-
Posts
2089 -
Joined
-
I think my latest character, a Demons/Thermal MM, fairly qualifies.
Bonus points if someone can tell me the origin of the name "Yucaipa Heep".
-
Quote:Looks good overall. My only concerns are:Howdy
My first time posting on the Tanker Boards...I'm a full-time scrapper (but I do have a 50 fire/fire tanker!) Been wanting to level up a tanker who can actually, well, tank.
- You overslotted the passives, searching for defense bonuses no doubt; but you can get by without them.
- You underslotted your attacks by doing that. Only four Kinetic Combats leave you weak on accuracy, especially. Frankenslotting helps.
- You don't need Focused Accuracy. You have Rage.
This relatively slight revision, which also picks your level 49 power, improves your defense while giving you more recovery, accuracy, and damage in your attacks.
Addendum: You're muling Tough. Mule your passives instead, and slot Tough like you've slotted your other resistance powers. The build below does not reflect this. The passives are worth taking but not shovelling valuable slots into.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
StarrBursts: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(7), RctvArm-EndRdx:40(17)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(9), P'ngS'Fest-Acc/Dmg:30(19), KntkC'bat-Dmg/EndRdx/Rchg:35(31), P'ngS'Fest-Stun%:30(31)
Level 2: Dull Pain -- Numna-Heal:50(A), Numna-Heal/EndRdx/Rchg:50(5), Numna-Heal/Rchg:50(11), RechRdx-I:50(43), RechRdx-I:50(45), RechRdx-I:50(45)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(11), P'ngS'Fest-Acc/Dmg:30(13), KntkC'bat-Dmg/EndRdx/Rchg:35(33), P'ngS'Fest-Stun%:30(34)
Level 6: Resist Physical Damage -- ImpArm-ResDam:40(A), ImpArm-ResPsi:40(7)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(19), RctvArm-ResDam:40(34)
Level 10: Swift -- Run-I:50(A)
Level 12: Resist Energies -- ImpArm-ResDam:40(A), ImpArm-ResPsi:40(13)
Level 14: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(15), Numna-Heal/EndRdx:50(15)
Level 16: Resist Elements -- ImpArm-ResDam:40(A), ImpArm-ResPsi:40(17)
Level 18: Invincibility -- Taunt-I:50(A), LkGmblr-Rchg+:50(23), LkGmblr-Def:50(23), LkGmblr-Def/EndRdx:50(37), GSFC-Build%:50(37)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(33)
Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(25), KntkC'bat-Dmg/Rchg:35(25), BasGaze-Acc/Hold:30(34), BasGaze-Acc/Rchg:30(36), KntkC'bat-Dmg/EndRdx/Rchg:35(37)
Level 24: Taunt -- Mocking-Taunt:21(A), Mocking-Taunt/Rchg:21(27), Mocking-Taunt/Rchg/Rng:21(33), Mocking-Taunt/Rng:50(46)
Level 26: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(27), LkGmblr-Def/EndRdx:50(29)
Level 28: Rage -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(29), AdjTgt-ToHit/EndRdx/Rchg:50(31), AdjTgt-ToHit/EndRdx:50(40), AdjTgt-Rchg:50(40)
Level 30: Boxing -- Amaze-Stun:50(A), Amaze-Stun/Rchg:50(43)
Level 32: Unstoppable -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 35: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-Psi/Status:50(36), ImpArm-ResPsi:40(36), Aegis-ResDam:50(42), EndRdx-I:50(45)
Level 38: Foot Stomp -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), RechRdx-I:50(43)
Level 41: Weave -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(42), LkGmblr-Def/EndRdx:50(42), EndRdx-I:50(46)
Level 44: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(46)
Level 47: Physical Perfection -- P'Shift-End%:50(A), P'Shift-EndMod:50(48), RgnTis-Regen+:30(48), Mrcl-Rcvry+:40(48)
Level 49: Combat Jumping -- Ksmt-ToHit+:30(A), Ksmt-Def/EndRdx:30(50), Ksmt-Def/EndRdx/Rchg:30(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1423;738;1476;HEX;| |78DA9D945B4FD36018C7DF6E9D63AC638331CE6C6C8030601D33987848345130723| |2834DAE545248DDAA4BB7B49D913B3F80579AE89562F44ABF81F15B2878FA264670| |3E879745E39DCDFAFFBD6F9F3EC7B65B7FB8A809F1E8B250B4AB35C375B7CB867DD| |F7482370CAFE918B570C9331CE74AD3713D37288448B2797BD1BC6BDAAEA92FDB0F| |9A35DB748C1DAB66797BC3D2BC6ED64C532F351BB02E798E6957BC6AF7B25D3561E| |9E9270BAD58AFD7F46B96679BAE1B919B4AD5B3EC0A9BD64CA3019B1EDA942166A3| |EE788667D5EDF852C3DAD5972073656F7BDD703DD3D91B80FAB2707E0A8128708A9| |65F646031257C49C2A91421364E98EB14F2680544119011BE0D42C726A1E73A6054| |244BB44BAED2EE202483839772135605A196099D25C2CCAC40CCFD051D72F9A5979| |F73A99CAB9373699C6B8C73A539D747C815E04E94C034B790257C064B50F618E4E6| |3AB8B99E3421CD8D07E0A185F83E11CA51295FC0352C838639A8C641837073842DB| |EC81635D3C51D766D100EC1352A5DA3EC1A63D7AF60E956D0D452BB0B94A72F413E| |7DBD848918E3AD0FD10199E2B2FCF873BAD4FB84F19430F68C5080B125E4D8123CB| |6011EDB008F2D7DE0C3418D1F1226787A79F0EA672F7F7F152CBD62C8228CDD23E4| |6A14FD1B143D28FB1DE46A87B8DA11AEF60C041A965D0DBF249F917D42F21561EA3| |5E30D410962113C9ED115BA34B34AF80E9952D292E237A2C0F0834F866B5033FD0A| |357396928FF364B30BB49B4BD3ED0B50D1A41CC8E44F8A7DFA8871CCF8C515B57C7| |FBC8B2A249996E39EE60EB3DC6F961BCD71F47D7845676599B3EC9A63BC8B08A1CB| |083A3FB03C3FB0FC252A3ABF42D5F641A67939D2F9637A890B3F18478411B5FDD1C| |10F0EB1F6CF95A2DAFEC4844257B26AFB936E8562ED4FE97F8FF7DA49B8D026FE09| |94518A20CA16AE6EA1DCC6ED1D5C19B8DA41D9C56DEB83765270F41CD6751EE502C| |A459404D4271EE39DC1304818454389A074A144516228719421941728ADDF34A8FC| |26| |-------------------------------------------------------------------|
-
Once you get Tough and Weave, you will rely very little on Strength of Will. This makes the power a good mule for enhancments you only need one of the set for, especially for quasi-bonus things that you don't need to have the power active for either. I have slotted the Steadfast unique in SoW on other builds; but I wouldn't give it another slot.
-
I am much more looking forward to getting access to Conserve Power and Physical Perfection on a Brute than on getting an AoE immobilize on most of my Tankers. For Fire tankers, it might be a godsend, though.
-
This is the WP/SS build I went with. It works quite well.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Hypsiste: Level 50 Technology Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(5), Numna-Heal/Rchg:50(15), S'fstPrt-ResDam/EndRdx:30(17), S'fstPrt-ResDam/Def+:30(19)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Knock%:35(40), Acc-I:50(43), EndRdx-I:50(43)
Level 2: Fast Healing -- Heal-I:50(A), Heal-I:50(5), Heal-I:50(17)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(36), Acc-I:50(36), EndRdx-I:50(37)
Level 6: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(7), LkGmblr-Def/Rchg:50(21)
Level 8: Rise to the Challenge -- Numna-Heal/EndRdx/Rchg:50(A), Numna-Heal/EndRdx:50(9), Numna-Heal:50(9), DarkWD-Slow%:50(15), Taunt-I:50(34), Taunt-I:50(34)
Level 10: Air Superiority -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Dmg/EndRdx/Rchg:35(37), Acc-I:50(43)
Level 12: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(13), EndMod-I:50(13)
Level 14: Fly -- Flight-I:50(A)
Level 16: Swift -- Run-I:50(A)
Level 18: Health -- Heal-I:50(A), RgnTis-Regen+:30(19)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(25), Lock-Acc/Hold:50(31), Lock-Acc/Rchg:50(33)
Level 22: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(23), RctvArm-ResDam:40(23), RctvArm-ResDam/Rchg:40(33), RctvArm-EndRdx:40(46)
Level 24: Taunt -- Mocking-Taunt:21(A), Mocking-Taunt/Rchg:50(36), Mocking-Taunt/Rchg/Rng:21(48), Mocking-Taunt/Rng:21(48)
Level 26: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(27), P'Shift-End%:50(27)
Level 28: Rage -- AdjTgt-ToHit/EndRdx/Rchg:50(A), AdjTgt-Rchg:50(29), AdjTgt-EndRdx/Rchg:50(29), Rec'dRet-ToHit/Rchg:20(34), Rec'dRet-Pcptn:20(46), AdjTgt-ToHit/Rchg:50(50)
Level 30: Heightened Senses -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(31), S'dpty-Def/EndRdx/Rchg:40(31), S'dpty-Def:40(33)
Level 32: Strength of Will -- Aegis-Psi/Status:50(A)
Level 35: Boxing -- Acc-I:50(A)
Level 38: Foot Stomp -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(40)
Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-EndRdx/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam:40(42), RctvArm-EndRdx:40(46)
Level 44: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-EndRdx/Rchg:50(45), LkGmblr-Def/EndRdx/Rchg:50(45), LkGmblr-Def:50(45)
Level 47: Char -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(48)
Level 49: Melt Armor -- ExVuln-DefDeb:20(A), ExVuln-DefDeb/Rchg:20(50), ExVuln-DefDeb/Rchg/EndRdx:20(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 0: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1413;727;1454;HEX;| |78DA9D94C96ED3501486AF1387CC4DD2A46D3AA7494A9B0E4E8340629060414154A| |252DA04D800555A5D1283E544B119B2E30158C1820D15209E0215780E1E80592C81| |0D507386DBAA881D56FC7FD7C7C7E7FEF75C3BABF7966342DC3F23B4D859ABE1381| |BF5867D4B762375B9D5B2DB56BBD90B5DE8751CD37165500891E5DB1BCBF286B41D| |695C312DABD3BE2BBBA3EAC6AAB4A4346AB73B30AEB95D6937DD566AC56E4918BAC| |6DE205A6DB72DE3BC65365B6E8CC7A66B4BC789AB0B889B763345572BF61DD33137| |4DCB747BA9731D73CBA8F6BA7263B5019EBABD2CB82AC1F92E0CA2C1293C5D5C824| |145E86B84BE1A2139081817FD438485885087171055405EF8D618EB84993A616E44| |E0C37353840F3089C693F8B42285744692614059BF2AEBE7B287B86C84CB166A0C2| |E5BE4B21FA16C40950D24C9EDA1342193227C8284204DEC0582750A857871215E6A| |DF8E0F3155110710811D0BB3193DCC66226CA6C8668AB5836BFC0CB951E5229AA35| |0EC2F44A15E9CEB89788142010825F8199158A4501042290E6929EE4AFF69EA7905| |9A9356CD49B39F0CFBC9B29F2CFB99F84E8BC9FD20BC075B036A63072660302306A| |71879426E92B05820946192219EC43FD4820A195130A950F9265D952D42086C0EAB| |D50E3FA48491478CC78423506854F57CF41985C65E309E73B39FF8703D8BDB84CA5| |30A7E01B7E35CD63FBE2BD0D184C7D0D8AD8FF015F226552F278FD11E6A415C3C87| |F2BC2547C1C3B4EAD8F44F9AE0F02FC66FC62E61C663E0BB57117E2834AB3A36CB1| |D2BE518DCB852FE60C774489F5796E7F9ED5BE867F04BB89021BC85E2069BD10CDE| |A2326FD137F80B59E23BBEA557DC8ED78C3784317DFF6B831F1CE2E23F91AAAEBE5| |F88681429E9FB9FB4174E52A6E0E4FF3A5EC6F6A60CAFE3D75F47A9A25C46B98A72| |0DE53A4A036513650BC5DB89ED99491C475F27504EA29C4219007FE2016606A3205| |194184A1CA50F2581924449A38CA06CA3787F00E462F9F2| |-------------------------------------------------------------------|
-
Quote:Inv/DM is an excellent tanker, close to Granite in durability and a lot more fun to play. Having a self heal on a fast recharge and having constant to hit debuff amplifying your defense is a good thing. This is how I built mine:I've never played a tank, some people are suggesting I give this combo a try. My questions is a simple one, What are some of the power to skip? Must haves? I've looked around for guides on this type of tank and came up empty....I've looked for even sample builds to give me a clue as to what to take where and when...and I came up empty also. I'm looking for any and all help, I am completely clueless when it comes to tanks, and and all help will be greatly appreciated.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Omphale: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(13), RctvArm-EndRdx:40(46)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(43), SipInsght-Acc/ToHitDeb:30(43), SipInsght-Acc/Rchg:30(50)
Level 2: Dull Pain -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(3), Numna-Heal/Rchg:50(5), Dct'dW-Heal:50(13), Dct'dW-Rchg:50(34), Dct'dW-Heal/Rchg:50(46)
Level 4: Shadow Maul -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(5), M'Strk-Dmg/Rchg:50(7), M'Strk-Acc/EndRdx:50(7), M'Strk-Acc/Dmg/EndRdx:50(34), M'Strk-Dmg/EndRdx/Rchg:50(34)
Level 6: Combat Jumping -- Ksmt-ToHit+:30(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-EndRdx:40(17), RctvArm-ResDam/EndRdx/Rchg:40(40), RctvArm-ResDam:40(42)
Level 10: Swift -- Run-I:50(A)
Level 12: Taunt -- Mocking-Taunt/Rchg:50(A), Mocking-Taunt/Rchg/Rng:50(15), Mocking-Taunt:50(37), Mocking-Rchg:50(50)
Level 14: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(15), Heal-I:50(17)
Level 16: Super Jump -- Jump-I:50(A)
Level 18: Invincibility -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(19), S'dpty-Def/EndRdx/Rchg:40(19), S'dpty-Def:40(27), S'dpty-EndRdx:40(36), GSFC-Build%:50(42)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(37)
Level 22: Siphon Life -- Nictus-Acc/Heal:50(A), Nictus-Acc/EndRdx/Heal/HP/Regen:50(23), Nictus-Acc/EndRdx/Rchg:50(23), Nictus-Heal/HP/Regen/Rchg:50(25), Nictus-Heal:50(33)
Level 24: Touch of Fear -- SipInsght-Acc/EndRdx/Rchg:50(A), SipInsght-Acc/Rchg:50(25), SipInsght-Acc/ToHitDeb:50(31), SipInsght-ToHitDeb:50(37), SipInsght-ToHitDeb/EndRdx/Rchg:50(43)
Level 26: Tough Hide -- GftotA-Def/Rchg:40(A), GftotA-Def:40(27), GftotA-Def/EndRdx:40(33)
Level 28: Soul Drain -- Sciroc-Acc/Dmg:50(A), Sciroc-Acc/Rchg:50(29), Sciroc-Acc/Dmg/EndRdx:50(29), Sciroc-Dmg/Rchg:50(31), Rec'dRet-ToHit:20(33), Rec'dRet-ToHit/Rchg:20(50)
Level 30: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResDam/EndRdx:30(31)
Level 32: Resist Energies -- ResDam-I:40(A)
Level 35: Dark Consumption -- Efficacy-EndMod/Acc:50(A), Efficacy-EndMod/Acc/Rchg:50(36), Mocking-Acc/Rchg:50(36), Mocking-Rchg:50(42)
Level 38: Midnight Grasp -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-Acc/EndRdx:50(39), Enf'dOp-Acc/Immob/Rchg:50(39), Enf'dOp-Acc/Immob:50(39), Dmg-I:50(40), Dmg-I:50(40)
Level 41: Boxing -- Acc-I:50(A)
Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(45), RctvArm-EndRdx:40(46)
Level 47: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(48), GftotA-EndRdx/Rchg:40(48), GftotA-Def:40(48)
Level 49: Resist Elements -- ResDam-I:40(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 0: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1415;722;1444;HEX;| |78DA9D93DB4ED3701CC7FF5D3BDAB28E6D8E314E1B3040188CCAEE3C5C18239A605| |898805EA9A42C955546996D21E0950F600CC1D385FA003E82F12D3CFB22C613CCDF| |A12C1AEF6CB6EFA7FDFF7FC7FFA1B23B670871FFBC908C8B0DCBF757572C77C3F6B| |4CA766005CE96AB2E6E36EB56C3568510799E5B9DB36FDBAE6F9BF3EECE76C3B53D| |6BCD6938C15E369CAED80DDB36E72C6F835F53F36EDDF66C37308F5F8CEAD656C35| |CB0ADA6E3AEF3C76527706DDF8F871FEBF500A652F405691CDFE11CE94B4DA7665E| |F06A81535BAD587E607B7BBD505A11FEEF741009FEA2A5883CBC4C88CE21C608C12| |8106646095FD19C9E565454010511B94AD0960853CB0C4D162227CA3AE1BD1EE600| |2FE91ABC95C18BA02C138C45C248953053217C032F39F4929B82CCEF123A3C864F1| |80918DB841E58F4283724A28702D37F84406AD8A3CA3D6ADC6392BB9AE0568BDC6A| |1422E861047D86827E8708312E458E39111CEABA4318AB13CA9B04155CE3EC1A895| |FA1685DD7A999E41805CA8241820389C4240D7D86D82949A6365347027D4EB41812| |45E88F1046652EF21565D220509A33C9E96734D47DC078C4853D25FC80E8194EA86| |43232AD500F234BE8ED260CA7093FC13C1B9A67636CA013F21A614C254C7512BE80| |795FD86F5F94ABD508C30AE117180C601BD0DCC00EF53BB8C7B847C8EF12869F43B| |569517E41780B5E390E2BE5B212EE61BE87F0096686C2BD192AD12A1DC2508153C8| |857D6A7AF421638350E4BD3902BBF1F0388DEFD3A69C3C603C663C214CE4C41F906| |09D27C30D9BECA7211986A6C3E334CDC7A9C4C7A9C4E7A8F4D79551C0DC0C77CAE4| |5539A5323A18BC621FA0BED9B0B5596E6D5069DF36F8C12316FE19A92AEDBB25241| |A292AED2BDDD2936429D8F8BF9ED7C6714A7DA9137405A58A721DE506CA4D945B28| |16CA1A4A0DA5F5A6ED9D388D759D41398B720E2503F5890768A9E2FD8AA11828719| |42E94044A12258DD28FF212A5F51B2257F845| |-------------------------------------------------------------------|
-
Quote:That build does not look at all awful given its goals.HI all
I've decided to make a perma 30 tank for midlevel recipe drops, but I'm having trouble figuring out a decent build. I usually play defenders, so my first attempt seems pretty aweful. You mind helping me out with a critique?
I would get the Martial Arts pack if you haven't already. That lets you drop Super Speed, at a minimum; you have a travel power already that is perfectly serviceable for a tanker. You could pick up Taunt for TF runs or another attack.
I have a tanker built on similar principles, though I levelled her to 50. But all her set bonuses are still there at 40, and most of them at 30. I chose Fire/DB for that purpose, and it works well. -
I think you'd find this more fun to play, even if it isn't quite as high in defense. The only power choice I made differently, apart from the order, is swapping in Taunt for Maneuvers.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
soft very cheap: Level 31 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Fiery Melee
Power Pool: Fighting
Power Pool: Fitness
Hero Profile:
Level 1: Deflection -- DefBuff-I:30(A), DefBuff-I:30(3), DefBuff-I:30(3), EndRdx-I:30(13)
Level 1: Scorch -- Acc-I:30(A), EndRdx-I:50(11), Dmg-I:50(11), Acc-I:30(17)
Level 2: Battle Agility -- DefBuff-I:30(A), DefBuff-I:30(5), DefBuff-I:30(5), EndRdx-I:30(15)
Level 4: Combustion -- Acc-I:30(A), Acc-I:30(7), RechRdx-I:30(7), Dmg-I:30(9), EndRdx-I:30(9), Dmg-I:50(17)
Level 6: Boxing -- Acc-I:30(A), EndRdx-I:50(15)
Level 8: Against All Odds -- EndRdx-I:30(A), Taunt-I:30(13), Taunt-I:30(23)
Level 10: Taunt -- Taunt-I:50(A)
Level 12: Phalanx Fighting -- DefBuff-I:30(A), Empty(31)
Level 14: Swift -- Run-I:50(A)
Level 16: Active Defense -- RechRdx-I:30(A), RechRdx-I:30(19), RechRdx-I:30(19)
Level 18: Health -- Heal-I:50(A), Heal-I:50(23), Heal-I:50(29)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21), P'Shift-End%:50(29)
Level 22: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 24: Weave -- EndRdx-I:50(A), EndRdx-I:50(25), DefBuff-I:50(25)
Level 26: Shield Charge -- Acc-I:50(A), RechRdx-I:50(27), Dmg-I:50(27)
Level 28: Fire Sword Circle -- Acc-I:50(A)
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1041;500;1000;HEX;| |78DA9D92CD6ED34010C7679D0437895D2775D3A46E1205894B551129B70287AA228| |5563428828A131019775B5B584E649BAADC7800EE9CFA20150F6766763641512F88| |95FCFB7B67E76B3F26B7630BE0C71108EB65EC67D9ECC24FBECAD47CEBE7DF523F7| |6B2F9553EB891E9F741104A7F6102408F5D66637925934C0EDF87918C2F97D38E5E| |9DC858CAE1AB0843F9BF7996843295493E5CFED8D3F93C4697EB308F926B4BCFF24| |466194FCEB122AE38CBC9A54CB3305AB8278B28181EA7411E05B3899FE558A3838D| |EDE337B611023F284AD0A76EC15813EBB192660DF4403F4F996AB432825A4F49838| |D27984FE87C823394D76493F3B998AFC4F92A250E7DA4E540C9468F85DD1B5C44E0| |7956384A54BCBFF946708A754D55B8304C8EB1464A7658B6B1609543A13A5231671| |853E75E459DBBEB1738A082656C5E00FBA9F27D8DBE0E9B0C873BDC5A1313639ADA| |A1F944C5ECB0745936D0C1D527E30E94697B4DBABF0C9212FAB574F1565BA8A3435| |35BE76EF37E3B5AFA4ADE6077BBBC3963D75326EF80850FAE8DBBDFD3BBDF6387E2| |1F47B7BCBA79504170FEC0322DEB478416A12CFBE5D5BB2AAA8DD55DFFEFB8B7962| |5ABEFE8255E10A6840F848F844F84CF049FF08510108ADFAB68E790FA7A46784E78| |4168617FF0933CCD3AA24EB008366193E0101A0497E011EE08C51F5A35EA82| |-------------------------------------------------------------------|
-
Yes. Patrols appear under the "advanced" options in the page 2 features list. Patrols can be given two lines of text to speak.
Quote:Is it possible to have more than one enemy group in the mission?
You can pick any enemy group that's allowed under your level settings, or (within space limitations) any custom enemy group, for any set event inside your mission. If you just want regular spawns of a second enemy group, use the "Defeat a boss" event, pick a boss, and unclick this as required for mission completion, and the enemy will just appear as a regular spawn. More than one copy of the event can be placed simultaneously using the settings.
By creating a custom group of standard enemies, you can create spawns that contain enemies from multiple factions. If you wanted, say, a custom group mix of Carnival of Shadows, Malta, and Vanguard Swords, create a custom group, add your Carnies, Malta, and Vanguards with overlapping levels, and use that custom group as your faction. So long as your map is set to a place where all the levels overlap, each enemy can spawn in your resulting groups.
Quote:Is it possible to force two objectives (say a must-be-defeated boss and a must-be-collected glowie) to spawn next to eachother?
Quote:((My first idea, you see, was a get-the-treasure-from-the-cave mission, with ghoulish monsters on the way, golem-types near the treasure, and patrols of competing treasure-hunters. Before I had even gotten to the map selection bit, I had made three enemy groups for those three functions, but then was flummoxed. Is there a way to do anything close to what I envisioned?)) -
Quote:I would say that. I'm not a huge fan of Stone as a primary, but soloing my Stone/Axe I've always found I do just fine with just Rooted on; the other toggle armors don't add a whole lot to my native regen, which is even higher since the character also has Physical Perfection.Correct me if I'm wrong but from what I'm reading it looks like Stone Armor functions best pre-Granite with high Regen, a little Resistance and as much S/L Defense as one can get.
Choosing a secondary with a good amount of mitigation looks to be important as well. Kin Melee looks like it could offer soft control comparable to SS. Any thoughts on that?
I tend to treat Granite as a true tier 9: I take the alpha in it, and then toggle it off once some of the mobs are dead. -
Many of these proposals would change Rage beyond recognition; what happens to everyone who slotted up recharge first if it's turned into a click power that ignores recharge buffs and debuffs? Or even a toggle, most of which don't get slotted for recharge as a priority.
-
Quote:I suspect that still has a lot of valuable info in it, but it might well be moved to the guides section rather than stickied here.I think "size matters - making the most on 100k" is somewhat redundant, and outdated. For one reason - it's no longer 100kb, but 200kb (well, soon), also this was written before there was better compression on the costume files, and so the specifics could very well be wrong as well especially for the costume tips. At the very least, it could be linked in the resources sticky and then unstickied.
The mission tags are still in fairly widespread use, I think, although the full list tends to be a bit overspecialized. I always at minimum add [SFMA] to my story oriented arcs. -
Quote:I rolled a DA/Ice. But since ITFs are probably my chief way of levelling past 35, and I knew that tanker was particularly weak on them, I gave her a free server move.Last night I did the "prove yourself to Marcus Valerius" mission with my DA/Ice. Settings were 0/3/boss/no av.
I thought that tanker would be a Swiss army knife of control, but the primary controls are weak without specific help from the secondary. Ice gives help, but it's different help. -
Yes, your best bet is to choose a map that has a very clearly marked "final" area. These maps can usually be relied on to spawn your bosses in that area if you set them to spawn "back". Then it's a matter of finding a map that supports all the objectives you want to add.
-
Quote:It is, in one of the guide threads.Heraclea's guide to i16 compatibility should be linked somewhere that is stickied.
Of course, that guide will soon become entirely obsolete when i17 goes live; waiting on the final version of the portions that will be allotted to each power, since I suspect they will be adjusted more than once on test. -
Quote:Willpower has so much more for it going on, including your regeneration and resistance, that I've always found that those tankers were as tough as any others when you added a reasonable amount of defense; around 35-38% smashing/lethal is good enough to pass almost any circumstances, your first goal should be to make your physical damage defense equal to your exotic damage defense. I'd just plan that way, and then go for hitpoints, damage, and recharge: those play to what ought to be to your strengths as Willpower and help overcome your aggro holding abilities, which more than any other is dependent on Gauntlet.Ok all you math whiz's out there, I was curious how the numbers worked for getting a WP toon to the 45% defense "soft cap" taking into account the -3.75% foe ToHit I am getting from an unenhanced RTTC. My question is; if I am at say 42% defense for S/L, F/C, En/-En am I actually at the 45% defense soft cap for all foes that are currently being debuffed for these dmg types? Or do the percentages not really work together like that? Thanks in advance.
To be perfectly honest, I'm somewhat bored with grinding the prodigious sums of inf or merits needed to claim one defense bonus after another. Those bonuses remain the gold standard for survivability, but the prices represent a prodigious grind, past what I'd consider fun, and approaching the limits of what I consider feasible. -
Quote:Yeah, I'd give the dolls a few more melee sets. Not sure there's anything that really fits with my favorite evil dolls scene, but you could at least give them knives and axes.I might tinker with adding a new foe into the group to dilute the sonic. There's only so many powersets that really "fit" with the critters' theme, but I'll look. It certainly gave my Brute a rude awakening, as his difficulty settings were based on newspaper missions.
-
I have not checked to see whether the Nictus AVs are available under the Nictus enemy group. I doubt they're there either. At any rate, thanks!
-
Quote:No, I don't disagree at all. The tanker can force aggro with Taunt and can debuff range. Not sure how effective the range debuff is on AV class enemies, but since Taunt is autohit, Recluse's defense is not an issue. (Actual phasing or invulnerability like Aeon or Master Illusionists is still a problem with TauntMy assersion was that a Tanker (with Taunt) was better at repositioning mobs/AVs compared to a Scrapper. You're replying by saying that if a Scrapper wants to reposition an AV, the team has to cooperate. A Tanker, on the other hand, doesn't require that coordination so therefore a Tanker is better at repositioning. Do you disagree?
Quote:I actually tanked Recluse on my DM/Invuln Scrapper back around... Sept 2007 from start to finish with no deaths (and no debuff anchors on Recluse).
...I still have no idea how I held aggro. -
Quote:If the team wants a scrapper to reposition mobs, they need to cooperate. The Scrapper will have threat, if not actual aggro from a taunt aura, for as long as the scrapper is the only character the enemy sees. The team obviously needs to cooperate to make sure this is so.I disagree that a Scrapper is better at repositioning (talking about moving from point A to point B, not just rotating them). The second they jump out of aggro aura range, there is a set amount of time before the AV will lose intrest forcing the Scrapper to start to joust, etc.
Then, it's a matter of staying on top of the threat game for the scrapper. Since the scrapper does high damage and has a higher threat multiplier, this is not difficult, provided that the scrapper can hit at all. This would be the problem with tanking Recluse on a scrapper: when he starts out you can't hit him.
Other major AVs, like Reichsman and Romulus, I've tanked successfully on scrappers. These never become invulnerable for a significant time. -
I wish Baby New Year could be added as an enemy. That critter more or less defines creepy. Scarier than the love child of Lord Recluse and the Facemaker.
-
Quote:That was my understanding of the reason why the surgeons were removed; they were essentially helpless. They do not spawn even if you put in generic Cimerorans as a standard group.I'd always assumed they didn't include the Cimeroran Surgeons because you could easily spike them in one or two hits and they have absolutely no attacks to defend themselves with or mez resistance to speak of, which would result in a much more effective farming exploit than anything other than the Hami organelle farms that were killed in i15 (which also only healed and had no attacks, but gave boss-class rewards).
-
Is there any way to spawn Nictus Romulus with his Nictuses?
Or is it Nicti? I will not rest until I find out. -
Quote:I wouldn't mind seeing some of these myself. Purples for me are generally off the table; I can't slot them in very many attacks without compromising my hard won defense bonuses, and those are more important to me than the recovery, accuracy, and recharge typically offered by reasonable numbers of purple sets.I'd like to suggest the creation of more purple recipes for powers that do not currently have them
Any purple set with defense bonuses would make life a good deal easier.
I agree that adding purples would almost require that you increase the drop rate. It's enough of a disappointment to get a purple drop only to find that it's sleep or immobilize. -
Just a brief update. I hope this will not be final. By the April 7th, 2010 patch notes:Quote:This patch would appear to be not working as intended, and has been acknowledged as not working properly by Dr. Aeon, although no tested modification has been announced, and the time for its repair has not been announced either.
Rewards in Mission Architect missions that contain more than one allied critters will give progressively lower rewards for each additional allied critter in the mission.
Currently, any non-combat NPC that appears in a mission will reduce XP and other rewards, apparently by a straight 10% for every such critter that appears. This includes any friendly or non-combat NPC, including hostages to rescue. If a battle is used, and either faction is friendly, those critters that are friendly impose the penalty. "Defend an object" objects are also counted as non-combat NPCs.
My experimentation suggests that:- The penalty is applied per critter, rather than per event. It is a simple head count. A Friendly patrol that spawns related to team size will apply the penalty for each critter that appears in it.
- This also means that the actual penalty applied will vary according to chance. If the random number generator decides on a friendly lieutenant and minion spawn, that's two; three minions is three.
- The penalty is independent of the combat and con level of the critter spawned. An AV class ally fighting at your side and a captive to rescue represent the same penalty.
- The penalty continues to apply while the friendly critter is on the map. If the critter leaves by the door, or is defeated, the percentage penalty that critter represented goes away shortly afterwards. No penalty will be applied if the critter has not yet spawned.
The short version is this: while this patch is live, if you wish full XP and reward from an AE mission, you cannot add anything to your mission that does not immediately attack the players on sight. Bosses, destructable objects, and hostile ambushes and patrols are still viable. Battles will work if both factions are either enemy or rogue. All other events will incur the penalty.