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This one serves me reasonably well. It's a bit all over the place, but that works well with WP. Were I going for a pure defense build I would probably opt for Jumping instead of Flight, but this build is old and has not been revisited since I got the veteran travel power bonus.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Melaena: Level 50 Mutation Tanker
Primary Power Set: Willpower
Secondary Power Set: Dark Melee
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Heal-I:50(A), Heal-I:50(5), Heal-I:50(11), S'fstPrt-ResDam/Def+:30(36), Aegis-ResDam:50(37), Aegis-ResDam/EndRdx:50(37)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(37), C'ngImp-Acc/Dmg/Rchg:50(43)
Level 2: Fast Healing -- Heal-I:50(A), Heal-I:50(5), Heal-I:50(11)
Level 4: Shadow Maul -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(7), M'Strk-Dmg/Rchg:50(7), M'Strk-Acc/EndRdx:50(15), M'Strk-Acc/Dmg/EndRdx:50(40), M'Strk-Dmg/EndRdx/Rchg:50(43)
Level 6: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(46), LkGmblr-Def/Rchg:50(46), LkGmblr-Def:50(46)
Level 8: Rise to the Challenge -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal:50(9), H'zdH-Heal/EndRdx:40(9), DarkWD-Slow%:50(34), Taunt-I:50(36), Taunt-I:50(36)
Level 10: Swift -- Run-I:50(A)
Level 12: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(13), EndMod-I:50(13)
Level 14: Air Superiority -- Mako-Acc/Dmg:40(A), Mako-Acc/Dmg/EndRdx/Rchg:40(15), Mako-Acc/EndRdx/Rchg:40(48)
Level 16: Health -- Heal-I:50(A), Heal-I:50(17), Heal-I:50(17)
Level 18: Siphon Life -- Nictus-Acc/EndRdx/Heal/HP/Regen:50(A), Nictus-Heal/HP/Regen/Rchg:50(19), Nictus-Acc/Heal:50(19), Nictus-Acc/EndRdx/Rchg:50(27), C'ngImp-Acc/Dmg:50(48), C'ngImp-Acc/Dmg/Rchg:50(48)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(23), RctvArm-ResDam:40(27), RctvArm-EndRdx:40(34)
Level 24: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(25), LkGmblr-Def/EndRdx/Rchg:50(25), LkGmblr-Def:50(34)
Level 26: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(50)
Level 28: Soul Drain -- M'Strk-Dmg/EndRdx:50(A), M'Strk-Acc/Dmg:50(29), M'Strk-Dmg/Rchg:50(29), M'Strk-Acc/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(33), M'Strk-Dmg/EndRdx/Rchg:50(50)
Level 30: Touch of Fear -- SipInsght-ToHitDeb:50(A), SipInsght-Acc/ToHitDeb:50(31), SipInsght-Acc/Rchg:50(31), SipInsght-ToHitDeb/EndRdx/Rchg:50(33), SipInsght-Acc/EndRdx/Rchg:50(33)
Level 32: Boxing -- Acc-I:50(A)
Level 35: Strength of Will -- ResDam-I:50(A)
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: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam:40(42), RctvArm-EndRdx:40(43)
Level 44: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(45), LkGmblr-Def/EndRdx/Rchg:50(45), LkGmblr-Def:50(45)
Level 47: Salt Crystals -- CSndmn-Acc/Rchg:50(A), CSndmn-Acc/Sleep/Rchg:50(50)
Level 49: Quick Sand -- RechRdx-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:- 17.4% Defense(Smashing)
- 17.4% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 7.06% Defense(Energy)
- 7.06% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 7.38% Defense(Ranged)
- 9.25% Defense(AoE)
- 3% Enhancement(Immobilize)
- 5% Enhancement(Heal)
- 45% Enhancement(Accuracy)
- 5% Enhancement(Sleep)
- 4% FlySpeed
- 154.6 HP (8.25%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- MezResist(Immobilize) 10.5%
- MezResist(Sleep) 3.3%
- MezResist(Stun) 3.3%
- MezResist(Terrorized) 2.2%
- 30% (2.35 HP/sec) Regeneration
- 1.89% Resistance(Fire)
- 1.89% Resistance(Cold)
- 1.88% Resistance(Negative)
- 9% RunSpeed
- 2% XPDebtProtection
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I decided to put a low level story to submit to the most recent Dr. Aeon contest. A hero loses his powers, level 5-10 enemies.
How many else are using Statesman? For me, there's something about Statesman that makes him an irresistable target.
In the game itself, we're told that he did various mighty acts against the Rikti and Nemesis long ago. Now, he has far less of a presence on hero side than most of his fellows in the Freedom Phalanx did. We know generally that he stands on deck on Independence Port, recruiting heroes to take the fight to Lord Recluse, his nemesis, whom he never personally confronts.
Apart from that, his current status in the game is another hostage: for we learn that his extradimensional self is the Tyrant of that version of the game world. He was always depicted in the official comics as something of an arrogant prat. Being the in-game avatar of former dev Jack Emmert does nothing to burnish his escutcheon.
(In the novels, he fares slightly better.)
All of this makes him pretty much fair game. If a signature hero loses his powers, odds are Statesman is going to be the first choice of many. It was mine. I only wish that the level restrictions on hostages could be bent to actually allow the official Statesman to be used. But the powerless version I made may be even more amusing. -
Quote:That looks pretty good.Finally finished and posted up. Thanks for all the input here it really helped me to focus the guide.
I have to say the hardest part was cutting it down to a manageable reading size.
http://boards.cityofheroes.com/showthread.php?t=208495
I'd add that Dark/Ice makes a fairly good tanktroller build, much the same as Dark/Stone does. Ice adds no specific synergies, which means that you're probably free to postpone the costlier or more dangerous auras, but you can muster at least a little of almost every debuff or control in the game: hold, slow, fear, -tohit, immobilize, knockdown, stun. Throw in Confuse and you have the whole package. You aren't going to incapacitate bosses this way but you can lock down many minions most of the time.
I grew frustrated on mine, though, probably too soon. The build works fine against a whole lot of content, but is deeply sub-optimal on the ITF because of the control resistance of the Roman Yell, and about half the time my 35+ characters are running ITFs. So the inherent squishiness of a resist based set came to the foreground, and the advantages of the character were lost on frequently encountered mobs. I took a free server move and hopped the character over to Champion, where I hope to level her to 50. -
Quote:Thanks for taking a look. I do suppose that my build is a bit too scattershot in the kinds of defense it takes. More Obliterations will definitely help; I thought about putting the set in Blazing Aura as well, but it is weak on endurance and reducing that endurance cost is important. I suspect that the rares from the set will have to be bought with merits straight up since lower level versions seem to not be in large supply.Threw something together for you, working from your original. I think the biggest thing was that you were going for too many types of defense. If you want to specialize in those low to midrange TFs with this character, Smash/Lethal defense is probably going to work well (well, Smash/Lethal defense only can work well at any level). I managed to get a bit more recharge and up the Smashing/Lethal defense to about 30% (shy of it by .8% though you could get higher if you really want to invest in Kinetic Combats... which I hate to do, personally).
The two sets of Obliteration are going to cost, but I figured you could swing it, from what I know of your past purchases and how many TFs you run.
No Sweep Combo with my setup, but I think 1K Cuts will do well enough for KD on its own, and AV works nicely on its own for a combo.
I do plan to use the Kismet in CJ though. Accuracy is key with DB. -
Quote:I would probably take more powers from ancillary/epic pools than I now typically do. Since Ninja Run, my more durable characters are skipping travel powers from time to time; that is likely to be another choice.Let's have a little thought experiment. Imagine every character got a bonus to endurance recovery that scaled by level such that by level 25 or so it was equivalent to 3-slotted stamina. Now also imagine the stamina power no longer existed. What powers would you add to your builds that you normally wouldn't, now that you don't have to take stamina?
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Quote:Immobilization is the easiest mez to work with: it typically happens when you have aggro already, my current fire tanker project took a very early Taunt, and it isn't nearly as annoying as knockback or lasts as long as sleep or stun. I will eventually get one or the other to plug the hole, but it's not a priority like knockback protection is.But Combat Jumping uses far fewer slots -- which helps -- and will give me a few more points of defense, which is nice (although I can get some typed defense from creative Burn slotting). I fly, and CJ might also make Flight more crisp-turning, I've heard, although never tried that combo.
(And KB is not so awful that I feel that I need more than one anti-KB IO, but I still am leaving room in the build for two)
Since mine is Fire/DB, I intend to test the reliability of the knockdown in Vengeful Slice before making a decision. If you have flight, you probably have Air Superiority, which is reliable enough that Burn might have some value for you. My old fire tanker was from pre-IO days and was always a jumper, but took Air Superiority to add some fluidity to her attack chain, and kept Burn but did not feed it slots.
Burn has its uses as a power to hit when you are taking too much damage too quickly; it's a distraction like Caltrops. It is little more than that, though, and a tanker shouldn't need that sort of thing. -
Y is for UnYielding, because if a tanker decides to spell it that way, you'd best go along.
(Is there one that fits, really?) -
The discussion of fire tankers has made me rather nostalgic for mine. So I rolled one a couple days ago, and by a long session of TFing last night got her to 20.
The planned utility of this character is going to be to run the old line Freedom Phalanx task forces, especially the more rewarding early ones; and to be a tanker of choice for running them and earning merits throughout her career.
I've worked up a build based on capping set IO levels at around 30. Their actual levels will of course be what I can find. The idea would be that this character retains a lot of her set bonuses while auto-exemped by lower level task forces. This character could perform within the realm of expectation for a fire tanker on higher level content, but is optimized to get good within the Citadel/Hess range.
Specific issues:
Burn? I take it in this build but put it off until later, and do not feed it slots. I find it useful only as a solo aggro dump and distraction, rather like Caltrops on a scrapper. Do I dump it? In favor of what? A real travel power? (Plan on getting by with Ninja Run right now)
Or Hasten? The build is rather low in recharge for a set that relies on a self heal.
Or I could swap it with Power Slice, which is really only needed after you get 1K Cuts, and dump Combat Jumping in favor of a real travel power.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Pomba Gira: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Dual Blades
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/Rchg:30(7), RctvArm-ResDam/EndRdx/Rchg:30(11), S'fstPrt-ResKB:30(15), RctvArm-EndRdx:30(17), S'fstPrt-ResDam/Def+:30(34)
Level 1: Nimble Slash -- S'ngH'mkr-Acc/Dmg:30(A), S'ngH'mkr-Dmg/EndRdx:30(3), S'ngH'mkr-Dmg/Rchg:30(3), S'ngH'mkr-Dmg/EndRdx/Rchg:30(42), Acc-I:50(43)
Level 2: Healing Flames -- H'zdH-Heal/EndRdx:30(A), H'zdH-EndRdx/Rchg:30(5), H'zdH-Heal/Rchg:30(7), H'zdH-Heal/EndRdx/Rchg:30(19), H'zdH-Heal:30(37), RechRdx-I:50(40)
Level 4: Ablating Strike -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(5), ShldBrk-Acc/Rchg:30(11), ShldBrk-Acc/EndRdx/Rchg:30(42), ShldBrk-DefDeb/EndRdx/Rchg:30(42), Dmg-I:30(43)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Consume -- Adrenal-EndMod:20(A), Adrenal-EndMod/Rchg:20(9), Adrenal-EndMod/Acc/Rchg:20(9), Efficacy-EndMod/Acc:30(15), Efficacy-Acc/Rchg:30(43), Efficacy-EndMod/Acc/Rchg:30(45)
Level 10: Taunt -- Annoy-Taunt:20(A), Annoy-Taunt/Rchg:20(45), Annoy-Taunt/Rchg/Rng:20(46)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/EndRdx/Rchg:30(13), RctvArm-ResDam:30(13), RctvArm-ResDam/Rchg:30(31), S'fstPrt-ResKB:30(45)
Level 14: Kick -- Acc-I:50(A)
Level 16: Typhoon's Edge -- Oblit-Dmg:30(A), Oblit-Acc/Rchg:30(17), Oblit-Dmg/Rchg:30(23), Oblit-Acc/Dmg/Rchg:30(23), Oblit-Acc/Dmg/EndRdx/Rchg:30(48), Oblit-%Dam:30(50)
Level 18: Health -- Mrcl-Rcvry+:30(A), Numna-Regen/Rcvry+:30(19)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-EndMod:30(21), P'Shift-End%:30(46)
Level 22: Blazing Aura -- M'Strk-Acc/Dmg:30(A), M'Strk-Dmg/EndRdx:30(25), M'Strk-Dmg/Rchg:30(31), M'Strk-Acc/EndRdx:30(31), M'Strk-Acc/Dmg/EndRdx:30(34), M'Strk-Dmg/EndRdx/Rchg:30(34)
Level 24: Blinding Feint -- Acc-I:50(A), Acc-I:50(25)
Level 26: Tough -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam:30(27), RctvArm-EndRdx:30(27), RctvArm-ResDam/EndRdx/Rchg:30(50)
Level 28: Vengeful Slice -- S'ngH'mkr-Acc/Dmg:30(A), S'ngH'mkr-Dmg/EndRdx:30(29), S'ngH'mkr-Dmg/Rchg:30(29), S'ngH'mkr-Dmg/EndRdx/Rchg:30(48), Acc-I:30(50)
Level 30: Power Slice -- Acc-I:50(A)
Level 32: Weave -- GftotA-Def/EndRdx:30(A), GftotA-Def/EndRdx/Rchg:30(33), GftotA-Def:30(33), GftotA-EndRdx/Rchg:30(33)
Level 35: Sweeping Strike -- M'Strk-Acc/Dmg:30(A), M'Strk-Dmg/EndRdx:30(36), M'Strk-Dmg/Rchg:30(36), M'Strk-Acc/EndRdx:30(36), M'Strk-Acc/Dmg/EndRdx:30(37), M'Strk-Dmg/EndRdx/Rchg:30(37)
Level 38: One Thousand Cuts -- M'Strk-Acc/Dmg:30(A), M'Strk-Dmg/EndRdx:30(39), M'Strk-Dmg/Rchg:30(39), M'Strk-Acc/EndRdx:30(39), M'Strk-Acc/Dmg/EndRdx:30(40), M'Strk-Dmg/EndRdx/Rchg:30(40)
Level 41: Combat Jumping -- Ksmt-ToHit+:30(A)
Level 44: Burn -- Sciroc-Acc/Dmg:30(A), Sciroc-Acc/Rchg:30(46)
Level 47: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(48)
Level 49: Physical Perfection -- P'Shift-End%:30(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 16.4% Defense(Smashing)
- 16.4% Defense(Lethal)
- 8% Defense(Fire)
- 8% Defense(Cold)
- 6.75% Defense(Energy)
- 6.75% Defense(Negative)
- 3% Defense(Psionic)
- 16.8% Defense(Melee)
- 4.88% Defense(Ranged)
- 13% Defense(AoE)
- 1.8% Max End
- 3% Enhancement(Heal)
- 20% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 5% FlySpeed
- 84.3 HP (4.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 4.15%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 10.2%
- MezResist(Sleep) 7.45%
- MezResist(Stun) 9.65%
- MezResist(Terrorized) 2.5%
- 10% (0.17 End/sec) Recovery
- 14% (1.1 HP/sec) Regeneration
- 5.34% Resistance(Fire)
- 2.84% Resistance(Cold)
- 5% RunSpeed
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[Cimerorans] Imperious: BRB, TF leader on the phone.
[Cimerorans] Centurion: What's a "phone?" -
Yes, they're probably going to defeat me. I only hope I don't die facing up.
If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest. -
Go Willpower. It's better in the long term. Regen is more attractive in the early game, but Willpower is much, much less nervous and fussy at level 50. My WP/Spines easily solos at +2/8, and is my most consistently safe character at working the Roman wall. I can't see Regen ever performing at a comparable level, especially given that you live or die by your click powers, and click powers mean you are not attacking.
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Mine is one of my favorite scrappers. Here, for comparison's sake, is the build I'm using. The -recharge procs add up over time.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Betsy Ross - Simple: Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Willpower
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Lunge -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(13), C'ngImp-Acc/Dmg/EndRdx:50(42), Acc-I:50(43)
Level 1: High Pain Tolerance -- Heal-I:50(A), Heal-I:50(5), Heal-I:50(15), S'fstPrt-ResDam/Def+:30(50)
Level 2: Spine Burst -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(5), Sciroc-Dmg/Rchg:50(11), Sciroc-Acc/Rchg:50(15), Sciroc-Acc/Dmg/EndRdx:50(40), P'ngTtl--Rchg%:50(42)
Level 4: Fast Healing -- Heal-I:50(A), Heal-I:50(7), Heal-I:50(7)
Level 6: Air Superiority -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(46), C'ngImp-Acc/Dmg/EndRdx:50(50)
Level 8: Build Up -- RechRdx-I:50(A), RechRdx-I:50(9), RechRdx-I:50(13)
Level 10: Indomitable Will -- EndRdx-I:50(A), LkGmblr-Rchg+:50(11)
Level 12: Swift -- Run-I:50(A)
Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(48)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx:50(A), Numna-Heal/EndRdx/Rchg:50(17), Mrcl-Heal:40(17), DarkWD-Slow%:50(43), DarkWD-ToHitDeb/EndRdx:50(46), Taunt-I:50(48)
Level 18: Health -- Heal-I:50(A), Heal-I:50(19), Heal-I:50(19)
Level 20: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Stamina -- EndMod-I:50(A), EndMod-I:50(23), EndMod-I:50(23)
Level 24: Mind Over Body -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(25), RctvArm-ResDam:40(40)
Level 26: Ripper -- Sciroc-Dmg/EndRdx:50(A), Sciroc-Acc/Dmg:50(27), Sciroc-Dmg/Rchg:50(27), Sciroc-Acc/Rchg:50(31), Sciroc-Acc/Dmg/EndRdx:50(37), Acc-I:50(39)
Level 28: Quills -- Sciroc-Acc/Dmg:50(A), Sciroc-Acc/Rchg:50(29), Sciroc-Acc/Dmg/EndRdx:50(29), Sciroc-Dmg/Rchg:50(34), Sciroc-Dmg/EndRdx:50(39), P'ngTtl--Rchg%:50(39)
Level 30: Heightened Senses -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(31), GftotA-Def/EndRdx/Rchg:40(31), GftotA-Def:40(40)
Level 32: Throw Spines -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(33), Posi-Dmg/Rchg:50(33), Posi-Dmg/Rng:50(33), Posi-Acc/Dmg/EndRdx:50(34), Acc-I:50(34)
Level 35: Impale -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(36), Thundr-Dmg/Rchg:50(36), Thundr-Acc/Dmg/Rchg:50(36), Thundr-Acc/Dmg/EndRdx:50(37), Acc-I:50(37)
Level 38: Boxing -- Acc-I:50(A)
Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(46)
Level 44: Weave -- GftotA-Def/EndRdx:40(A), GftotA-EndRdx/Rchg:40(45), GftotA-Def/EndRdx/Rchg:40(45), GftotA-Def:40(48)
Level 47: Strength of Will -- Aegis-Psi/Status:30(A)
Level 49: Caltrops -- P'ngTtl--Rchg%:50(A), RechRdx-I:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
Like I said before, one thing that cab be said for Fiery Aura is that everything you can get from the primary that actually helps keep you alive is all available by level 12. I am postponing Blazing Aura until after Stamina, but everything else will be there as soon as it comes up. And, as you note, Consume is too slow on the recharge, but it still helps a lot, especially in the painful teen levels, and you can get it at level 8.
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I've been intrigued enough that I rolled myself another Fire tanker on my home server. I used to have one there, but she was retired to Champion, not so much because she's Fire, but because she was /Energy Melee, and the two sets no longer have any synergy, if they ever did.
So I rolled as Fire/DB, a combination that appeals to me, largely because /DB is so demanding. And like Fire/EM they can look good together, and that's important.
I suspect that Fire is the /Regen of tanker primaries. In the late game it falls behind, but in the early game it gets real good, real fast. The equivalent of having a medium green in your tray every 40 seconds minimum (and even with level 10 IOs it's down to 30) is quite effective in making a low level tanker hard to stop. Looking forward to trying this out on team content like Posi and Synapse. -
Quote:I wonder how a tanker that completely lacked an aggro aura, and that had to rely solely on Taunt and Gauntlet, would play.If SR were watered down to not be overpowered on a tank people would scream bloody murder that its not on par with Shield Defense's defense numbers. The dev's options here are A) water it down and piss a lot of people off by doing so,
Wait .... there's always Willpower.... -
I'd play that if they made the tier 9 "Ablative Absolute". (If you don't know, don't ask....)
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Quote:Some Redside zones are better. Then there's Sharkhead, and from 20 to 25 there's nowhere else but Sharkhead. Most of my villains stall at around those levels.Better zones, better writing, better contacts, Mayhem Missions.
Only thing Blueside really has is better Epic pools.
Blueside has better TFs and better variety of things to fight. Any more, blueside I level by organizing TFs. Same rewards as old style arcs, and more of them. But nobody runs Silver Mantis to level.
And last time I ran a mayhem mission there were still simultaneous Longbow ambushes at the door, on a timed map where dying sends you to a jail you have to solo your way out of against team sized spawns. I usually handle mayhems any more by getting the exploration badge and leaving, letting them fail. If I want the temp power I put a few levels on the mission, or try to.
Most of mine are going to be moving the other way. -
Quote:Willpower is a bit harder to softcap than other primaries, but benefits quite powerfully from adding more smashing/lethal defense even if you don't hit 45%. Bringing it up to parity with your energy and elemental defense is a good first goal. Mine gets to just under 40% without sacrificing anything important, and that is quite good enough.Two bubbles away from 50 and I'm still not 100% sure I understand what the defense soft cap is. Can someone explain it to me? I've been playing for less than a year so there's a lot I don't know so please don't assume that I know what the base defense is or anything, I'm completely clueless... all I've done so far is select every defensive power in the WP set (skipped the self res) and took tough and weave also.
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Quote:Yeah. What the AE nerfs lost sight of is that this is a game that offers many slots on many servers. It's also a game whose appeal comes largely from experiencing the same content with different powersets and strategies. Given these factors, zero to max level in a week is not really a disaster: especially since now you get to outfit the characters you liked best with loot.AE brought a good chunk of veteran players back, because it was innovative, but then found them turning around and leaving after Posi spazzed out over leveling.
But Champions? Gaah. They couldn't keep my interest for two weeks. I haven't seen any indications that any updates address the pitiful melee play, or changed the reward structure to create incentives for social teaming while adding replayability. You can join someone's mission arc and run with it and earn your XP, inf, and drops even if you don't have the same contact active in this game. They. Didn't. Have. That. There. -
Quote:I've got a Dark/Ice tanker that I moved to Champion last month. May be helpful on that.And its Groundhog's day. Aside from some Red Caps in Katie TF, there isnt much else that pops out of the ground to play whack a groundhog with... so Im considering an all-tanker run at that. (I know how the last one turned out, but Katie only spawns L34 now, all 10 times, so her melee debuff should be as bad, plus we get out tier 9 secondaries now).
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Quote:For much of its career Dark Melee is a punching set, with a lot more finesse (including a Flurry style animation) than Super Strength, if you can find the right colors to tone down the smoke effect. You aren't required to take Touch of Fear or even Midnight Grasp; you'll be losing some damage if you did. I would nevertheless take Siphon Life.Secondary wise, EMs punches minus their pom pom effects or perhaps they can be toned down to the point of being mild glows might have been a possibility.
Invulnerability/Dark Melee is probably the toughest tank you can make outside of Granite.
Just mucking around, this is what I would make. This would be an expensive build. You wouldn't have quite as much damage as you might otherwise with these sets, but I stuck with what fits the concept. You have all the powers needed for a Superman character IMO: flight, speed, laser beam eyes, invulnerability, and throwing punches.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Hyperman: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dark Melee
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(13), RctvArm-ResDam:40(25), RctvArm-EndRdx:40(40)
Level 1: Shadow Punch -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(3), S'ngH'mkr-Dmg/Rchg:35(15), S'ngH'mkr-Dmg/EndRdx/Rchg:35(31), Acc-I:50(48), EndRdx-I:50(50)
Level 2: Dull Pain -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(5), Numna-Heal/EndRdx/Rchg:50(5), Mrcl-Heal:40(13), Mrcl-EndRdx/Rchg:40(48), Mrcl-Heal/EndRdx:40(48)
Level 4: Shadow Maul -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(7), M'Strk-Dmg/Rchg:50(7), M'Strk-Acc/EndRdx:50(15), M'Strk-Acc/Dmg/EndRdx:50(25), M'Strk-Dmg/EndRdx/Rchg:50(39)
Level 6: Swift -- Run-I:50(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(40), RctvArm-EndRdx:40(40)
Level 10: Air Superiority -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(11), S'ngH'mkr-Dmg/Rchg:35(11), S'ngH'mkr-Dmg/EndRdx/Rchg:35(31), Acc-I:50(37), EndRdx-I:50(50)
Level 12: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg/Rng:50(42), Mocking-Taunt/Rchg:50(43), Mocking-Taunt/Rng:50(43)
Level 14: Fly -- Flight-I:50(A)
Level 16: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(17), RgnTis-Regen+:30(17), Mrcl-Rcvry+:40(43)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(19), LkGmblr-Def/EndRdx/Rchg:50(19), LkGmblr-Rchg+:50(37), GSFC-Build%:50(37)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-EndMod:50(21), P'Shift-End%:50(46)
Level 22: Siphon Life -- Nictus-Heal:50(A), Nictus-Heal/HP/Regen/Rchg:50(23), Nictus-Acc/Heal:50(23), Nictus-Acc/EndRdx/Heal/HP/Regen:50(34), Nictus-Acc/EndRdx/Rchg:50(45)
Level 24: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A)
Level 26: Tough Hide -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(27), Ksmt-Def/EndRdx:30(27), Ksmt-ToHit+:30(50)
Level 28: Boxing -- Stpfy-Acc/Rchg:30(A), Stpfy-Acc/EndRdx:30(29), Stpfy-Acc/Stun/Rchg:50(29)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-EndRdx/Rchg:40(33), RctvArm-EndRdx:40(34)
Level 32: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-EndRdx/Rchg:50(33), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Rchg+:50(34)
Level 35: Smite -- C'ngImp-Acc/Dmg/Rchg:50(A), C'ngImp-Acc/Dmg:50(36), C'ngImp-Acc/Dmg/EndRdx:50(36), C'ngImp-Dmg/EndRdx:50(36)
Level 38: Hasten -- RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(39)
Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
Level 44: Laser Beam Eyes -- Dev'n-Acc/Dmg:50(A), Dev'n-Acc/Dmg/Rchg:50(45), Dev'n-Dmg/EndRdx:50(45), Dev'n-Acc/Dmg/EndRdx/Rchg:50(46), T'pst-EndDrn%:30(46)
Level 47: Physical Perfection -- P'Shift-End%:50(A)
Level 49: Super Speed -- Clrty-Stlth:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet