-
Posts
2089 -
Joined
-
This is the build I am using. It is a bit more team oriented. I skipped Dark Consumption: not up often enough to use as an attack, and not needed for endurance at all. I took 2 AoE powers from Earth Mastery for more aggro and control.
What does Acrobatics do for you?
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)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
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
-
Invuln w/o set bonuses can bet 90% resistance to physical damage easily, on top of more than 35% defense to the same, assuming Weave and Combat Jumping. This is equal to anything the game can throw at you that isn't aimed specifically at Inv's weakness. You can tank the STF with such a build; that has more to do with insps and team buffs than with your primary at any rate. Any defender or controller with a useful buff sett (i.e. most anything but Kinetics) can do more for you than any set bonuses as well.
My toughest tanker, my go to gal for master runs, is Inv/Dark Melee. She is soft capped on smash/lethal and in the mid to high 30s versus all but psy. She also has constantly renewing to hit debuffs on her target that make her defenses more effective; and she has a small but worthwhile self heal in her attack chain as well. This tanker is both tougher and a lot more fun than my stone/axe, who admittedly has not been IOed out due to lack of interest. -
This is the build I went with; it's all in place except for the Luck of the Gamblers. I am well pleased with the results.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Yansan: Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Electrical Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(9), LkGmblr-Def/EndRdx/Rchg:50(11), LkGmblr-Rchg+:50(15), ResDam-I:50(42), ResDam-I:50(42)
Level 1: Charged Brawl -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(13), T'Death-Dmg/EndRdx/Rchg:40(37), T'Death-Dam%:40(37)
Level 2: True Grit -- Heal-I:50(A), Heal-I:50(9), Heal-I:50(11), S'fstPrt-ResDam/Def+:30(15), ImpArm-ResDam:40(43), ImpArm-ResPsi:40(43)
Level 4: Jacobs Ladder -- Erad-Acc/Rchg:30(A), Erad-Dmg:30(5), Erad-Acc/Dmg/Rchg:30(5), C'ngBlow-Acc/Dmg:50(13), C'ngBlow-Acc/Rchg:50(36), C'ngBlow-Dmg/EndRdx:50(37)
Level 6: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)
Level 8: Against All Odds -- EndRdx-I:50(A), Taunt-I:50(43)
Level 10: Hurdle -- Jump-I:50(A)
Level 12: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(46)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(17), Numna-Regen/Rcvry+:50(17), RgnTis-Regen+:30(46)
Level 18: Thunder Strike -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(19), M'Strk-Dmg/Rchg:50(19), M'Strk-Acc/EndRdx:50(25), M'Strk-Acc/Dmg/EndRdx:50(25), M'Strk-Dmg/EndRdx/Rchg:50(34)
Level 20: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(21), P'Shift-End%:50(21)
Level 22: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(23), LkGmblr-Def/EndRdx/Rchg:50(23), LkGmblr-Rchg+:50(34)
Level 24: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg/Rng:50(36), Mocking-Taunt/Rchg:50(36), Mocking-Rchg:50(42)
Level 26: Shield Charge -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(27), M'Strk-Dmg/Rchg:50(27), M'Strk-Acc/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(33), RechRdx-I:50(50)
Level 28: Chain Induction -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(29), C'ngImp-Dmg/Rchg:50(29), C'ngImp-Acc/Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/EndRdx:50(33), C'ngImp-Dmg/EndRdx/Rchg:50(34)
Level 30: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(31), GSFC-ToHit/Rchg/EndRdx:50(31), GSFC-Rchg/EndRdx:50(40)
Level 32: One with the Shield -- Aegis-Psi/Status:50(A)
Level 35: Phalanx Fighting -- DefBuff-I:50(A)
Level 38: Lightning Rod -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(39), M'Strk-Dmg/Rchg:50(39), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(40), RechRdx-I:50(40)
Level 41: Boxing -- Stpfy-Acc/Rchg: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 -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-EndRdx/Rchg:50(48), LkGmblr-Rchg+:50(48)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 9.56% Defense(Smashing)
- 9.56% Defense(Lethal)
- 6.44% Defense(Fire)
- 6.44% Defense(Cold)
- 10.2% Defense(Energy)
- 10.2% Defense(Negative)
- 3% Defense(Psionic)
- 10.5% Defense(Melee)
- 8.94% Defense(Ranged)
- 9.88% Defense(AoE)
- 3.6% Max End
- 27.5% Enhancement(RechargeTime)
- 34% Enhancement(Accuracy)
- 10% FlySpeed
- 147.6 HP (7.88%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 5.5%
- MezResist(Immobilize) 6.05%
- MezResist(Sleep) 4.95%
- MezResist(Stun) 4.95%
- 8.5% (0.14 End/sec) Recovery
- 30% (2.35 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 8.5% Resistance(Psionic)
- 10% RunSpeed
-
Congratulations!
-
Quote:50 million is "buy it with merits" range for me; and if you have to wonder whether you could afford to spend 50 million, it probably is for you as well. You can buy two of them and have enough to take two random rolls.I very close to hitting 50 with my new Elec/Elec tank and I've managed to accrue about 450-500 Reward Merits. I'm looking to buy a few Eradication rares that are 200 merits but sell for about 50 million. What's my best bet:
Buy the Eradications with Merits?
I run a task force a night, usually, and usually run one on a levelling character. Most of my characters level on task forces. Merits are relatively easy for me to come by compared to inf; I buy what meets the character's needs, roll the rest, and pass the enhancements on to my banking character. Only on that character do I try to accumulate inf.
Taking random rolls means gambling, and you should only gamble with stuff you can afford to lose. You might hit the jackpot and end up with a bag full of Numinas and Miracles. Or you could end up with sniper and pet damage junk. -
Quote:If you're running Invulnerability, a lot of your survivability comes from defense, and endurance issues are going to be your biggest problem. Dark Melee is helping on both of those fronts.Hello guys, i've been playing CoH for a long time but I never got into the numbers. Was wondering if someone would be able to help me out. I'm trying to come up with a build that can solo AV's on hero side. I've been told DM is a very good set for that. I was also told by someone to go with SR but i'm not a big fan of SR. So.....I like willpower and Invuln, which one would be better for soloing? I would appreciate the feedback. Thanks!!!
With Willpower, your biggest issue is going to be surviving big alpha strikes. The small self heal of Dark Melee probably isn't going to see you through that.
I'd say the synergy is stronger for DM/Inv than DM/WP. My DM scrapper is DM/Reflex, and that scrapper definitely needs the endurance help from the attack set. The synergy might be even stronger than with DM/Inv, because /Inv starts with more base resistance, and as such can bounce back better than a WP or a Reflex with bad luck. -
This is the build that I am using. This scrapper rapidly became one of my favourite characters, especially since she was essentially rolled as a lark, to enter in a patriotic themed costume contest in July. I built her old-school and focused on hit points and regen rather than defense bonus; seems to work well enough, especially since she regularly uses three different kinds of recharge slows that offer the functional equivalent of defense. This is my favorite tanking scrapper; she can hold aggro, and control above the aggro limit using Caltrops.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Betsy Ross (goal): Level 50 Mutation 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 -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Acc/Dmg/EndRdx:50(3), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Acc/Dmg:50(37), Hectmb-Dam%:50(46)
Level 1: High Pain Tolerance -- Numna-Heal:50(A), Numna-Heal/Rchg:50(5), Numna-Heal/EndRdx/Rchg:50(7), TtmC'tng-ResDam:50(43), TtmC'tng-ResDam/Rchg:50(43), TtmC'tng-ResDam/EndRdx:50(50)
Level 2: Spine Burst -- Sciroc-Acc/Dmg:50(A), Sciroc-Acc/Rchg:50(5), Sciroc-Acc/Dmg/EndRdx:50(7), Sciroc-Dmg/Rchg:50(15), Sciroc-Dmg/EndRdx:30(40)
Level 4: Fast Healing -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(9), Numna-Heal/Rchg:50(9)
Level 6: Air Superiority -- Mako-Acc/Dmg:50(A), Mako-Acc/EndRdx/Rchg:50(11), Mako-Acc/Dmg/EndRdx/Rchg:50(46)
Level 8: Impale -- Dev'n-Acc/Dmg:50(A), Dev'n-Acc/Dmg/Rchg:50(13), Dev'n-Acc/Dmg/EndRdx/Rchg:50(13), Dev'n-Dmg/Rchg:50(40), Entrpc-Acc/Dmg:35(40), Entrpc-Heal%:35(46)
Level 10: Indomitable Will -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Rchg+:40(15)
Level 12: Swift -- Run-I:50(A)
Level 14: Fly -- Flight-I:50(A)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(17), Numna-Heal/Rchg:50(17), DarkWD-Rchg/EndRdx:50(42), DarkWD-Slow%:50(43), Taunt-I:50(50)
Level 18: Health -- RgnTis-Heal/EndRdx:30(A), RgnTis-Heal/Rchg:30(19), RgnTis-Regen+:30(19)
Level 20: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(21), P'Shift-EndMod/Rchg:50(21)
Level 22: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(23), Efficacy-EndMod/Acc:50(23)
Level 24: Mind Over Body -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/EndRdx/Rchg:50(25), TtmC'tng-ResDam:50(25), Aegis-ResDam/EndRdx:50(42)
Level 26: Ripper -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(27), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(37)
Level 28: Quills -- M'Strk-Dmg/EndRdx:50(A), HO:Nucle(29), P'ngTtl-Acc/EndRdx:50(29), P'ngTtl-Dmg/Slow:50(37), P'ngTtl-Acc/Slow:50(39), P'ngTtl--Rchg%:50(39)
Level 30: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(31), LkGmblr-Def:50(34), LkGmblr-Rchg+:50(39)
Level 32: Throw Spines -- Posi-Dam%:50(A), Posi-Dmg/Rng:50(33), Posi-Dmg/EndRdx:50(33), Posi-Acc/Dmg:50(33), Posi-Acc/Dmg/EndRdx:50(34), Posi-Dmg/Rchg:50(34)
Level 35: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(36), AdjTgt-EndRdx/Rchg:50(36), RechRdx-I:50(36)
Level 38: Strength of Will -- S'fstPrt-ResDam/Def+:30(A)
Level 41: Boxing -- Stpfy-Acc/Rchg:50(A), Stpfy-Acc/EndRdx:50(42)
Level 44: Tough -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-EndRdx/Rchg:50(45), ImpArm-ResDam/EndRdx:40(45), ImpArm-ResDam:40(45)
Level 47: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(48), GftotA-Def/EndRdx/Rchg:40(48), GftotA-EndRdx/Rchg:40(48)
Level 49: Caltrops -- RechRdx-I:50(A), P'ngTtl--Rchg%:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 4.88% Defense(Smashing)
- 4.88% Defense(Lethal)
- 4.56% Defense(Fire)
- 4.56% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 6.75% Defense(Melee)
- 3% Defense(Ranged)
- 6.13% Defense(AoE)
- 1.8% Max End
- 52% Enhancement(Accuracy)
- 31.3% Enhancement(RechargeTime)
- 2.5% Enhancement(FlySpeed)
- 2.5% Enhancement(JumpHeight)
- 2.5% Enhancement(JumpSpeed)
- 2.5% Enhancement(RunSpeed)
- 5% FlySpeed
- 276.1 HP (20.6%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 5.5%
- MezResist(Sleep) 9.35%
- MezResist(Stun) 2.2%
- 11% (0.18 End/sec) Recovery
- 88% (4.92 HP/sec) Regeneration
- 4.08% Resistance(Fire)
- 1.58% Resistance(Cold)
- 1.26% Resistance(Energy)
- 4.39% Resistance(Negative)
- 3.13% Resistance(Toxic)
- 9% RunSpeed
-
-
Quote:On my shield/electric tanker, I skipped Havoc Punch in favor of Jacob's Ladder. Not sure I would do this the same way again; despite being a slightly wider cone on paper, it seems to be even harder to hit more than one target with Jacob's Ladder than it is with Shadow Maul. Not sure why.Hmm... I think I'll be going Shield/. Any suggested skippable attacks?
I also skipped Lightning Clap, of course. -
Quote:I have several scrappers that can tank just about anything. I would not choose to tank Statesman Task Force on a scrapper for a master run, but about anything less demanding, a scrapper with an aura can handle it.Ultimately, several Scrapper sets offer good aggro control. Don't underestimate them. My recent Kat/Inv Scrapper had two Tanks taunting Freakshow bosses off him and they couldn't break the aggro lock they had on me. Not that I minded, but it was funny as hell.
I'd rather have my Spines/WP scrapper tank Lady Grey than any of my tankers, including my Willpower tankers. Willpower is the defensive set you want versus Rikti; and I know that the scrapper's debuffs and slows will do more to protect a team than any tanker attack set, especially when you have huge spawns like you run into on some rooms there. With caltrops (yes, caltrops) and slows, I can control over the aggro cap with that scrapper.
I've tanked the ITF several times on an electric/shield scrapper, who brings a lot of burst damage and as such can hold aggro if needed without Confront. That scrapper is still levelling and doesn't even have Weave yet.
I tend to wonder what's going wrong when I play my Reflex and Regen scrappers. They don't have taunt auras and mobs run right past.
IO sets can erase the defensive difference between Scrappers and SO-slotted tankers; this tends to make some of them adequate tanks. This concerns me sometimes, for the obvious reason. My unsurprising recommendations would be that tankers need greater offensive sustainability - i.e. lower endurance costs - to enable them to fight their wars of attrition; and that giving any tanker powerset a weaker taunt aura is a mistake. -
If this is slotted in either Phalanx Fighting or Grant Cover, will the to hit bonus affect teammates as well as the player?
I put one in Phalanx Fighting; the character in question does not have GC yet and may not take it. -
I must admit, when I saw this posted as a guide, I was expecting something a bit different than an editorial.
Some actual guide style information might be a worthwhile addition - how do you find the toggle in the options, for instance. The sorts of things it can and cannot filter. Foreign language implications; I do know that the boards do not like a very common Latin word, found in the expression "magna *** laude", which has always struck me as overzealous.
There are other filters in play, such as the names filter, that ought to be explained. I was dumbstruck when I learned that I could not name one of my mastermind's ninjas "Saddam" directly. -
The issues you will have with Granite are going to be present with any secondary to choose to some extent or another. I am not a huge fan of Stone Armor. I do have a level 50 Stone tanker, Stone/Battle Axe, in fact, but I've no desire to play the set again with a different secondary.
-
Burn is like Caltrops without the slow.
-
Quote:My Shield/Electric tanker is great fun, and levelled very quickly; she hit 50 about a month after i16 went live.I've been meaning to give ELM a try, since it's one of the few secondaries I've played all the way through. But having no experience with it, I was wondering what other Tanker fanatics have found to be a good primary to go with it.
Willpower/Electric sounds promising also. You can probably postpone Stamina a bit longer than I usually do. The splash damage should help you hold the attention of more mobs at a time.
I also considered Fire/Electric. That would also be an offense oriented, AoE based character. I went with Shield instead b/c defense currently trumps resistance in PvE. -
My counsel would be to roll a companion Scrapper and give that character the recharge stuff, and stick with the Defense build on your tanker.
A strategy based on recharge and killing stuff fast rather than outlasting the enemies is simply likelier to work on the Scrapper, and softcapping the Scrapper is going to be very expensive by comparison. -
When my newest scrapper turned 32 I started looking into assembling her some Multi-Strike sets. They were scarce as hen's teeth in the 35-40 level range; with For Sale Only turned on, there were many, many gaps in the available recipes and crafted buttons.
I am lucky that I had been stockpiling some of the Kinetic Combats I slotted; she wants three sets of four. The supply has been fairly good, largely because I was willing to accept the Knockdown proc. Also, the zombie events dropping level 30 stuff may have impacted their availability. I did have to fill out the sets with direct merit purchases twice, though. -
Quote:I always try to put myself between an ambush and teammates. This takes a view of the whole situation; odds are the ambush is coming in from behind.To each their own. I can remember multiple times that I have stopped teamwipes by being a "rogue male" and obliterating an ambush that caught the team unawares. And yes, I eat alphas whenever needed and survive. I am not saying that it is always wise for a scrapper to go all scrapperlock, but it isn't always the best move for a tanker to just play mother-hen. If a spawn dies, what does it really matter?
-
Quote:This is what I did with mine. But frankly, if you six slotted Phalanx Fighting and One with the Shield, what you need most urgently is to respec and put those slots to use elsewhere. That's going to do more for you than any set bonus you could ask for.Ive been 50 about a week now. been running with 50 generic IO's and ready to start looking for what sets i could use.
deflection
truegrit
phalanx fighting
shield charge
One with the Shield
all 6slotted
just looking for ideas to plug into these slots.
thanks any input would be grateful
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Yansan: Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Electrical Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(9), LkGmblr-Def/EndRdx/Rchg:50(11), LkGmblr-Rchg+:50(15), ResDam-I:50(42), ResDam-I:50(42)
Level 1: Charged Brawl -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(13), T'Death-Dmg/EndRdx/Rchg:40(37), T'Death-Dam%:40(37)
Level 2: True Grit -- Heal-I:50(A), Heal-I:50(9), Heal-I:50(11), S'fstPrt-ResDam/Def+:30(15), ImpArm-ResDam:40(43), ImpArm-ResPsi:40(43)
Level 4: Jacobs Ladder -- Erad-Acc/Rchg:30(A), Erad-Dmg:30(5), Erad-Acc/Dmg/Rchg:30(5), C'ngBlow-Acc/Dmg:50(13), C'ngBlow-Acc/Rchg:50(36), C'ngBlow-Dmg/EndRdx:50(37)
Level 6: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)
Level 8: Against All Odds -- EndRdx-I:50(A), Taunt-I:50(43)
Level 10: Hurdle -- Jump-I:50(A)
Level 12: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(46)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(17), Numna-Regen/Rcvry+:50(17), RgnTis-Regen+:30(46)
Level 18: Thunder Strike -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(19), M'Strk-Dmg/Rchg:50(19), M'Strk-Acc/EndRdx:50(25), M'Strk-Acc/Dmg/EndRdx:50(25), M'Strk-Dmg/EndRdx/Rchg:50(34)
Level 20: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(21), P'Shift-End%:50(21)
Level 22: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(23), LkGmblr-Def/EndRdx/Rchg:50(23), LkGmblr-Rchg+:50(34)
Level 24: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg/Rng:50(36), Mocking-Taunt/Rchg:50(36), Mocking-Rchg:50(42)
Level 26: Shield Charge -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(27), M'Strk-Dmg/Rchg:50(27), M'Strk-Acc/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(33), RechRdx-I:50(50)
Level 28: Chain Induction -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(29), C'ngImp-Dmg/Rchg:50(29), C'ngImp-Acc/Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/EndRdx:50(33), C'ngImp-Dmg/EndRdx/Rchg:50(34)
Level 30: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(31), GSFC-ToHit/Rchg/EndRdx:50(31), GSFC-Rchg/EndRdx:50(40)
Level 32: One with the Shield -- Aegis-Psi/Status:50(A)
Level 35: Phalanx Fighting -- DefBuff-I:50(A)
Level 38: Lightning Rod -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(39), M'Strk-Dmg/Rchg:50(39), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(40), RechRdx-I:50(40)
Level 41: Boxing -- Stpfy-Acc/Rchg: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 -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-EndRdx/Rchg:50(48), LkGmblr-Rchg+:50(48)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 9.56% Defense(Smashing)
- 9.56% Defense(Lethal)
- 6.44% Defense(Fire)
- 6.44% Defense(Cold)
- 10.2% Defense(Energy)
- 10.2% Defense(Negative)
- 3% Defense(Psionic)
- 10.5% Defense(Melee)
- 8.94% Defense(Ranged)
- 9.88% Defense(AoE)
- 3.6% Max End
- 27.5% Enhancement(RechargeTime)
- 34% Enhancement(Accuracy)
- 10% FlySpeed
- 147.6 HP (7.88%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 5.5%
- MezResist(Immobilize) 6.05%
- MezResist(Sleep) 4.95%
- MezResist(Stun) 4.95%
- 8.5% (0.14 End/sec) Recovery
- 30% (2.35 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 8.5% Resistance(Psionic)
- 10% RunSpeed
-
Quote:Electric melee does feel slow to me, especially on my tanker; I took Jacob's Ladder rather than Havoc Punch, thinking it was more like Shadow Maul. And now I'm using it for set bonuses too, which means it costs to respec.But I don't enjoy electrical melee. I do not like it on three out of four melee ATs, so I am not sure how I'd like it on #4.
On the other hand, its multi target ability is second to none; superior to Fire for aggro holding, despite some of the additional target damage really being splash damage rather than full damage; and its utility is superior as well. Every melee attack set that gets added to the game pushes Energy Melee further down the list of recommendable sets. Even Carp Melee would be better. -
Quote:I happily am a slow tanker. I'm a mother bear, not a rogue male. Rather than rush ahead to the next spawn, I always have a weather eye out for ambushes, control escapees, getaway mobs.I kind of have to comment on the Superscout scrappers, because I am one. I do sometimes jump ahead of a slow tank.
If I'm needed to take point, I will. But if a scrapper wants to run ahead and eat an alpha, just makes my life easier. They'll either die or they'll live and maybe kill something. I know my scrappers can take it. Maybe yours can too. I will live picking up the pieces. And I'll have more fun knowing I'm keeping the defenders, controllers, and blasters alive. They're helping keep me alive as well. The leapfrog scrapper is just keeping things interesting. -
This is my WP/SS tanker's build; the whole thing is in place except for some of the Numinas and LotGs in Weave; the current to-do list does not affect the build's usefulness. Some choices are idiosyncratic, like the Rage slotting.
All IO set builds are focused on the player's priorities, and different players will want different things. This character is quite adequate as a team tanker, holds aggro, is quite hard to kill, and solos well at large numbers of targets without panting.
Hero Plan by Mids' Hero Designer 1.601
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)
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), Heal-I:50(19), Heal-I:50(21)
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 -- Annoy-Taunt:20(A), Annoy-Taunt/Rchg:20(48), Annoy-Taunt/Rchg/Rng:20(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 -- Rope-Acc/Rchg:50(A), Rope-Acc/EndRdx:50(36)
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
------------
Set Bonus Totals:- 11% DamageBuff(Smashing)
- 11% DamageBuff(Lethal)
- 11% DamageBuff(Fire)
- 11% DamageBuff(Cold)
- 11% DamageBuff(Energy)
- 11% DamageBuff(Negative)
- 11% DamageBuff(Toxic)
- 11% DamageBuff(Psionic)
- 26.1% Defense(Smashing)
- 26.1% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 18.3% Defense(Melee)
- 4.25% Defense(Ranged)
- 5.5% Defense(AoE)
- 33% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 5% FlySpeed
- 253 HP (13.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 13.2%
- MezResist(Stun) 2.2%
- 20% Perception
- 1.5% (0.03 End/sec) Recovery
- 58% (4.54 HP/sec) Regeneration
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 3% Resistance(Psionic)
- 5% RunSpeed
-
Quote:Not at all. But some useful things sell for more than around 15-20M inf, and that's fairly close to what a typical character carries. I do have a stable of about 18 regularly played heroes on my home server, and around 8 villains. Using a banker means that I can afford to buy things that cost more than what any one single character is likely to own.And I don't see the utility of concentrating your inf on one character unless you're into bigtime marketeering.
Quote:Or a richer character can buy it for them and stick it in base storage.
It seems to me you're needlessly complicating the whole process.
Quote:Devoting several ROOMS of a base to storing junk that can nearly always be bought for a few thousand inf?
What an INCREDIBLE waste of resources.
It costs the princely sum of 1900 prestige to keep the base storage operational, and one levelling character can make that with a couple of radio missions. "Waste" suggests there's something more worthwhile to do with a SG base. I already have the teleporters, and obviously a lot of storage and crafting stuff. What else is there? -
Quote:For me, there are other considerations. Making inf is one goal of several.Even at the absolute height of MA fever, when many uncommons and some commons were regularly selling for 100k+, it just wasn't an efficient use of tickets compared to rolling bronze.
It's also important to me to make inf useful to me, by concentrating it on a banker character. This mean that valuable but unneeded recipes must be crafted, so that the resulting enhancement can be sold by the banker. If the recipe itself would simply be auctioned off by the character that got it via rolls or drops, then the inf would be scattered over multiple characters. That's what I try to avoid now.
I anticipate my character's wants. The banker bids recipes before they are needed and crafts them if they come available. If the market price is ridiculous or the bids fail, my characters buy with merits straight up and roll any leftovers. The banker makes sure the right salvage is available.
This means that I have to be able to craft stuff. Several rooms of my bases are devoted to salvage storage, so I usually have what I need to craft the drops. If I don't, I will look first to the market; the banker will buy what's needed and put it in the base. But if what's on the market is above an arbitrary cutoff point - usually around 2K for commons, 15K for uncommons and 1.2M for rares - that means its a ticket buy or at least roll-at. I do a fair amount of messing around in MA, so most of my characters have more than enough tickets to buy rare salvage to order. -
Congratulations on getting to level 50!
Now, as to your build, my impression is that you have over-slotted your defenses at the expense of your attacks. The still resented business of "enhancement diversification" sought to penalize players from focusing on their powers' core functions as the second in a series of Jack Emmert's disastrous nerfs. The bottom line is that more than three of the same enhancement in any one given power is a waste.
This means that a purely resistance toggle gets four slots max: three resistance, one endurance reduction, or the equivalent in set IOs. Attacks need more slots because they have more stuff you can enhance: damage, accuracy, endurance cost, recharge rate.
So six slotting Quick Recovery is a waste. You should swap one of the Damage Resistances in High Pain Tolerance to a third Health. All of your defenses are overslotted if they have more than three of any one kind of button in them.
You need three Recharges in Rage.
I would dump the Presence pool; you have all the necessary tools in your primary and secondary as a Tanker. I would instead pick up the Fitness pool. Getting both Health and Stamina involves building on your strengths.
I would drop Hand Clap like a hot potato. You are a Willpower tanker. The mob that gets knocked away from being next to you is the mob you could lose aggro on.
I wrote a couple guides you may find interesting: