Heraclea

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  1. Quote:
    Originally Posted by Kractis_Sky View Post
    This actually is for all AT: have a lvl50 from each primary - at which point you could freely make that AT from a mix of any powers so long as you had to limit powers to that AT's power sets and primaries stayed primary and secondaries secondary.
    An interesting idea. A tanker that had Fiery Aura, Death Shroud, Lightning Field, and Against All Odds all running simultaneously would either be very entertaining or very dull, depending on taste.
  2. Quote:
    Originally Posted by New Dawn View Post
    I think that, because one person thinks this might happen and can come to expect this, that; at the top of the guide it could be emphasized to people that this possible outcome is not the intent. I am guessing that one plays all their tanks through TFs in order to gain merits. In order to not see it get both repetitive and labourous where molehills can turn into mountains; one likes to take their personal choice of best tool in for the job.
    The version posted to the Guides section has this second paragraph:

    Quote:
    Note at the outset that any tanker can tank any game content, and the task force you need or want to run, or the one you just enjoy running, is the one you should play. Rather, this guide is intended for players who have multiple tankers to choose from, like I do. Some tankers will have an easier time with some content than others will. The purpose of this guide is to enable the tanker fan who has several available tankers to select the one that will perform best on the task force.
    'Swhy I posted a draft here first, to get feedback and edit the version that would actually be posted into the guides forum.
  3. Quote:
    Originally Posted by Deacon_NA View Post
    Abandoned Sewers
    Cavern of Transcendence
    Eden
    Respec 1
    Respec 2
    Respec 3
    ?
    For Eden trial, I'd say Fire is at the top of the list, with Dark and Electric close seconds. I just did one on a fire tanker; we had shield characters who were eaten alive while I was doing fine.

    Abandoned Sewers is all Rikti and psi from the Hydra, with some toxic. I'd go with Willpower or Dark here. Stone might be ok out of Granite with Minerals, but is going to have catwalk issues and may be liable to falling if they try to teleport around.

    Cavern of Transcendence? Don't have extensive experience with it but I'd say Fire. Everything that keeps you alive by level 12, again.

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    This is not true. A person who knows the geyser routes (or just has the vidiotmaps map available for reference) will be faster than someone using fly or teleport on most routes regardless of their travel power. Flying across the shard zones (even with speed capped fly) takes forever and it is much faster to use the geysers to get from island to island and just use travel powers to get between geysers.
    I must admit, I have never spent enough time there to uncover the zones or figure out the geysers. When I try to use them, I always miss and end up at the beginning, and the routes seem roundabout in any case.
  4. Thanks to all who helped me with suggestions to this draft! It's now live on the Guides section.
  5. I've posted my guide, The Right Tool for the Job: Which tanker should I bring to the task force? to the Guides section. A draft version also appears here. Thanks to everyone who came by with helpful suggestions.
  6. The Right Tool for the Job
    Being, a guide to matching the correct defensive set with the hero side task forces
    I play many tankers, and have a level 50 tanker of every primary except Electric and run many task forces. This guide attempts to match defensive sets with the team required task forces, and suggest which kind of tanker you should bring to each.

    Note at the outset that any tanker can tank any game content, and the task force you need or want to run, or the one you just enjoy running, is the one you should play. Rather, this guide is intended for players who have multiple tankers to choose from, like I do. Some tankers will have an easier time with some content than others will. The purpose of this guide is to enable the tanker fan who has several available tankers to select the one that will perform best on the task force.

    I find that generally speaking, resistance sets fare best in the lower level capped content, while defensive sets come into their own in the later game. I have also assumed that
    • the tanker participating in the task force is not running it to level, but can use the powers up to five levels above the stated maximum combat level of the task force, as allowed by the exemplaring rules; and
    • that the task force leader is also high enough that it is being run at the maximum combat level.

    Stone Armor is the outlier, the tanker set that preserves i5 levels of defense and resistance at a substantial damage and recharge penalty. It tends to excel at everything once it gets to Granite, but is rather reliant on specific buffs to avoid its penalties. Because Stone tends to be able to survive most content in Granite, I've really only made a special note of the situations where it has other advantages or its disadvantages become seriously annoying.

    TASK FORCES

    Level 10-15: Positron I, Positron II

    Best choices:

    For Positron I: Dark Armor
    For Positron II: Fiery Aura

    Fire comes into its own in the Positron Task Force II. It relies on its self heal, which recharges fast. Everything that Fiery Aura has that directly helps keep your character alive is available by level 12.

    One difficult mob group faced on the Positron TF is Vahzilok. Each application of Healing Flames gives you a minute of 20% base toxic resistance. Since its base recharge is 40 seconds, and successive applications stack, you can get up to 60% toxic resistance for some time. This helps with the dangerous vomit attacks. Set your self heal to cycle while facing Vahzilok.

    Dark Armor fares well versus the other difficult mobs on the task force, the Circle of Thorns ghosts. Their negative energy resistance excels here.

    Both these armors have a weakness against knockback and immobilize, and Ruin Mages can be a pain unless you are specifically defended against knockback by set IOs, bonuses, or team buffs. Since Acrobatics is a top tier power in the Jumping pool, only available at level 20, and you probably took that other top tier power from the Fitness pool at 20 instead, it's probably not going to be there to help you if your build relies on it for knockback protection.

    Immobilization protection is also a large issue when facing the Circle of Thorns. Both Fire and Dark armors can be weak to this as well, and Burn may not be available to you here. If you have taken Combat Jumping before level 20 you will be fine.

    Sets that have endurance-costly damage auras like Fire, Stone, Electric, or Dark Armor for aggro control probably ought to approach this with a build that took Taunt before level 20 if you postponed the aura until after Stamina. Primaries with non-damaging auras such as Willpower, Shields, and Invulnerability probably took them shortly after they became available. Invulnerability players running this to level should note that their aura, Invincibility, is only available at level 18. If you run this exemped below 13, you will not have that power.

    Shield tankers may have issues with mez protection when exemped to level 15. The issue is the amount of recharge available for Active Defense. Since Active Defense is a click power, its recharge must be less than the two minutes it lasts per click to be permanent. If you have not given this three SO level slots you may have issues, especially given the fact that Vahzilok Mortificators and Reapers have recharge slows.

    Electric Armor is the best to take against the Clockwork, although they really come into their own in the next task force, Synapse. They also get knockback protection in Grounded.

    Level 15-20: Synapse

    Best choice: Electric Armor

    All Clockwork, all the time. Electric Armor naturally goes to the top of the class in its resistance to the electrical attacks of the Clockwork, and Grounded provides protection against endurance drain as well. This is the clear winner here; all others are a second choice.

    Level 20-25: Sister Psyche

    Best choices: Invulnerability or Fiery Armor may be best, but all should be able to handle this.

    Freakshow, with a side of Council. Any tanker that has difficulty with this is a poorly built tanker. The ability to bounce back from a difficult alpha with multiple bosses is the main consideration here. Fire excels at that. And Invulnerability is the premier smashing and lethal resistance set, with a self heal in case of surprise.

    During these levels, resistance + heal sets often perform better than defense builds. Defense builds do not fare well when the effectiveness of enhancements is proportionally reduced, set bonuses are exemped away, and key powers may have been postponed. Speaking generally, defense sets will have large holes until all the pieces of the puzzle are in place.

    Dependence on tier 9 powers to take alpha strikes is another disadvantage; you will not have level 32 powers on this task force. This puts Stone Armor at a disadvantage, and Willpower builds may not have Tough and Weave at these levels, and need to rely on Strength of Will to survive tough alphas.

    Level 23-28: Moonfire

    Best choices: Dark, Ice, Electric; but any tanker can handle this

    All Council, all the time. Plenty of those annoying Galaxy Mexican-wrestler mimes, as well as the usual Council nuisances of Marksmen.

    Sets that resist immobilization and recharge slow will do well here. Ice, Electric, and Fire have some resistance to slows, but Fire's is in Temperature Protection, omitted by many builds and postponed in most. Invulnerability also gets some slow protection in Resist Energies, but that is skipped by many and postponed by most.

    Ice and Stone have a minor disadvantage in one mission. Slow auras have a minimal effect on the War Wolves. Dark similarly has an advantage on the vampyre mission.

    This is the first task force for which Granite is available. But the mobility penalties of Stone are especially annoying on Council catwalk maps.

    Level 25-30: Citadel, Ernesto Hess

    Best choices: Invulnerability, but any will do.

    These two task forces are very similar in their requirements, featuring all Council, with energy wielding archvillains. Unlike Moonfire, the spawns are not reweighted to favor certain Council spawn types. By this point, if you've run all of the preceding task forces, even Fire and Dark Armor tankers are going to have adequate knockback protection. The robots will not faze you. Slow resistance is good here because of the annoying plinking Marksmen. But any tanker that struggles with these task forces probably needs a respec. Since almost all incoming damage is lethal or smashing, Invulnerability has some advantage. But like Sister Psyche, if you're having serious difficulty here something is wrong.

    Granite is available on these, but the inability to jump is going to be seriously annoying on those Council maps.

    Level 30-34: Katie Hannon

    Best choice: Stone

    Getting past the ten respawns of Mary Macomber is the only real issue here. If your server's tradition is like mine, she is fought at the same location each time. Stone's mobility penalty does not come into play here. Its exceptional resistance and defense, resistance to endurance drain, and practical immunity to knockback are all advantages on a task force that is rather unkind to melee sets generally. And of course Granite is available here.

    This is the first task force that will give you access to the tier 9 power of your secondary.

    Level 30-35: Manticore

    Best choices: Ice, Dark, Electric, Fire (maybe)

    There aren't really many tankers that make a big difference here. All tanker builds should be able to stand up to Hopkins fairly easily and tank the Creys. Control - and specifically the ability to prevent Paragon Protectors from using Moment of Glory or Elude - is what is going to make the run enjoyable rather than tedious, so having a secondary set that can shut that down is a larger concern here. Dark Melee, Ice, Super Strength, Mace, or Stone Melee work well. The fears of Dark Armor give that set an advantage. This is more likely going to be a teammate's responsibility, though, especially in a full team spawn featuring multiple Paragon Protector bosses.

    The other concern is the slows from the various Crey cryo weapons. Sets with resistance to slows are valuable here, so Ice, Electric, and maybe Fire are also good to take.

    Level 35-40: Numina

    Best choices: Fire, Invulnerability, Dark, Electric

    The Nemesis and Devouring Earth enemies you will be fighting here have abilities that can cut defense sets to ribbons. A Shield tanker, without a self-heal, can easily get in trouble here when the Quartz comes out. Ice fares slightly better because of the heal and Hibernate, but you still don't want to mostly sleep through the mission.

    Vengeance and emanators create fewer problems for resist based sets. And Jurassik is just a matter of having the effective hit points.

    Level 35-50: Imperious

    Best choices: Invulnerability, Willpower (with Tough and Weave)

    Again with the defense debuffs. The two generalist sets are IMO the best things to bring here: some defense, resistance, and regeneration is they way to go here. Invulnerability probably gets a slight edge over Willpower when tanking Nictus Romulus is at issue; but Willpower probably fares better against the cyst defending Nictus and Requiem. Willpower will not be able to take some of the Roman alphas before Tough and Weave are in place, but by these levels you probably should have them both.

    Level 40-50: Shadow Shard Task Forces (Dr. Quaterfield (40-44); Sara Moore (40-50), Justin Augustine, Faathim (44-50)

    Best choices: Willpower, Stone, Dark

    All of these have one thing in common: facing Rularuu. Other foes include Circle of Thorns, Nemesis, Rikti, and Malta. Travel powers are almost as important for these as primary sets. Flight or Teleport are necessities unless you want to wait for teammates to teleport you to mission doors.

    The other consideration is psionic resistance or defense. Stone, Willpower, and Dark excel in this department by virtue of the fact of having any; most other sets have none. Many Stone Tankers take Teleport as their travel power; this too will help. Having resistance and regeneration or self heals is also valuable given the amount of defense debuff you will face.

    Level 45-50: Lady Grey

    Best choices: Willpower, Electric

    All Rikti. Two factors make Willpower a good choice here. The ability to tank the several archvillains is something that can be done by any of the well rounded sets that excel in the late game.

    Willpower wins because of its psionic defense, helpful against Rikti bosses; and because of its recovery advantage. The Famine elite boss kills more tankers than the archvillains do in my experience, and having your blue bar full going in is going to help a whole lot.

    Electric's strong resistance to endurance debuffs are also a strong point when facing the elite bosses in the Four Horsemen mission. Given the pacing of the mission, and the fact that your team is only facing elite bosses, Power Surge is unlikely to wear off at a critical moment. An Electric tanker fortified with Tough and Weave should be able to handle this easily.

    Level 45-50: Dr. Kahn

    Best choices: Shields; Ice

    The Fifth Column are pretty much like the Council, and most tankers can handle most spawns.

    The problem is Reichsman, and his Fist of Tyranny attack. If it hits you it will stun you. Being softcapped against smashing or AoE attacks is your best defense. Shields and Ice will get you there. And since he has more than ten times the hit points for a typical AV, having a damage buff doesn't hurt either. Defense based sets like Ice also come into their prime here.

    More than any other Task Force, this one benefits from having two tankers. Dark Armor would be a good choice for an off tanker; the Dark Armor would be tougher than most against Schadenfreude, Countess Crey, and Vanessa DeVore.

    Level 45-50: Statesman

    Best choices: Invulnerability, Stone

    This is probably rightly considered the most difficult task force to tank. So difficult, in fact, that any tanker primary can tank it: it's more of a test of team buffs, heals, inspirations, and build than it is of the relative value of tanker primaries. Ability to survive large alpha strikes may put Willpower, Dark, Electric, and Fire at a disadvantage, especially during the Dr. Aeon fight and Recluse's summoning phase. But the fully tower buffed Lord Recluse can kill any tanker including a Granite tanker.

    Stone is considered by many to be the premier tanker for this task force. There is much to be said for this conventional wisdom. They have strong resistance, adequate defense, a self heal, and can resist Recluse's endurance drain and -recovery power as long as they have Rooted on. They start closer to where they need to get, need relatively fewer team buffs, and don't require heavy investment in set IOs to get there.

    But, all things considered, I'd rather be Invulnerability, at least if the Invulnerability tanker is well equipped with defense bonus IO sets. This isn't the place for a full discussion on how to softcap an Invulnerability tanker, and merely being soft capped is not enough for Recluse in any case; but an Invulnerability tanker so equipped is close to Stone in survivability, and superior in aggro control. This is a matter of personal taste. The patrons and Recluse himself can get squirrelly sometimes. Ability to react may be important, and unlike Stone, Invulnerability has no disadvantages here. Ghost Widow is more a challenge of team buffers than of tanker primaries.

    Invulnerability tankers will remember, but Stone tankers may need to be reminded: you do need to watch out for Regent Korol's psionic nuke, though. This kills Granite tankers easily. Do not neglect your other armors.

    TRIALS
    From the foregoing, it should be fairly easy to deduce which tanker you want to bring to the several hero side trial missions.

    Level 12-15: Cavern of Transcendence

    Best choices: Dark, Fire

    Dark will excel at fighting the Circle of Thorns, at least if you are doing the trial in a way that requires extensive fighting of the Circle of Thorns. Dark also has minor Stealth available in Cloak of Darkness, available at level 12, and can potentially parlay this into true Stealth via stealth travel IOs that are available at level 15, if you are doing this in a way that doesn't require fighting the Circle.

    Fire will have strong resistance to fire damage even at these levels, and as such is the best tanker to take against the Minions of Igneous, which must in fact be fought in this Trial.

    Level 38-40: Sewer Trial

    Best choices: Willpower, Dark, Electric

    More Rikti, and more hard hitting psi damage from the Hydra Head itself, with a good deal of toxic damage from the Hatched Kraken. The tanker you want here is one that is both tough on Psi, and able to stand up to the physical attacks of the many Rikti bosses. Willpower seems to be the clearest choice, although a well built Dark or Electric should be able to handle this as well.

    A Stone tanker with Minerals is also a possibility. But the descent to the Hydra Head is an elaborate catwalk, and Stone tankers may be challenged by the trip down to collect the special weapons to use on the head.

    Level 39-41: Eden Trial

    Best choices: Fire, Dark, Electric

    More Devouring Earth. The Crystal Titan ambushes are going to be absolutely murderous to defense based sets, since they can get quite crowded, and teams focused on defeating the Titan may not be focused on finding Quartz emanators. Resistance/heal sets are your best bet here.

    Respec Trials: Sky Raiders (24-33); Freakshow (34-43); Rikti (44-50)

    Best choices: Willpower, but any will do

    The Respec Trials are generally not all that demanding any more. Fire tankers may have a slight advantage over others in the Sky Raider respec because of the fire damage bosses, and Willpower, Stone, Dark, and Electric tankers may have an advantage in the Rikti Respec because of the psi bosses.

    Willpower tankers are going to bring another advantage to these that applies across the board. With both Fast Healing and Health, their native regeneration can outpace the reactor damage, and they need not be so nervous about re-bubbling. But really, this is more about aggro control; the reactor spawns are no longer extremely difficult. The hardest part is clearing for the reactor key.
  7. In the search notes for many of my older and seldom played characters, I'm sure there are some that still say NO PAD/FILL/BRIDGE. I remember when levels 46 and 47 were the hell levels.
  8. Heraclea

    Need some advice

    Quote:
    Originally Posted by Xanerith View Post
    I decided to try my shot at tankers, and I was thinking of SD as my primary and maybe Fire or Electric or even Axe as my secondary? What do you guys thing would bring the most damage? Thanks
    Either of those will do nicely for damage, but Shield has tools that are handy for quickly intercepting and gaining aggro from the next spawn over when that's needed.
  9. Cimerorans. Fighting Romans fits in perfectly with too many of my characters' back stories, and Cimerora is the prettiest zone currently in game IMO.

    Praetorians. So much variety here. And given the name, there just has to be some kind of deep connection between them and the Romans.

    Circle of Thorns are my go to group for late game radio missions.
  10. Quote:
    Originally Posted by Syndyr View Post
    Ok, so I know this is my first post. And I know this will likely get flamed to all get out, but here it is anyway. Before ranting about having bajillions of influence or ruining your uber marketeering skillz.. Please take into consideration that for this game to thrive and continue to grow it needs to be newbie friendly.
    Task forces and Mission Architect are your friends if you want to get set IOs without resort to the markets. Merits put most set IO recipes within reach for a straight up, honest purchase. AE tickets mean that you can get the salvage to craft them.

    Like you, I have a lot of alts, and my home server is almost full. I keep my characters mostly in a single super group, to pool invention salvage, and to get useful invention drops to the characters that can actually use them. I also use this to concentrate inf on a single character rather than keeping it scattered among a dozen characters, so that I have a character that can purchase costly items straight up. Drops that other characters can't use are sold by a single character at the AH.

    I agree that there's too much inf out there. One effect of this is to require people who want to buy on the market to sell on the market too. You will have a hard time playing the market on the inf a single character can raise from mob drops alone. This is not too hard, at least if you also have alternative strategies such as I have outlined here. And giving people inf instead of drops isn't going to reduce the pool of inf, either.
  11. Heraclea

    Tank Farmer

    Quote:
    Originally Posted by Cale_Gunner View Post
    Was looking into getting a tank for farming purposes. something to knock off the monotony of fire/kin trollers.
    A lot depends on what you want to farm. Personally, I can't imagine farming much of anything on a controller, even a fire/kin, and I'd rather cut off a finger than level one. (Didn't say it would be one of mine....) But generally, I farm mobs solo on a scrapper, and farm merits on tankers.

    But some combinations I'd consider would be ---

    Shield/Electric or Shield/Fire, for heavy AoE damage; go for pure recharge here.
    Fire/DB - Fire is an undemanding defense that frees you to concentrate on attacks.

    But for solo farming, I'd go with a scrapper. All of those combos are available on scrappers. Scrappers also get Spines; a Spines/WP scrapper is quite adequately tough and is my favorite general farmer. Dark melee/super reflex is the combination that can face any late game content, and I suppose that's a sort of farming as well. Fire/regen is the one I take to the PvP zones.
  12. Quote:
    Originally Posted by Chaos_String View Post
    I mean, from my perspective, I only have two tanks: Invuln and Shield; each of them has successfully tanked practically every TF and trial, and I'd hate to see players told that "Invuln can't tank Positron" or some similar nonsense.
    I suppose this is one of the benefits of playing mostly not on the top 2 population servers. We don't have that luxury, and routinely run any content without any specific character type. On the other hand, I doubt I'll ever see the day when teams start demanding that the tankers that join them be Dark or Fire, even if they're good for some content.
  13. Heraclea

    Invuln/ question

    The resistance passives are the happiest of powers: they are worth taking, but not worth slotting, and can be postponed until late in the build. They also, as noted, make a good place to drop the Steadfast Protection unique Res/Def button. Tough Hide deserves three slots, as noted; it also takes some worthwhile uniques like the Kismet Global To-Hit bonus.

    I do have them
  14. Heraclea

    WHY dark/?

    Quote:
    Originally Posted by The Questioner View Post
    Is there anythiing thats weak about that people just hate?
    Its end heavy, yes, thats what stamina is and PP, come on. I think theres more con's than pro's.
    Before power customization and the option to get rid of the transparency in Cloak of Darkness, it was ugly as sin. I liked mine a lot better when I was able to make my character visible and color the fogs pink.

    It will or won't be an endurance hog. Everything's a toggle. Some of the toggles just aren't worth running unless you are getting specific synergies --- stuns or fears --- from your secondaries and other powers.

    I made a Dark/Ice Melee tanker to check out the set. My original idea was to become a pure melee controller, with a large toolkit. I eventually respecced out of the control toggles because they weren't worth running without help from the secondary that wasn't there. That, and the kinds of control you got with Ice Melee weren't working on the ITF, and running ITFs is the main occupation of most of my levelling tankers. When the Romans don't fall down on the ice patch, you're going to get frustrated.
  15. Quote:
    Originally Posted by Call Me Awesome View Post
    All in all good work, I'd just suggest some mention of the enormous difference IO sets can make. And, of course, I'd rather have a really good tank player on a weak set than an idiot playing a granite.
    I did mention that I'm assuming that the Invuln tanker has slotted so as to be close to soft cap for the STF, and added a link to your guide. While early set bonuses help --- I now have a fire tanker who has 30% defense on top of her resistance at level 30 --- I'm not sure that they're strictly necessary for an Invuln to tank Manticore, although they will obviously help. Many players don't think about sets until 50.
  16. Quote:
    Originally Posted by SpittingTrashcan View Post
    Electric Armor has a 103.8% resistance to end drain and recovery debuff in Static Shield, and another 69.2% resistance to end drain in Grounded, which makes it completely immune to end drain and recovery debuffs. It's generally a minor consideration, but I've heard of Stone tankers in Granite being twoshotted by Recluse because they didn't have Rooted up, and tanks without these drain protections must be more careful during these encounters.
    I did mention that Electric had an advantage in Lady Grey, for exactly this reason.

    I haven't heard anyone say that they preferred to take an Electric tanker as the main tank on a Statesman for that reason, though. The -end and -recovery power of Recluse is a ranged attack; my understanding is that the best way to avoid it is to charge straight to Recluse in melee and lead with Taunt. There generally isn't much point in doing anything other than taunting Recluse until the towers are down, and his 30% to hit bonus is going to require both team buffs and inspirations to outlast.
  17. Quote:
    Originally Posted by Aett_Thorn View Post
    Heraclea, have you taken into consideration the new examplar rules, where you get to keep powers slightly above your exemplared level? I can think of a few cases where a power slightly over the max level of the TF might come in handy, if you're not doing the TF right at the exact max level.

    For instance, on Sister Psyche, against the slightly end draining Freakshow, Ice Armor can be okay, but if you're exemped from anything higher than level 26, you've got Energy Absorption, which can both help your Defense and your Endurance.
    I had generally assumed that each task force would be led by someone higher than the maximum exemplar level for each, which puts the powers five levels above the maximum stated level within reach, if you have them. I also assumed that the tanker in question was above those levels and had the powers taken at those levels available.
  18. Quote:
    Originally Posted by Rylas View Post
    If you don't mind IO builds being used for reference, I'd gladly attempt the LG with him.
    I'd welcome anyone providing the perspectives I don't yet have The Famine attacks are ranged/energy if I remember correctly, so an IO build focused on smashing/lethal/melee first may not make a huge difference, although a softcapped build to energy or ranged would.
  19. Quote:
    Originally Posted by Rylas View Post
    Electric as at least a Maybe for Positron. I've run through it a couple of times with an Elec/ who had a lvl 20 build specifically for running Posi and Synapse. He did pretty decent. CoT and Vahz do get difficult, but it wasn't usually overwhelming. But that could have been the team build that helped. Just my opinion and only take it as that.

    [edit] Electric for Lady Grey, too. I hardly have any problems with Rikti when on an Elec.
    Yes --- all of the resistance based sets seem to be superior to the defense based sets at Citadel and below levels. Electric would rise to the top on that ground alone, and there are also a lot of clockwork there, although they seem to be the least difficult of the three enemies.

    Mine isn't there yet --- so how does Electric fare versus the elite bosses on the Four Horseman mission in Lady Grey?
  20. This contains a lot of personal editorializing. It's a proposed guide: which tanker should I take to the task force, for people like me who have more than one. I figure this might step on some toes, so feedback containing differences of opinion is especially sought.

    The Right Tool for the Job
    Being, a guide to matching the correct defensive set with the hero side task forces
    I play many tankers, and have a level 50 tanker of every primary except Electric and run many task forces. This guide attempts to match defensive sets with the team required task forces, and suggest which kind of tanker you should bring to each.

    Note at the outset that any tanker can tank any game content, and the task force you need or want to run, or the one you just enjoy running, is the one you should play. Rather, this guide is intended for players who have multiple tankers to choose from, like I do. Some tankers will have an easier time with some content than others will.

    I find that generally speaking, resistance sets fare best in the lower level capped content, while defensive sets come into their own in the later game. I have also assumed that
    • the tanker participating in the task force is not running it to level, but can use the powers up to five levels above the stated maximum combat level of the task force, as allowed by the exemplaring rules; and
    • that the task force leader is also high enough that it is being run at the maximum combat level.

    Stone Armor is the outlier, the tanker set that preserves i5 levels of defense and resistance at a substantial damage and recharge penalty. It tends to excel at everything once it gets to Granite, but is rather reliant on specific buffs to avoid its penalties.

    Level 10-15: Positron

    Best choices: Fiery Aura, Dark Armor, Electric Armor

    Fire comes into its own in the Positron Task Force. It relies on its self heal, which recharges fast. Everything that Fiery Aura has that directly helps keep your character alive is available by level 12.

    One difficult mob group faced on the Positron TF is Vahzilok. Each application of Healing Flames gives you a minute of 20% base toxic resistance. Since its base recharge is 40 seconds, and successive applications stack, you can get up to 60% toxic resistance for some time. This helps with the dangerous vomit attacks. Set your self heal to cycle while facing Vahzilok.

    Dark Armor fares well versus the other difficult mobs on the task force, the Circle of Thorns ghosts. Their negative energy resistance excels here.

    Both these armors have a weakness against knockback, and Ruin Mages can be a pain unless you are specifically defended against knockback by set IOs, bonuses, or team buffs. Since Acrobatics is a top tier power in the Jumping pool, only available at level 20, and you probably took that other top tier power from the Fitness pool at 20 instead, it's probably not going to be there to help you if your build relies on it for knockback protection.

    Electric Armor is the best to take against the Clockwork, although they really come into their own in the next task force, Synapse. They also get knockback protection in Grounded.

    Level 15-20: Synapse

    Best choice: Electric Armor

    All Clockwork, all the time. Electric Armor naturally goes to the top of the class in its resistance to the electrical attacks of the Clockwork, and Grounded provides protection against endurance drain as well. This is the clear winner here; all others are a second choice.

    Level 20-25: Sister Psyche

    Best choices: Invulnerability or Fiery Armor may be best, but all should be able to handle this.

    Freakshow, with a side of Council. Any tanker that has difficulty with this is a poorly built tanker. The ability to bounce back from a difficult alpha with multiple bosses is the main consideration here. Fire excels at that. And Invulnerability is the premier smashing and lethal resistance set, with a self heal in case of surprise.

    During these levels, resistance + heal sets often perform better than defense builds. Defense builds do not fare well when the effectiveness of enhancements is proportionally reduced, set bonuses are exemped away, and key powers may have been postponed. Speaking generally, defense sets will have large holes until all the pieces of the puzzle are in place.

    Dependence on tier 9 powers to take alpha strikes is another disadvantage; you will not have level 32 powers on this task force. This puts Stone Armor at a disadvantage, and Willpower builds may not have Tough and Weave at these levels, and need to rely on Strength of Will to survive tough alphas.

    Level 23-28: Moonfire

    Best choices: Dark, Ice, Electric; but any tanker can handle this

    All Council, all the time. Plenty of those annoying Galaxy Mexican-wrestler mimes, as well as the usual Council nuisances of Marksmen.

    Sets that resist immobilization and recharge slow will do well here. Ice, Electric, and Fire have some resistance to slows, but Fire's is in Temperature Protection, omitted by many builds and postponed in most. Invulnerability also gets some slow protection in Resist Energies, but that is skipped by many and postponed by most.

    Ice and Stone have a minor disadvantage in one mission. Slow auras have a minimal effect on the War Wolves. Dark similarly has an advantage on the vampyre mission.

    This is the first task force for which Granite is available. But the mobility penalties of Stone are especially annoying on Council catwalk maps.

    Level 25-30: Citadel, Ernesto Hess

    Best choices: Invulnerability, but any will do.

    These two task forces are very similar in their requirements, featuring all Council, with energy wielding archvillains. Unlike Moonfire, the spawns are not reweighted to favor certain Council spawn types. By this point, if you've run all of the preceding task forces, even Fire and Dark Armor tankers are going to have adequate knockback protection. The robots will not faze you. Slow resistance is good here because of the annoying plinking Marksmen. But any tanker that struggles with these task forces probably needs a respec. Since almost all incoming damage is lethal or smashing, Invulnerability has some advantage. But like Sister Psyche, if you're having serious difficulty here something is wrong.

    Granite is available on these, but the inability to jump is going to be seriously annoying on those Council maps.

    Level 30-34: Katie Hannon

    Best choice: Stone

    Getting past the ten respawns of Mary Macomber is the only real issue here. If your server's tradition is like mine, she is fought at the same location each time. Stone's mobility penalty does not come into play here. Its exceptional resistance and defense,resistance to endurance drain, and practical immunity to knockback are all advantages on a task force that is rather unkind to melee sets generally. And of course Granite is available here.

    This is the first task force that will give you access to the tier 9 power of your secondary.

    Level 30-35: Manticore

    Best choice: Ice, Dark, Electric, Fire (maybe)

    There aren't really many tankers that make a big difference here. All tanker builds should be able to stand up to Hopkins fairly easily and tank the Creys. Control - and specifically the ability to prevent Paragon Protectors from using Moment of Glory or Elude - is what is going to make the run enjoyable rather than tedious, so having a secondary set that can shut that down is a larger concern here. Dark Melee, Ice, Super Strength, Mace, or Stone Melee work well. The fears of Dark Armor give that set an advantage. This is more likely going to be a teammate's responsibility, though, especially in a full team spawn featuring multiple Paragon Protector bosses.

    The other concern is the slows from the various Crey cryo weapons. Sets with resistance to slows are valuable here, so Ice, Electric, and maybe Fire are also good to take.

    Level 35-40: Numina

    Best choices: Fire, Invulnerability, Dark, Electric

    The Nemesis and Devouring Earth enemies you will be fighting here have abilities that can cut defense sets to ribbons. A Shield tanker, without a self-heal, can easily get in trouble here when the Quartz comes out. Ice fares slightly better because of the heal and Hibernate, but you still don't want to mostly sleep through the mission.

    Vengeance and emanators create fewer problems for resist based sets. And Jurassik is just a matter of having the effective hit points.

    Level 35-50: Imperious

    Best choice: Invulnerability, Willpower (with Tough and Weave)

    Again with the defense debuffs. The two generalist sets are IMO the best things to bring here: some defense, resistance, and regeneration is they way to go here. Invulnerability probably gets a slight edge over Willpower when tanking Nictus Romulus is at issue; but Willpower probably fares better against the cyst defending Nictus and Requiem. Willpower will not be able to take some of the Roman alphas before Tough and Weave are in place, but by these levels you probably should have them both.

    Level 40-50: Shadow Shard Task Forces (Dr. Quaterfield (40-44); Sara Moore (40-50), Justin Augustine, Faathim (44-50)

    Best choices: Willpower, Stone, Dark

    All of these have one thing in common: facing Rularuu. Other foes include Circle of Thorns, Nemesis, Rikti, and Malta. Travel powers are almost as important for these as primary sets. Flight or Teleport are necessities unless you want to wait for teammates to teleport you to mission doors.

    The other consideration is psionic resistance or defense. Stone, Willpower, and Dark excel in this department by virtue of the fact of having any; most other sets have none. Having resistance and regeneration or self heals is also valuable given the amount of defense debuff you will face.

    Level 45-50: Lady Grey

    Best choices: Willpower, Electric

    All Rikti. Two factors make Willpower the best choice here. The ability to tank the several archvillains is something that can be done by any of the well rounded sets that excel in the late game.

    Willpower wins because of its psionic defense, helpful against Rikti bosses; and because of its recovery advantage. The Famine elite boss kills more tankers than the archvillains do in my experience, and having your blue bar full going in is going to help a whole lot.

    Electric's strong resistance to endurance debuffs are also a strong point when facing the elite bosses in the Four Horsemen mission. Given the pacing of the mission, and the fact that your team is only facing elite bosses, Power Surge is unlikely to wear off at a critical moment.

    Level 45-50: Dr. Kahn

    Best choices: Shields; Ice

    The Fifth Column are pretty much like the Council, and most tankers can handle most spawns.

    The problem is Reichsman, and his Fist of Tyranny attack. If it hits you it will stun you. Being softcapped against smashing or AoE attacks is your best defense. Shields and Ice will get you there. And since he has more than ten times the hit points for a typical AV, having a damage buff doesn't hurt either. Defense based sets like Ice also come into their prime here.

    More than any other Task Force, this one benefits from having two tankers. Dark Armor would be a good choice for an off tanker; the Dark Armor would be tougher than most against Schadenfreude, Countess Crey, and Vanessa DeVore.

    Level 45-50: Statesman

    Best choices: Invulnerability, Stone

    This is probably rightly considered the most difficult task force to tank. So difficult, in fact, that any tanker primary can tank it: it's more of a test of team buffs, heals, inspirations, and build than it is of the relative value of tanker primaries. Ability to survive large alpha strikes may put Willpower, Dark, Electric, and Fire at a disadvantage, especially during the Dr. Aeon fight and Recluse's summoning phase. But the fully tower buffed Lord Recluse can kill any tanker including a Granite tanker.

    Stone is considered by many to be the premier tanker for this task force. There is much to be said for this conventional wisdom. They have strong resistance, adequate defense, a self heal, and can resist Recluse's endurance drain and -recovery power as long as they have Rooted on. They start closer to where they need to get, need relatively fewer team buffs, and don't require heavy investment in set IOs to get there.

    But, all things considered, I'd rather be Invulnerability, at least if the Invulnerability tanker is well equipped with defense bonus IO sets. This isn't the place for a full discussion on how to softcap an Invulnerability tanker, and merely being soft capped is not enough for Recluse in any case; but an Invulnerability tanker so equipped is close to Stone in survivability, and superior in aggro control. This is a matter of personal taste. The patrons and Recluse himself can get squirrelly sometimes. Ability to react may be important, and unlike Stone, Invulnerability has no disadvantages here. Ghost Widow is more a challenge of team buffers than of tanker primaries.

    Invulnerability tankers will remember, but Stone tankers may need to be reminded: you do need to watch out for Regent Korol's psionic nuke, though. This kills Granite tankers easily. Do not neglect your other armors.
  21. I use "with skin" when I am not using robes, togas or jackets, mostly because a large number of my characters have a vaguely Greco/Roman background, and tights don't work for them.

    I do wish that the Roman chest details were also available as tops with skin as well as chest details, so that at least the lorica breastplate could be customized with a logo. I also wish that patterns could be added to at least some of the tops with skin. I would cut off a finger to be able to add the Cheetah / leopardskin pattern to the Strapless top. (Didn't say it would be one of my fingers....)
  22. Heraclea

    Unusual slotting

    Quote:
    Originally Posted by DrMike2000 View Post
    Has anyone ever slotted for concept at the expense of efficiency?
    In particular, has anyone ever decided to make an innaccurate character and stuck with it, deliberately not slotting accuracy enhancers?
    I've never decided to do that; it seems like it would be frustrating as well as inefficient.

    But I do have several unusually slotted characters. My spines/willpower scrapper and my electric/mental blaster emphasize debuffs of various sorts. For the spines/wp, it's recharge slow: both Rise to the Challenge and most of her primary attacks that will take them include a chance for recharge slow proc. Quills is slotted for slow movement as well, and she also has Caltrops. I use this character as a scrappertank; she is built to lock down mobs better than your typical scrapper.

    The electric/mental is built for recharge slow and endurance drain; her Short Circuit drains mobs almost dry.

    Both of these characters were created with an eye out for team utility at the expense of pure DPS.

    I'm also currently levelling a Storm/Energy defender, which I ultimately intend to be a control based offensive build defender. She takes forever to kill anything currently, but can do so in perfect safety.
  23. I would be happy to get in on this whenever it is held, if I am on by then; 8pm eastern is a bit early for me.
  24. Quote:
    Originally Posted by BrandX View Post
    While I don't know if I agree on the scatter per se, I have to agree on the not holding aggro.

    The scrapper, assuming it's the first to jump in attacking the AV non stop, damage aura going, just doesn't hold the AVs attention.
    Versus archvillain/hero class enemies, not even a tanker can rely on a taunt/damage aura. The taunt effects on an aura are not autohit; they have to make a to hit check at a -20% penalty to affect an AV.
  25. Quote:
    Originally Posted by Silverado View Post
    Those 3 don't have a taunt component in their auras for Scrappers, sadly.
    On the other hand, they all do damage, and many do debuff on top of that. This will hold aggro long enough, usually.