-
Posts
183 -
Joined
-
[ QUOTE ]
This may be a silly question but why do you 6 slot
hover using slots that could be used in an attack
like say laser beam eyes giving it better damage.
If you slot fly with one SO you can travel just
as fast.
I realize that hover has some definite def advantage
but is it really necessary for a Tanker that is already
very well equipped for damage resistance.
I can see if this was for a defender or some other build
that could not take damage but I just don't see the advantage for a Tanker. :
[/ QUOTE ]
It's a rounding tool. The attack cycle is already full with Hasten. It is very rare that I throw out an extra LBE attack (it's a fun tool to pull mobs back when I lose aggro but that's it).
Give it a shot it's fun
[ QUOTE ]
Level 01 : Jab
Accuracy ( 01 )
Damage ( 19 )
Damage ( 25 )
Damage ( 37 )
Damage ( 43 )
[/ QUOTE ]
Really bad choice. Jab is the worst attack of any Tanker set. It's affect on damage strings is worse then Brawls.
[ QUOTE ]
Level 01 : Resist Physical Damage
Damage Resistance ( 01 )
Damage Resistance ( 3 )
Damage Resistance ( 3 )
Damage Resistance ( 5 )
Damage Resistance ( 5 )
Damage Resistance ( 7 )
[/ QUOTE ]
Overslotted see the math.
[ QUOTE ]
Level 02 : Punch
Accuracy ( 02 )
Damage ( 7 )
Damage ( 21 )
Damage ( 37 )
Damage ( 43 )
[/ QUOTE ]
Underslotted.
[ QUOTE ]
Level 04 : Temp Invulnerability
Damage Resistance ( 04 )
Damage Resistance ( 25 )
Damage Resistance ( 33 )
Damage Resistance ( 34 )
Damage Resistance ( 34 )
Damage Resistance ( 46 )
[/ QUOTE ]
Overslotted.
[ QUOTE ]
Level 10 : Haymaker
Accuracy ( 10 )
Damage ( 13 )
Damage ( 21 )
Damage ( 37 )
Damage ( 43 )
[/ QUOTE ]
Underslotted.
[ QUOTE ]
Level 16 : Unyielding
Damage Resistance ( 16 )
Damage Resistance ( 17 )
Damage Resistance ( 17 )
Damage Resistance ( 19 )
Damage Resistance ( 31 )
Damage Resistance ( 42 )
[/ QUOTE ]
Taken way to late. This is your bread and butter power.
[ QUOTE ]
Level 18 : Invincibility
Defense Buff ( 18 )
Defense Buff ( 50 )
Defense Buff ( 50 )
[/ QUOTE ]
Add another slot and use 2 ACC Buffs. You'll do much better and won't need ACC enhancers in your power.
[ QUOTE ]
Level 22 : Combat Jumping
Defense Buff ( 22 )
Level 24 : Super Jump
Jump ( 24 )
[/ QUOTE ]
Waste
[ QUOTE ]
Level 26 : Tough Hide
Defense Buff ( 26 )
Defense Buff ( 27 )
Defense Buff ( 27 )
Defense Buff ( 31 )
Defense Buff ( 31 )
Defense Buff ( 29 )
Level 28 : Acrobatics
Recharge Reduction ( 28 )
[/ QUOTE ]
Extreme Waste.
[ QUOTE ]
Level 32 : Unstoppable
Damage Resistance ( 32 )
Damage Resistance ( 33 )
Damage Resistance ( 33 )
Damage Resistance ( 34 )
Recharge Reduction ( 45 )
Recharge Reduction ( 46 )
[/ QUOTE ]
Way overslotted.
[ QUOTE ]
Level 35 : Hurl
Accuracy ( 35 )
Damage ( 36 )
Damage ( 36 )
Damage ( 36 )
Damage ( 40 )
[/ QUOTE ]
Overslotted.
[ QUOTE ]
Level 38 : Foot Stomp
Accuracy ( 38 )
Damage ( 39 )
Damage ( 39 )
Damage ( 39 )
Damage ( 40 )
[/ QUOTE ]
Underslotted.
[ QUOTE ]
Level 44 : Focused Accuracy
To Hit Buff ( 44 )
To Hit Buff ( 45 )
To Hit Buff ( 46 )
[/ QUOTE ]
What are you trying to hit? You have overkilled on your ACC big time and your endurance is going to kill you. There is no Stamina in this build!!
[ QUOTE ]
Level 49 : Fly
Endurance Reduction ( 49 )
Endurance Reduction ( 50 )
[/ QUOTE ]
Again waste.
I don't mean to be cruel but this is possibly the worst Superman Build I've ever seen. It's extremely sub-par.
[ QUOTE ]
One question though and that is how soloable is this build early on? I actually hate to solo but I am often forced to due to work/wife/kids so I like to do missions where I can step away suddenly if need be and not worry too much. I'm sure defensively it's solid for solo but is the damage output decent enough to keep things moving steady?
[/ QUOTE ]
-Very soloable. BUT if you solo alot put off Haste till the 20's and get Stamina earlier. It'll help out since you can't get SO's till 22 anyway.
[ QUOTE ]
Lots of people asking for comments on their build, so I suppose I'm joinin the bandwagon, heh. Your spec is really great Havok, and I used it as a template for the build I did. I changed when I'm getting some powers, replaced a few powers with others, and reworked when I'm enhancing my powers.
So how does this look? Does this build seem OK, or am I going to be hurting myself? Thanks in advance to any/all suggestions!
[/ QUOTE ]
I don't see any glaring errors. I'ld probably move some things around here and there to get those Resists (ImmortalNite says it well) earlier but if it fits your playstyle it's a solid build
[ QUOTE ]
I agree, AS is a great attack but with his build and not taking RPD, he has to take punch at either level 2 or 4 since the only other options would be RPD or Taunt since TI and Dull Pain (and Jab) have been selected.
Personally, I wish I could drop Jab for AS and keep Punch.
[/ QUOTE ]
I try to work both into my builds. There is a great Synergy between Punch and Air Superiority -
[ QUOTE ]
[ QUOTE ]
Who exactly ARE the surviving eight, and why are they CALLED the surviving eight?
[/ QUOTE ]
Greetings,
The Surviving Eight are: Statesman, Positron, Synapse, Sister Psyche, Citadel, Manticore, Numina and Back Alley Brawler. They all agreed to remain in Paragon City after the Rikti War, to coordinate the efforts of the new heroes arriving every day.
Ms. Liberty is in fact Statesman's Sidekick but she leads a group of heroes herself. They are called the Vindicators: Minx, Valkyrie, Swan, Infernal, Luminary and most recently Aurora Borealis.
Cheers.
~M
[/ QUOTE ]
Heh heh ... you're a major comic book character ... heh heh ... ummm ... can I get your autograph Mr. Manticore, Sir? -
To any who plan on NOT taking Hasten I strongly recommend grabbing Taunt where I grab Dull Pain and taking Dull Pain where I take Taunt (swap them or move things up to effectively swap them). That is to allow better Aggro control in group situations.
-
You have to use +2 SO's to actually hit the Cap of 90% but you get the idea
-
WOOOT!
CuppaJo rocks and fixed my errors for me!
CuppaJo is the bombdigity you all better remember that -
Just swap Dull Pain and Taunt.
In a team you will kill things quickly enough that you don't need Dull Pain as early PLUS you'll probably getting heals from the controllers/defenders to offset that loss of a heal -
Nah I've got the correct numbers. It's not a slotting error it's a numerical error. Invince is better then I posted
-
[ QUOTE ]
Heh ... yeah alot of travel powers in there lol.
You'll lose some utility but you should still have fun with the build. I say go for it. No you won't be a great PvP tank but you should do fine in PvE
[/ QUOTE ]
Actually there is more wrong there then that.
The defense numbers I gave for Invincibility are incorrect I just can't go back and edit them -
Heh ... yeah alot of travel powers in there lol.
You'll lose some utility but you should still have fun with the build. I say go for it. No you won't be a great PvP tank but you should do fine in PvE -
There's no AT that's tighter then Tankers baby
We are brothers one and all! -
Ok here's my comments:
Conserve Power: 6 slot it. It's the cornerstone of my endurance control. This power is awsome!
Endurance Recoveries in your Toggles: Remove them there is no need. They cost very little anyway. If you 6 slot Conserve power you will be much happier.
Resist Physical Damage: Yank 1 slot out you don't need it. If you use +2 enhancers in everything then you cap your res without it.
KO Blow: I'm starting to recommend putting 1 End Reducer in that power. It's pretty expensive endo wise and you get a bigger bang putting one endo reducer in it then all the End Reducers you put in your Toggle powers *10 -
Best protection against Psionic foes like Rikti and Carnies ... KO Blow.
Honestly I don't fear either. My HP pool with Perma-Dull Pain and a good heal solves all my problems.
On occasion I might actually use an inspire but not very.
I've not had an issue with either.
It's only AV's and the Clockwork King dimension that ever gave me an issue and as you know Weave is next to useless for that -
[ QUOTE ]
Starfire_one....
I don't see Knockout Blow (KoB) in your build......let me urge you to take it, take it early as you can. It will be your Alpha Strike.
Also, as a Fighting pool tanker, let me urge you to REPEC into the fighting pool. You do not need both TI and Tough, so repecing into it in your 40's is a much better way to go.
Regs,
muffinlad
[/ QUOTE ]
Good catch I didn't even see that!
Wow you must have Knockout blow.
Dump that fighting crap and pick up KOBlow -
Starfire if you don't mind I'll go ahead and certique your build real fast:
Taunt: You won't hear me saying slotting Taunt is bad. It's a good grab.
Hasten: Sound logic. By all means grab it after Stamina IF you have Fly.
Tough Hide: ABSOLUTELY DISAGREE ON THIS ONE. Do not get this power you are wasting a power and slots on this. Some quick analysis against melee foes. Lets compare 6 slotted Invince with 4 slots of DEF vs 6 slotted Tough Hide against single foe.
6 Slotted TH = 21.45% DEF.
4 Slotted Invince = 22.5% DEF.
That's with just one foe and Invince has already got TH beat.
Now lets go ahead and look at it from the perspective of a mere 6 foes:
6 Slotted TH = 21.45% DEF.
4 Slotted Invince = 90% DEF.
You've floored the ACC on anything less then a +4 Boss with Invinc alone. There is no addition from TH. It is an utterwaste. And don't get me going on PvP. The fools who think it's good for PvP haven't run the analysis
Kick, Tough, and Weave: I used to do the same thing ... until I realized that Weave simply didn't buy me anything against the most fearsome of Psy foes ... those with AoE's... Personally I don't think it's worth it but grab if you must. Realize though that if you get Tough do not get Temp Invul the powers are close enough that Tough will replace Temp Invul.
Endurance Slotting Toggles: Please go look at the endurance cost of TI, Unyeilding, and Invince. They are retarded cheap. You shouldn't need an Endurance slot in any of them.
Footstomp: You get this power way to late and don't realize how strong an ability it is. You must 6 slot it
Hope that helps. -
Glad to hear it Demo.
There's a certain amount of flexibility in the build. So if you feel going to 22 without Stamina is to hard take Stamina at 20. You want SJ you can get that pretty easily with a couple of power shifts
You want Taunt earlier ... well that can be worked in too
The build has a decent amount of flexibility so have fun and if you run into trouble let me know. -
Couple of quick comments:
1) Dont' get Sprint and Hurdle. Get Health because it's a good increase to your heal rate and you'll be amazed at how much that helps. Plus if they do increase Health's boost in I4 it may be worth slotting
2) Get invince earlier. You can run Invince + Unyeilding and leave TI off until you get to level Stamina at 22 (the earliest point you get DO endurance rec's).
3) Taunt you can get earlier. I survived without it for along long time using just Invince (back in the day when all you could get was Provoke) so I build it without till later in the build. There is no problem getting it sooner -
[ QUOTE ]
2) Permafrost gained 10% to smash/lethal/cold/fire
[/ QUOTE ]
Bluefan while I'm hardcore for a buff to Ice I'm telling you this will never happen.
If smashing and lethal are involved the max total RES for inherint powers will be 25% unenhanced (12.5% for Smashing and 12.5% for Lethal).
If they are not involved then the max is 40% combined total RES (Cold, Fire, Energy, Negative, Toxic).
You won't get more than that nor should you. It's a balance rule that applies to each tanker set. Add the RES to an underperforming Toggle. -
[ QUOTE ]
Superman might have cheated in the race by "Run-Flying" a little.
Isn't the "new" Superman toned down a little?
[/ QUOTE ]
A lot.
The pre-Crisis on Infinite Earths Superman from Earth 1 was a god.
He was more powerful then anyone could ever comprehend. With a single sneeze he took out an entire solar system (no I'm not kiding).
Superman from Earth-1 could beat anyone at virtually anything and had powers far beyond what the current Superman can do (he could bring the recently dead back to life, read minds, and even cause women to *ahem* from a single kiss). -
[ QUOTE ]
[ QUOTE ]
Ok I posted this in the Tanker Forum but I'm posting it here also.
BTW Kali there is virtually no way for you to tell the difference between the old EA and the new EA. You're flooring the foe ACC either way (at least if you are slotting properly).
[/ QUOTE ]
I have six slots in FA and WI, and five slots in GA. I currently have two slots (recharge) in EA because I wanted to get a sense for how the power feels on Live before slotting +Def into it. My next level (31) will see three more slots into it to make up the difference.
I don't feel that I am always flooring villain accuracy. There are occasions, even after using EA, where I get hit an awful lot. This doesn't happen as often if I hit a large crowd with EA. Against stuff even-level to me, sure. Against what my team actually fights? (Invincible missions, 6-8 team members) It seems less likely.
I mean, if I get into a crowd of villains, hit EA, hit 4-5 of them, and then the boss (Council Archon seems the most common in this scenario) chains three hits on me. Is that floored accuracy?
[/ QUOTE ]
You're getting slaughtered by the Streak Breaker. Go to long without being hit and the Streak Breaker steps in and auto forces the system to hit you. It sucks. All the sudden you get this string of attacks that puts you back at an overall 5% floor for your foes. -
They won't it's to prevent making powercombo's too powerful and there by making botting even easier then it is now.
-
Thanks darkness_awaits.
This character has gone through a huge number of changes. He's been around since 2nd wave of beta in one incarnation or another. He made level 40 before I1 came out. So did I make it fine through the 30's before Taunt fine ... oh yeah lol ... why because taunt back then was single target and crappy. I didn't even have the old provoke at that time
Tanking has changed so much. -
You don't understand QXFace. Certain rules are applied to Inherint powers (non-toggle/non-click powers that are always applied).
The devs will never make ANY single inherint power that provides more than 40% total RES that doesn't include S/L. It'll never give a power more than 12.5% if there is S/L in the mix.
It's simple as that. You want more than that you need to put it into a click or a toggle.
Frankly I agree. It prevents the pissing and moaning about unequal powers on a power vs. power basis.
I highly suggest that any S/L benefits go into a click or toggle power -
Both Stone and Invul have RPD (Stones is called Stone Skin) both are only 12.5% and offer no other benefit
-
Bluefan I'll let you argue Icicles with other Ice tanks then
From a number crunching perspective it's not too tankerish.
Now on to Giving Permafrost Smashing/Lethal ... I thought about it until I thought about RPD. Given the fact that RPD gives 12.5% RES to smashing/lethal and PF already has 30% Cold and 10% Fire you'ld basically have to tank fire and drop cold to 10% res and only give it 10% RES to S/L to balance it against RPD. That's just not valuable enough to balance the scales. -
[ QUOTE ]
Null sheen, Havok. Happens to the best of us.
[/ QUOTE ]
That's what happens when you litterally have about 5 pages of analysis on about 6 different AT's and builds
Yeah I'm beating the hell out of various issues I like