B286B1D06235A7CDC5A58299596CB67AB3462A2B9DD67267C1C8| |E597CCACEB78D69C47EC642A5F3072AB1D925F58FED794C6A7E8D052D2F1EB5AF4A| |230A16BC333368B89A71AF8987C027EF255D6DA359FDDD2EA3CE00E2FE906AF8BA5| |621CF50EEB6D8F10C7B68639FAB8E8BABDC2BAB388FF59E2D8B156B30F616D9F14D| |8014D393E605EE347F08642FD4BB1EA83981F3C82B1E0387908DC7D180C1F04BF48| |AC06C66A38803C6E8A5F1334BDE905726D7E49BE0277BE26DF805FC5A785F9B59C8| |6F7F029705DC65A15F26BF5A006CE76D209B68D81ED7172140CC98BB9B056B9588B| |3672437CDDF475D3D74B5FAF0BECA06F4702ECA1AF125F0FDFDB539447B38BE2839| |BCD17904658AA140223415097399D9CD3C9885D8CD8C537D994ACBAADBD2FDABA93| |D0C2B75189C87DD02B3E7EFAF8E913A04F803EB704BD3C6DBD5B58B7EB0FF997FC0| |D3E934D08F10484F641EB1B2347C9119E80FD64083BF75DF2ED679CFE4D9B7523F6| |7C23D7C90DF0B92C1940DEFA002B3BC81D1B6465077DB8559111F85F95EE10731B4| |A20F6DE38192387C16894E44D291DBE186AA9627778AAEE826B72DCE2DCC1384FC4| |8F46B975C84F535168BFAA9A5227B18F8173F0FFB97DFE00E66F55359B7AC89B760| |FEC7940EA952F81FC4AA7C75F558A919AD1788D92A851466B94B11A65B64699D32B| |DF194D594A83B3F2F528FEF34ABA7897E27B77B5FD1F2060EB05| |-------------------------------------------------------------------|
Edit: Also, of course, spam howling twilight whenever it's up for the -regen and set tar patch and such. Ideally you want to attack as much as possible, but also keep the -regen from twilight grasp stacked at least twice for -100% regen on the pylon, but you certainly shouldn't need a taunter. -
Quote:Given this objective, I'd recommend a fire/dark or grav/dark troller instead. To summarize why in short, you proc out the ST immobilize and hold with several procs and the fast recharge/low end cost allows you to alternate and spam those attacks consistently without having to worry about endurance. Furthermore, once the AV is mezzed containment will add in that extra damage. Let's also consider the Hybrid slot. By going into the direction of control, you will get (assuming all hybrid powers are toggles) a toggle that adds a psionic damage proc for ALL mezzed targets (I believe 75% chance) and another 75% chance to deal psionic damage for all targets with low health.My objective is to kill every (within reason, I assume something like Lord Recluse may be asking a little too much) Arch Villain the game and I thought the best place to start would be asking the scrappers.
Factor in the radial reactive with fire damage over time, 2-3 procs each in the ST immobilize and hold, tar patch for -30% resistance, twilight's grasp for a super heal with a -regen debuff, howling twilight which debuffs regen by around 500% for 30 seconds, fade + shadow fall allow you to hit soft cap def to all damage, or even positionals as well as high resistance numbers, soul absorption gives +rec/regen, you also get pets for extra damage, the fuzzy for more -tohit debuffs, darkest night for -damage debuff, and patrons/epics (like scorpion) which give poison beam (or something similar) that debuffs resistance even more.
Going back to the original question, while a scrapper is likely to solo AVs, a controller, specifically a /dark controller with a primary that has a quick animating T1 immobilize and T2 hold will more than likely be able to solo AVs at lvl 54, let alone lvl 50.
Just my input for AV soloing/hunting. (Sorry in advance for that really long sentence that constitutes the second paragraph)
Edit: Just soloed a pylon in about 1:40ish on my fire/dark troller, only had T3 alpha and T2 of all the other incarnate slots (rares just wont drop from the trials). And this fire/dark troller wasn't even built specifically for AVs. -
Here's a modification which goes for s/l/e/n defense. All powers were kept the same.
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Quote:1. If built for tanking, Fire Armor is exceptionally strong with a 10 second heal and high resistance, even more so with Storm Kick giving 10% def to all.
- Fire seems relatively squishy. Will it be able to handle being the main tank for teams and incarnate leagues?
- Positional defense seems to be hard to find in IO sets. Am I just not looking hard enough?
- Conceptually I am torn between Pyre Mastery and Energy Mastery. Which of them would be better, or is there another APP I should consider?
- Where is the best place to put the ATO proc?
- I've heard that Fire is getting some +absorb added in i23, is that true?
Thanks in advance for responses, the CoH community is usually exceptionally helpful. Any other important notes you can think of are welcome as well of course
My build goals currently are to get 32.5% to all positions, hard cap S/L resistance using the ATO proc, and get an acceptable amount of recharge. I'm hoping to be able to use Focus Chi and Fiery Embrace regularly to help offset the lower damage of a Tanker as well. I'm almost positive those goals will have to be modified before I finish building.
3. I would NOT look at getting 32.5% positional defense. While it is possible, it is much easier to shoot for 35% s/l/e/n and have storm kick fill in the missing 10%. Remember that Storm Kick gives defense to all damage types and all positions, not just positional defense. Going for set bonuses that give positional defense is possible, but usually ends up gimping the build a bit from my experience.
4. Going with a tank build for Fire, I'd recommend taking Cardiac Core for your alpha which, with consume, should fix all endurance issues. That said, soul mastery would offer the best utility for a Fire tank with a damage/tohit debuff, but if you're not interested in going for Darkest Night, either energy mastery or fire mastery will do. It depends on if you're concerned with doing/having more AoE damage with fire mastery vs. more recovery/regen with energy mastery. If you're pressed for slots, energy mastery tends to require less slotting than going with fire mastery. As far as concept, not quite sure what you're going for, but fire mastery certainly goes well with fire armor.
5. The ATO resistance proc, unless I'm mistaken, has a 5 PPM activation, or that it will activate up to 5 times in one minute. With that said, it looks at the base recharge + activation time for a power and, ideally, you want that to equal to 12, or as close to 12 as possible. That said, Crippling Axe Kick or Eagle's Claw works fine for it.
6. With i23, a new tanker ATO set will be coming out which has a unique proc that offers + absorption, but it's not specific to fire.
I can't comment on an attack chain for MA simply because I don't play it often. As far as your goals, when you post a build I'm sure someone can critique and/or improve it in order to fit your goals, but I strongly recommend looking into using eradication and kinetic combat to get e/n and s/l defense to 32.5%, or ideally 35% so that storm kick can give the extra 10% and put you at soft cap. Steadfast +3% def proc and gladiator armor +3% def proc will come a long way in helping to get those numbers.
This said, you should also consider the Hybrid incarnate slot that will come out with i23. It's a toggle power and, by going into the melee tree, you can choose to get either a toggle that, when saturated with 10 foes will offer 15% def and 400% regen or 30% resistance and 400% regen. The numbers may or may not have changed since I last looked, but it should be a rough estimate. -
If you're planning to add in an Acc/Dam IO from a different set, it's best to put in a Nucleolus acc/dam HO, Synthetic Nucleolus acc/dam HO might be cheaper by 5 million, give or take, but I haven't checked prices in a while. Simply adds a higher boost than a split IO.
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Quote:Ok planet first off in your build u are over the rule of 5 with the 3 cleaving blows so the extra def to it is doing no good since u are not getting it. Gravity u seem to be missing some slots or for some reason it came up to where your missing some slots. Not to mention the KB prot on it is very poor for a tank since most end game content is from 8-10 KB. The purples r nice and all but do cost u some end.
Quote:still has 2 free slots to be used wherever you want to put them in.
As far as the revised build, it looks pretty good. One thing I will mention though is that there isn't much use out of 2 eradications in soul transfer. What I might recommend is moving a lotg: def/end from maneuvers into soul transfer to put in that third eradication and get the energy/negative defense bonus. This will get you 45.04% s/l def and 45.66% e/n def is soft cap is important. Alternatively, you could instead move the lotg: def from maneuvers, but that will put the s/l def at 44.84%, but will eat slightly less endurance.
If you plan on getting ageless for your destiny slot, dropping the lotg: def/end shouldn't be a problem. -
Changed some slots and where some IOs go (i.e the steadfast res/def proc is best placed into murky cloud where the resistance boost will benefit more than in obsidian shield), didn't really have time to make the slotting look pretty though lol.
Soft cap def to s/l/e/n, combustion dropped. Reasoning: regardless of if it's an AoE attack, a 3 second activation time will get a dark armor tank killed when you need to activate dark regeneration. Ultimately fire breath is better than combustion. As a side note, I'd take dark obliteration instead of fire breath and put the ragnarok set in there since it's a target aoe instead of a cone, and it it does -tohit to all targets hit.
You might get perma hasten with t4 ageless, but with this build it's probably going to be required anyway. Hope you like it, still has 2 free slots to be used wherever you want to put them in.
Code:Edit: You can place the 2 extra slots into soul transfer to put in a set of 3 eradication, remove 1 slot from fire sword circle and instead slot an armageddon set and get more damage and higher recharge bonus out of it and place that last slot into death shroud to put in the fury of the gladiator proc chance for -20% res. Just an idea| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1542;715;1430;HEX;| |78DA65944B6F125114C7EFC0D0164A5BA085297DF06CE555A6D056B746AD6DA2254| |16BDC1932B6B72D29053243135DFA155CE8C2F815DCFA8C7E0B1FD54F606C75ED06| |CFCCF90B244C80DF9973CFFD9FC75CA6F268D3FF6AFBC955A1F86F340CCBAADD339| |AC7D21CAB9C768C4EBDD5147405775BA78D83BA29139B8679DC9496354ADE2847D6| |36E5816C5A52B7D76AD7CC9396398B958A6C48A96FD5A5F9986DE1ABB65A0D7DB72| |DE5FE84636ED50F8F3AF5E6A1DFB9DB91469B6EA6FEDFEC4BD33AAAB7B59BEDFA9E| |7EDD3CEDC89A5D4AAD62581D129DA52A8AF47DEDA51FC5AEB4EB16E72E211655E1B| |A007F31D5242D975511F4095C145B25A454317287397617DC65BE215D05BA4A8A8C| |8CADC3F4C7C0383344BA6EE8BAA11B806E00BA21E8A6697C1E8E553C672EA7AE911| |FCCB794739473AAA3C8E143CE39D430879C0B9AE2F4F68EF678B1C78B98C935B7A3| |1783460C7B62D09AA17AC7B906316E71EEF7A433E134DCF54C608E933F9969CC31A| |DB16E3AC25C0AB91D7F98F4A6584F9D5A63BDA575E6A50DF0327885F981F20531DF| |E08CE2F842016624CC5CB8CD7922A43F8D994DBFA4FDD3D4C30B668AE619661D255| |CE0E79C04155AD3D0A7D6A54BB8C91345D628A695C09412985202535229769E635D| |F3A828894A93A8F42375B1C83162718EB37E225F1C59E3A844A30E52ECF3A4703A9| |74E782DD362E631F53CA6BDD260FF2CED5DC67497333CBD4C162C3073396631CF8C| |D29E2CF2653FF31473DFC13366FE0B73E51BB3F815D3A6BE0BE8BB80BE57D077117| |DEF51A88E9AF455CEB95A02CBA0CE2C179941D22D41B704DD3274CBD03DF7F5FE75| |422972FFBFFB3E45B985137C9FE32F06E3B31CFFA7EF7329CF39B7EF2933F28CB9A| |0F6DE04F4B14F464EEDBD47BAF9A1D5D290A73CE4591FF26C0C7976063D5EAEA5AA| |22B1DD03CE8B37D07BA374AB3EBB73B61F0CD8C680FD70C0FE1B2109D8DB5ADF8EC| |EF46D6FB86FFF036EA1E716| |-------------------------------------------------------------------|
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I took a quick look at the build and reworked a few slots. Overall, the panaceas are unnecessary for energize, they cost hundreds of million more and will really end up just giving 2.5% more recharge. 5 doctored wounds is the way to go there.
I also removed the pounding slugfest IOs from you single target attacks. Ultimately, 8% regeneration bonus will never save you. Regeneration is a really bad form of mitigation because, say on a electric tank, you're talking about a difference of maybe 5hp/sec regen, not even, while taking burst damage that can be upwards to 50-500 (depending on the enemy/attack).
Slotted up your combat jumping and hover with more lotg to increase the defense. Also, placed the hecatomb set into chain induction where it will be more effective in the form of end/reduction and recharge than a kinetic combat set which should go into charged brawl.
Increased the overall defense to energy/negative to provide better coverage against incarnate enemies, with this build you should have 34%+ def to s/l/e/n, one small purple away from soft cap to regular non-incarnate mobs.
Also replaced the slotting in Lightning Rod and Lightning Field. To be honest, you never need to place a purple set into a pbaoe toggle, it simply won't be effective in it. Eradication goes a long way in giving energy/negative def and combined with 3 cleaving blows, the stats are nearly identical in terms of damage/acc/recharge for Lightning Rod. Simply gives more in terms of defense and survival.
You can place the panacea proc into health to get the +hp heal bonus, but the regenerative tissue proc is largely unnecessary for a electric tank. This build still has 1 free slot to place wherever you see fit. Will post data chunk below. Perma hasten is still maintained in this build.
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The thing with a dark/stone build is that you want to keep the stunned enemies from walking away from you in order to keep them stunned and be successful at keeping aggro. Web Envelope is good, but taking Disruptor Blast really defeats the point as it can knock back the mobs from you. Web Envelope doesn't provide -kb protection like electrifying fences does so I would recommend switching to Mu mastery and taking fences + ball of lightning.
Besides that I might also suggest looking at how to slot dark armor more effectively. Putting 6 obliterations into dark regeneration is seriously under slotting it for endurance reduction. A theft of essence +end proc will allow you to sometimes gain endurance back from mobs instead of losing it. Endurance is likely a none-issue if you go cardiac/ageless, but might be something to consider.
The acc/mez HO is rather cheap and will offer much better values for OG than the acc/stun that you have slotted. -
Thank you for the responses to this. I was mainly considering post-IO play when comparing WP to Invuln and I suppose it can all depend on the build. I've just tried Invuln once before and simply couldn't get into playing it. I suppose my biggest complaint being that Invuln lacks any solid heal (assuming dull pain is more of a +HP/resistance boost as opposed to a healing flames/energize type click heal). While aid self could fix this, Invuln can also suffer from cascading defense failures making aid self rather useless (most notably against arachnoids, arachnos, and rularuu). It is during the time that dull pain is recharging that mobs will have a 2 minute window or so to kill an Invuln tank.
As far as tanking and aggro, playing a WP tank as an active "fighting" tank can fix the issue of a weak taunt aura. By using foot stomp, taunt, jab/haymaker, and darkest night I have no problem in keeping aggro on a mob/AV as long as no other tank is competing for aggro with me. For mobs that are spread out it's also quite easy to herd behind an object/corner or use foot stomp near one group while using taunt on the group not hit by foot stomp for successful aggro control.
I'm currently trying an Invuln/SS tank and will give it the benefit of the doubt at the moment until I hit lvl 50 as my previous Invuln/Elec tank was built before inherent fitness pool and changes to Invuln powers.
One of my 'things' when I do play a tank, however, is that I don't like to use inspirations. It just takes away from the feeling of playing an AT which supposedly shouldn't require inspirations to survive. That is more so my personal playstyle than anything else, but I don't think I could play a char that would have to heavily rely on inspirations. The only time my WP tank ever needs to use them is against +4/8x mobs that have -def, and even then it's rare as long as I'm not playing solo as casting darkest night usually prevents cascading defense failure to occur too early in the battle.
I will agree that regen is a poor form of mitigation, but other than slightly higher resists, Invuln has no better mitigation going for it other than better defense debuff resistance. My WP tanks best form of mitigation is the combination of regen and foot stomp, as enemies on the ground can't really attack and do any damage which is when the regen from WP really shines through, at least from personal experience.
Quote:My intent was to find out if Invuln was indeed superior or better to a WP tank, but I certainly am not considering to start over or delete my WP tankOriginally Posted by Sailboat
If you were starting a new character, there's perhaps some practicality to dissecting the difference, but on an established level 50 you enjoy, I'd say whatever differences do exist hardly merit starting over from scratch. If it really bothers you that another set is slightly tougher, you might be better off making a Granite Tanker anyway. :PMy thoughts were that due to the fact that Invuln had 20% or so more resistance to everything (and better defense and defense debuff resistance) but psi when compared to WP that it made WP under-perform in comparison as regen wasn't a huge factor for the survival of an Invuln tank (not that it isn't important) while it is for a WP tank. As far as Granite tanks go, if I didn't already have a Granite brute, I would have likely made a Granite tank. I'd just hardly ever consider playing one without a kin buddy that would play with me and give out SB :P
But thanks again for all the clarification on the issue, I was under the impression that there was a larger difference between WP and Invuln than there actually was. -
I'm sure this has been asked and discussed more than once but I would like to get some clarification on these 2 tanker sets. The consensus appears to be that an Invuln tank is powerful straight out with the right power choices and slots while Willpower can match an Invulns survival with enough investment in influence.
What I'd like to know is if Willpower can surpass Invuln against the majority of mobs in regular game-play (outside of AE). I have a level 50 WP/SS tank and love the way it performs and yet I see a lot of people recommending Invuln over WP and putting it in the 2nd place behind Stone Armor or almost always above WP. Is this simply because an Invuln is cheaper to build than an identical/superior WP tank or is there something that I've missed when looking at an Invuln tank?
I know that Invuln gets a higher defense debuff resistance at 50% vs. 25% or so for WP, a better defense buff layer with invincibility, and higher resistance for s/l/e/n/f/c/t damage types. It is also easier to cap HP with perma dull pain.
Willpower on the other hand can easily hit 120hp/sec regen with just a single foe in range of RttC, get soft cap def to s/l/e/n/f/c, and has better psionic resistance/def than Invuln along with inherent +HP from HPT.
Invuln lacks in regeneration, at least in comparison with WP, but has about 20% more resistance to s/l/e/n/f/c/t damage than WP does. It would appear that the regeneration from WP should be more than enough to outperform an Invuln tank in most cases unless there is some other reason as to why Invuln is better or WP is weaker. I currently have a level 30 Invuln/SS tank and used to have an Invuln/Elec tank before it got hit with the "delete" button. As before I'm having difficulties in playing an Invuln tank and feel as though WP and Invuln were from opposite poles when it comes to game-play.
So to sum up my question, is it possible for a Willpower tank to outperform an Invuln tank given a good inf investment or does Invuln remain superior? There are of course cases that can be argued for either side, but in general, which one works best against the majority of the mobs within the game? -
Quote:The problem you're having is quite common for any char with no inherent recovery resistance and no ageless destiny slot. You're being hit with Drain Psyche which will completely destroy your recovery for the 30 seconds or so that the debuff lasts. The problem is even worse if you're an /SS tank and get hit with a rage crash. My suggestion is to get a tier 3 ageless destiny slot which will give you +rec +end for 90 seconds. Can easily be slotted before doing any lambda trial or fighting anything with -rec or -endurance.I guess the major issue I am seeing is having my Recovery Rate zeroed out on Incarnate Trials. Now that may be a function of the fact I am only +1 currently; however, I am having issues keeping toggles up when I have no recovery for 10+ seconds.
If that issue goes away when I get to +3 then I probably don't need to worry about mitigation; however, currently it is very frustrating.
My recommendation with wp/ss is to skip aid self. I haven't opened your build but if you're soft cap to s/l/e/n damage and have solid regen numbers then the only thing that will ever kill you is debuffs. In those cases aid self won't help simply because your defense will be debuffed so much that every attack will get through and it will be impossible to fire off aid self.
A couple of notable weaknesses with a WP/SS tank are the following:
-Lack of endurance drain/recovery resistance
-Small defense debuff resistance
-Rage crash of -20% def for 10 seconds or so (not applied as long as rage is double stacked)
-Low resistance to e/n/f/c/toxic damage types
-No click heal like Dull Pain or reconstruction
To combat these weaknesses I'd recommend the following:
-Tier 3 ageless for when fighting endurance draining enemies
-Tier 3 or higher barrier for +res/def
-Tier 3 or higher rebirth heal/regeneration
These can all be switched out and slotted at any time based on the situation or enemy type being faced. The spiritual alpha slot is certainly better than cardiac simply because cardiac will hardly affect e/n/f/c/toxic damage resistance. I would also recommend going soul mastery as Darkest Night provides a lot of mitigation and will also help to provide an extra layer of defense through -tohit which will go well with willpower's lower defense debuff resistance. -
Quote:Thanks for confirming this, I checked the defense stats on combat attributes after rage crashed but wasn't sure if it wasn't just bugged or something of that nature.
yes/no. Double stacked rage prevents the defense (-20%) drop, the -dam and endurance drop still occur. -
Quote:Thanks, completely forgot about the PS proc in QR. Previous build was similar to this one only it had physical perfection and 2 PS procs, one in stamina and one in physical perfection. Forgot to make the change for this build. As far as the cost goes that is not a problem. I have all the IOs needed including the gladiator armor and shield wall proc to create the build, simply need to buy the shield wall: def, def/end, and def/end/rech to complete.Well first off you will have to make some sacrifice such as the proc in QR you can switch 1 of them for the PS+rec this way you can have more end. Second off most of your attacks are poorly slotted for accuracy. Not to mention its going to cost you some influence to get the build some of the PvPs are going for about 2 bill the last time I checked.
Edit: Accuracy is currently not a problem, which is one of the reasons I decided to stick with rage over taking hasten. The T3 ageless is more than enough to keep me running and (unless I'm mistaken) a double stacked rage prevents the -def debuff from the crash. Shouldn't be too much of a problem with spiritual and ageless running. -
Hello, I'm currently trying to perfect my tank's survival and this is what I've come up with so far. The only problem to running this build was endurance and that required me to get ageless. Although I'm sure that cardiac could also fix the problem, it doesn't provide much benefit to resistance due to willpower's weak resistance to f/c/e/n/t damage. If there's any way to improve this build without having to make any huge sacrifices in defense, max hp, or regen I would really appreciate seeing it
Current build is made simply for survival so that it can take on just about anything with minimal risk of death. Soft cap defense s/l/e/n/c/f defense was reached along with capped HP, but hasten had to be given up. Build is below
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Mind Over Body -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(19), Aegis-ResDam/EndRdx/Rchg:50(21), S'fstPrt-ResDam/Def+:30(21)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(40)
Level 2: High Pain Tolerance -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(3), Numna-Heal/Rchg:50(3), Aegis-ResDam:50(17), Aegis-ResDam/EndRdx:50(17), Aegis-ResDam/Rchg:50(19)
Level 4: Fast Healing -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(5), Numna-Regen/Rcvry+:50(5), Mrcl-Heal:40(7), Mrcl-Rcvry+:40(15)
Level 6: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(7)
Level 8: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(9), Numna-Heal/EndRdx/Rchg:50(9), Heal-I:50(15)
Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(11), LkGmblr-Def/EndRdx:50(11)
Level 12: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(13), P'Shift-EndMod/Rchg:50(13)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Dmg/EndRdx/Rchg:35(37)
Level 18: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(23), LkGmblr-Def/EndRdx:50(23), LkGmblr-Def/EndRdx/Rchg:50(25)
Level 20: Knockout Blow -- KntkC'bat-Dmg/EndRdx:35(A), KntkC'bat-Acc/Dmg:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36)
Level 22: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(48), KntkC'bat-Dmg/Rchg:35(50), KntkC'bat-Dmg/EndRdx/Rchg:35(50)
Level 24: Tough -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(33)
Level 26: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(27), LkGmblr-Def/EndRdx:50(27), LkGmblr-Def/EndRdx/Rchg:50(29)
Level 28: Maneuvers -- SW-ResDam/Re TP:50(A), SW-Def:50(34), SW-Def/EndRdx:50(34), SW-Def/EndRdx/Rchg:50(34)
Level 30: Taunt -- Zinger-Dam%:50(A)
Level 32: Rage -- HO:Membr(A), HO:Membr(46)
Level 35: Hurl -- Apoc-Dmg/EndRdx:50(A), Apoc-Dmg:50(45), Apoc-Acc/Rchg:50(45)
Level 38: Foot Stomp -- Erad-Dmg/Rchg:30(A), Erad-Acc/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(40), Armgdn-Dmg/EndRdx:50(43)
Level 41: Gloom -- Apoc-Dam%:50(A), Apoc-Dmg/Rchg:50(42), Apoc-Acc/Dmg/Rchg:50(42), Dev'n-Acc/Dmg:50(42), Dev'n-Acc/Dmg/EndRdx/Rchg:50(43), Dev'n-Dmg/EndRdx:50(43)
Level 44: Darkest Night -- HO:Enzym(A), HO:Enzym(45)
Level 47: Summon Widow -- S'bndAl-Acc/Rchg:50(A), S'bndAl-Dmg/Rchg:50(48), S'bndAl-Acc/Dmg/Rchg:50(48)
Level 49: Strength of Will -- GA-3defTpProc:50(A)
Level 50: Spiritual Core Paragon
Level 50: Reactive Radial Flawless Interface
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
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Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(46), KntkC'bat-Dmg/Rchg:35(46), KntkC'bat-Dmg/EndRdx/Rchg:35(50)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(25), Numna-Heal/Rchg:50(29), RgnTis-Regen+:30(31)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- Efficacy-EndMod/Acc:50(A), Efficacy-EndMod:50(31), P'Shift-End%:50(31)
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Set Bonus Totals:- 16% Defense(Melee)
- 26% Defense(Smashing)
- 26% Defense(Lethal)
- 12.3% Defense(Fire)
- 12.3% Defense(Cold)
- 10.4% Defense(Energy)
- 10.4% Defense(Negative)
- 6% Defense(Psionic)
- 8.19% Defense(Ranged)
- 9.13% Defense(AoE)
- 1.8% Max End
- 18% Enhancement(Accuracy)
- 30% Enhancement(RechargeTime)
- 5% FlySpeed
- 695.7 HP (37.1%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 14.9%
- 2.5% (0.04 End/sec) Recovery
- 158% (12.3 HP/sec) Regeneration
- 3% Resistance(Smashing)
- 3% Resistance(Fire)
- 3% Resistance(Cold)
- 4.89% Resistance(Energy)
- 4.89% Resistance(Negative)
- 3% Resistance(Toxic)
- 3% Resistance(Psionic)
- 3% Resistance(Lethal)
- 15% RunSpeed
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This is a solid SS/SD build. Slightly adjusted it to increase resistance and damage output from foot stomp. Removed the forced feedback proc in order to keep soft cap defense to melee/range/aoe. Also added a interrupt reduction IO to aid self, should help against some dot attacks. Only concern with this build might be endurance do to rage crash and spamming foot stomp. I would highly recommend unlocking and slotting the Ageless destiny slot as soon as possible, tier 3 Ageless Partial Core Invocation should help out a lot and should also get hasten perma or close to perma.
Other changes included the shifting of slots from boxing to more useful places. Also removed dark obliteration to free up some slots and added One With the Shield and moved the steadfast +3% def proc into it.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch- (A) Mako's Bite - Accuracy/Damage
- (7) Mako's Bite - Chance of Damage(Lethal)
- (23) Mako's Bite - Damage/Endurance
- (23) Mako's Bite - Damage/Recharge
- (25) Mako's Bite - Accuracy/Endurance/Recharge
- (25) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (5) Luck of the Gambler - Defense
- (5) Luck of the Gambler - Defense/Endurance
- (7) Aegis - Resistance
- (46) Aegis - Resistance/Endurance
- (48) Aegis - Resistance/Recharge
- (A) Mako's Bite - Accuracy/Damage
- (17) Mako's Bite - Damage/Endurance
- (19) Mako's Bite - Damage/Recharge
- (19) Mako's Bite - Accuracy/Endurance/Recharge
- (21) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (21) Mako's Bite - Chance of Damage(Lethal)
- (A) Luck of the Gambler - Recharge Speed
- (9) Luck of the Gambler - Defense
- (39) Luck of the Gambler - Defense/Endurance
- (39) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Numina's Convalescence - Heal
- (9) Numina's Convalescence - Heal/Endurance
- (11) Numina's Convalescence - Heal/Recharge
- (29) Aegis - Resistance/Recharge
- (48) Aegis - Resistance
- (50) Aegis - Resistance/Endurance
- (A) Touch of Death - Accuracy/Damage
- (13) Touch of Death - Damage/Endurance
- (13) Touch of Death - Damage/Recharge
- (15) Touch of Death - Accuracy/Damage/Endurance
- (15) Touch of Death - Damage/Endurance/Recharge
- (17) Touch of Death - Chance of Damage(Negative)
- (A) HamiO:Membrane Exposure
- (11) HamiO:Cytoskeleton Exposure
- (A) Recharge Reduction IO
- (40) Recharge Reduction IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (31) Blessing of the Zephyr - Knockback Reduction (4 points)
- (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Endurance Reduction IO
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (45) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Empty
- (A) Aegis - Resistance/Endurance/Recharge
- (27) Aegis - Resistance/Endurance
- (29) Aegis - Resistance
- (31) Aegis - Resistance/Recharge
- (45) Aegis - Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (27) Luck of the Gambler - Defense
- (33) Luck of the Gambler - Defense/Endurance
- (39) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Kismet - Accuracy +6%
- (A) Endurance Reduction IO
- (A) Numina's Convalescence - Heal
- (37) Numina's Convalescence - Heal/Endurance
- (43) Numina's Convalescence - Heal/Endurance/Recharge
- (50) Interrupt Reduction IO
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (33) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (34) Obliteration - Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Chance for Smashing Damage
- (A) Obliteration - Damage
- (36) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge
- (37) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Recharge Speed
- (46) Luck of the Gambler - Defense/Endurance
- (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (48) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Decimation - Accuracy/Damage
- (42) Decimation - Damage/Endurance
- (42) Decimation - Damage/Recharge
- (42) Decimation - Accuracy/Endurance/Recharge
- (43) Decimation - Accuracy/Damage/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) HamiO:Enzyme Exposure
- (50) HamiO:Enzyme Exposure
- (A) Luck of the Gambler - Recharge Speed
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
Level 2: Swift- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Performance Shifter - EndMod
- (3) Performance Shifter - EndMod/Recharge
- (3) Performance Shifter - Chance for +End
Set Bonus Totals:- 17% DamageBuff(Smashing)
- 17% DamageBuff(Lethal)
- 17% DamageBuff(Fire)
- 17% DamageBuff(Cold)
- 17% DamageBuff(Energy)
- 17% DamageBuff(Negative)
- 17% DamageBuff(Toxic)
- 17% DamageBuff(Psionic)
- 9.88% Defense(Smashing)
- 9.88% Defense(Lethal)
- 16.1% Defense(Fire)
- 16.1% Defense(Cold)
- 9.25% Defense(Energy)
- 9.25% Defense(Negative)
- 3% Defense(Psionic)
- 16.8% Defense(Melee)
- 15.5% Defense(Ranged)
- 15.2% Defense(AoE)
- 2.25% Max End
- 36% Enhancement(Accuracy)
- 53.8% Enhancement(RechargeTime)
- 10% FlySpeed
- 247.4 HP (16.5%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 9.35%
- MezResist(Immobilize) 12.1%
- MezResist(Stun) 4.4%
- 2.5% (0.04 End/sec) Recovery
- 64% (4 HP/sec) Regeneration
- 25% RunSpeed
- 2.5% XPDebtProtection
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Quote:I'm pretty certain that a completely drained foe can't attack with no endurance. The problem is that their attacks generally tend to take very little endurance to activate, meaning that without -recovery debuffs, any enemy can begin attacking after 1-2 seconds when some of the endurance comes back. A level 50 elec/elec blaster however can easily drain the end from a mob and keep it drained with short circuit, ball of lighting, power sink, and lightning field. One of my favorite blastrollers.Yes, but even if a bad guy is totally drained of endurance, they can still attack you, where if you are out of endurance, you can't. It's like they really aren't dependent on endurance.
Now, unless the endurance drain gives you back some endurance, it's not really worth banking on that end drain having any meaningful effect on the enemies. Outside of PVP, of course.
I'm happy with the AoE niceness of Pyronic.