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This build is a reworking of the WP/DM build above, re-focussed on defense while trying to preserve the basics:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Melaena: Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Dark Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Heal-I:50(A), Heal-I:50(3), Heal-I:50(3), ResDam-I:50(43), ResDam-I:50(43)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(37), Acc-I:50(39)
Level 2: Fast Healing -- RgnTis-Heal/EndRdx:30(A), RgnTis-Heal/Rchg:30(5), RgnTis-Regen+:30(7)
Level 4: Shadow Maul -- M'Strk-Dmg/EndRdx:50(A), M'Strk-Acc/Dmg:50(7), M'Strk-Dmg/Rchg:50(9), M'Strk-Acc/EndRdx:50(25), M'Strk-Acc/Dmg/EndRdx:50(42), M'Strk-Dmg/EndRdx/Rchg:50(42)
Level 6: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Rchg+:50(34)
Level 8: Rise to the Challenge -- DarkWD-Slow%:50(A), Numna-Heal/EndRdx:50(11), Numna-Heal:50(11), Numna-Heal/EndRdx/Rchg:50(13), Taunt-I:50(17), Taunt-I:50(17)
Level 10: Air Superiority -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(34), KntkC'bat-Dmg/Rchg:35(43), Acc-I:50(46)
Level 12: Quick Recovery -- EndMod-I:50(A), Efficacy-EndMod/Rchg:50(15), Efficacy-EndMod:50(15)
Level 14: Fly -- Srng-Fly:50(A), Srng-EndRdx:50(45)
Level 16: Swift -- Run-I:50(A)
Level 18: Health -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(19), Numna-Regen/Rcvry+:50(19)
Level 20: Stamina -- P'Shift-EndMod/Rchg:50(A), P'Shift-EndMod:50(21), P'Shift-End%: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(25), RctvArm-EndRdx:40(34)
Level 24: Taunt -- Mocking-Taunt/Rchg/Rng:50(A)
Level 26: Siphon Life -- Nictus-Acc/Heal:50(A), Nictus-Acc/EndRdx/Rchg:50(27), Nictus-Acc/EndRdx/Heal/HP/Regen:50(27), Nictus-Heal/HP/Regen/Rchg:50(31), Nictus-Heal:50(33)
Level 28: Soul Drain -- GSFC-Build%:50(A), GSFC-ToHit/Rchg:50(29), GSFC-ToHit:50(29), GSFC-ToHit/Rchg/EndRdx:50(33), GSFC-Rchg/EndRdx:50(40), GSFC-ToHit/EndRdx:50(42)
Level 30: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(31), LkGmblr-EndRdx/Rchg:50(31), LkGmblr-Rchg+:50(37)
Level 32: Strength of Will -- S'fstPrt-ResDam/Def+:30(A)
Level 35: Touch of Fear -- SipInsght-Acc/ToHitDeb:50(A), SipInsght-Acc/EndRdx/Rchg:50(36), SipInsght-ToHitDeb:50(36), SipInsght-Acc/Rchg:50(36), SipInsght-ToHitDeb/EndRdx/Rchg:50(37)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(40), C'ngImp-Acc/Dmg:50(40), Acc-I:50(45)
Level 41: Boxing -- Acc-I:50(A)
Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(46), RctvArm-ResDam:40(46), RctvArm-EndRdx:40(48)
Level 47: Salt Crystals -- LgcRps-Acc/Rchg:50(A), LgcRps-Acc/EndRdx:50(48), LgcRps-Acc/Sleep/Rchg:50(48), LgcRps-Acc/Sleep:50(50)
Level 49: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/EndRdx/Rchg:50(50), RedFtn-Def:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet -
This is a "traditional" WP/DM goal build, which is around 70% complete on the character I made it for. All of my builds show reasonable generic IO / SO slotting; I am very reluctant to move slots into a power I wouldn't give them to ordinarily just to chase set bonuses; no six slotted Taunt for me &c. This build focuses on +hit point and +regeneration bonuses (which is what I mean by "traditional").
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Melaena: Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Dark Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Heal-I:30(A), Heal-I:30(3), Heal-I:30(3), S'fstPrt-ResDam/EndRdx:30(34), S'fstPrt-ResDam/Def+:30(43), S'fstPrt-ResKB:30(46)
Level 1: Shadow Punch -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(5), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/EndRdx:50(37), C'ngImp-Dmg/Rchg:50(39)
Level 2: Fast Healing -- RgnTis-Heal/EndRdx:30(A), RgnTis-Heal/Rchg:30(5), RgnTis-Regen+:30(7), Heal-I:50(50)
Level 4: Shadow Maul -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(7), Erad-Acc/Rchg:30(9), Erad-Dmg/Rchg:30(25), DarkWD-Rchg/EndRdx:50(42), DarkWD-ToHitdeb/Rchg/EndRdx:50(42)
Level 6: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Rchg+:50(34)
Level 8: Rise to the Challenge -- EndRdx-I:40(A), Numna-Heal/EndRdx:40(11), Numna-Heal:40(11), Numna-Heal/EndRdx/Rchg:50(13), Taunt-I:50(17), Taunt-I:50(17)
Level 10: Air Superiority -- Acc-I:50(A), T'Death-Acc/Dmg:40(13), T'Death-Acc/Dmg/EndRdx:40(43), T'Death-Dmg/EndRdx:40(46)
Level 12: Quick Recovery -- EndMod-I:50(A), Efficacy-EndMod/Rchg:50(15), Efficacy-EndMod:50(15)
Level 14: Fly -- Srng-Fly:50(A), Srng-EndRdx:50(45), Winter-ResSlow:50(45)
Level 16: Swift -- Run-I:50(A)
Level 18: Health -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(19), Numna-Regen/Rcvry+:50(19)
Level 20: Stamina -- P'Shift-EndMod/Rchg:50(A), P'Shift-EndMod:50(21), P'Shift-End%:50(21)
Level 22: Mind Over Body -- TtmC'tng-ResDam/EndRdx:40(A), TtmC'tng-ResDam/EndRdx/Rchg:40(23), TtmC'tng-ResDam:40(23), Aegis-ResDam/EndRdx:40(34)
Level 24: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(25)
Level 26: Siphon Life -- Nictus-Acc/Heal:50(A), Nictus-Acc/EndRdx/Rchg:50(27), Nictus-Acc/EndRdx/Heal/HP/Regen:40(27), RechRdx-I:40(31), Acc-I:50(33)
Level 28: Soul Drain -- GSFC-Build%:50(A), GSFC-ToHit/Rchg:50(29), RechRdx-I:50(29), RechRdx-I:50(33), Acc-I:50(48)
Level 30: Heightened Senses -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/EndRdx/Rchg:40(31), LkGmblr-EndRdx/Rchg:40(31), LkGmblr-Rchg+:40(37)
Level 32: Strength of Will -- ResDam-I:40(A)
Level 35: Touch of Fear -- Abys-Acc/Rchg:50(A), Abys-EndRdx/Fear:50(36), Abys-Acc/EndRdx:50(36), Abys-Fear/Rng:50(36), Abys-Acc/Fear/Rchg:50(37)
Level 38: Midnight Grasp -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/Rchg:50(40), C'ngImp-Dmg/EndRdx/Rchg:50(40), Acc-I:50(40)
Level 41: Salt Crystals -- CSndmn-Acc/Rchg:30(A), CSndmn-Acc/EndRdx:30(42), CSndmn-Acc/Sleep/Rchg:30(43), CSndmn-Sleep/Rng:50(46)
Level 44: Boxing -- Stpfy-Acc/Rchg:40(A), Stpfy-Stun/Rng:50(45)
Level 47: Tough -- TtmC'tng-ResDam/EndRdx:40(A), TtmC'tng-ResDam/EndRdx/Rchg:50(48), ResDam-I:50(48)
Level 49: Weave -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/EndRdx/Rchg:40(50), S'dpty-EndRdx:40(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
By way of contrast, this WP/SS goal build is "non-traditional". Instead of chasing +HP and +regen, this build focuses on defense bonuses, which were recently buffed, and as such this build will be much more costly if built through the AH. This tanker is 47; several key sets are already in place, and the results have been very satisfactory so far. Dark Melee can pursue similar bonuses with exotic sets; fiddle with it.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Hypsiste (goal): Level 50 Mutation 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(33), TtmC'tng-ResDam:30(34), TtmC'tng-ResDam/EndRdx:50(36), TtmC'tng-ResDam/Rchg:50(36)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(43), Acc-I:50(46)
Level 2: Fast Healing -- Heal-I:50(A), Heal-I:50(5), Heal-I:50(37)
Level 4: Haymaker -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(7), T'Death-Dmg/Rchg:40(15), T'Death-Acc/Dmg/EndRdx:40(17), T'Death-Dmg/EndRdx/Rchg:40(34), T'Death-Dam%:40(40)
Level 6: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(7), LkGmblr-Rchg+:50(43)
Level 8: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(9), Dct'dW-Heal/EndRdx:50(9), DarkWD-Slow%:50(11), Taunt-I:50(15), Taunt-I:50(17)
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(50)
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), Mrcl-Heal/EndRdx:40(19), Mrcl-Heal:40(19), Mrcl-Rcvry+:40(46)
Level 20: Knockout Blow -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(21), KntkC'bat-Acc/Dmg:35(21), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(34)
Level 22: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-EndRdx/Rchg:40(23), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam:40(31), RctvArm-ResDam/EndRdx/Rchg:40(33)
Level 24: Taunt -- Annoy-Taunt:20(A), Annoy-Taunt/Rchg:20(46), Annoy-Taunt/Rchg/Rng:20(48)
Level 26: Stamina -- EndMod-I:50(A), EndMod-I:50(27), P'Shift-End%:50(27)
Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29), Rec'dRet-Pcptn:20(37), Rec'dRet-ToHit/Rchg:20(43)
Level 30: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(31), LkGmblr-Def:50(31), LkGmblr-Def/Rchg:50(33)
Level 32: Strength of Will -- S'fstPrt-ResDam/Def+:30(A)
Level 35: Boxing -- Stpfy-Acc/Rchg:50(A), Stpfy-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-EndRdx:40(42), RctvArm-ResDam:40(48)
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 -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(48)
Level 49: Melt Armor -- ExVuln-DefDeb:20(A), ExVuln-DefDeb/Rchg:20(50), ExVuln-DefDeb/Rchg/EndRdx:20(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet -
If I bring a brute over to hero side, it will be because I like that character.
If I bring a tanker over to villain side, it will be to have a character on that side with tanker defenses.
Just in terms of pure game play, I'd much rather play through the LRSF on a tanker than I would play through the STF on a brute. LRSF on a tanker sounds like fun. STF on a brute sounds frustrating and unpleasant.
I do have a tanking brute redside. That would be the one I would pull heroside in a trice. Then again, I have a tanking scrapper as well. Stephen Leacock wrote, "There is an elephant in the zoo that can count up to ten, yet I refuse to reckon myself his inferior." -
Tankers are not "broken". Some powersets have problems, but tankers as a whole are fine.
The endurance mechanic and mandatory Stamina are a major problem, though, especially since the pace of play they force for new players, and the non-obviousness of the fix, do not show the game at its best. This is hardly a problem confined to Tankers; it is general to all non-primary-DPS and some DPS sets. -
IIRC an ice tanker gets to just under 36% defense versus smash, lethal, energy, and negative energy. This assumes Combat Jumping and Weave, no Maneuvers.
Shield tankers actually have it better IMO; with the same assumptions they get just under 41% defense versus melee/ranged/AoE attacks, which is both better defense and better general coverage than the Ice tanker gets. This is on top of resistance and a great attack. You are very close to the soft cap if two scrappers are beside you. My Shield/Mace hit the goal all three ways with three sets of Multi-strike, an inexpensive set for PBAOE; and a couple other minor bonuses.
Ice, of course, has utility, including combat rest, two aggro auras, +recovery, and self heal lacked by Shield. -
Quote:That's it - which is why I tend to dislike the STF. Team composition is very important, and so is preparation by having purchased the right inspirations to bring. That's just wrong for this game.The issue with making an MoSTF tanker is making sure you either have good support or a lot of tier 3 inspirations. No amount of regen will prevent Ghost Widow's hax hold, or Lord Recluse spamming Chaingun (2 hits will kill anything), or a moron teammate getting too close when an AV uses a nuke and getting flattened.
PS: I've tanked MoSTF on my invuln several times, so you don't "need" a Stone to do it =P
But it doesn't matter what your tanker primary is. Fire can do it, and Stone has only the slightest of advantages. All it takes is the right team composition and bringing a tray full of the correct inspirations. In other words, player connections and cash. -
Quote:There's already a fair amount of what you're doing in game lore, especially as it relates to Spanky Rabinowitz, former mayor - see the Researcher historical badge for some background.Any Bay area or architecture fan CoX fans might know something of the story- how railroad monopolies and others almost killed that bridge dead to preserve their own interests. The idea I had involved some comic railroad fatcats, raging NIMBY's, some kidnapped engineers, and a present-day tolltaker who worries that if efforts to go back and change the past succeed, he's gonna lose his job.
I'm not someone who shies away from even contemporary satire and hot button issues, so my advice may not be worth much. But I'd say go for it. -
Quote:This is pretty much how I feel about it. I wouldn't delete my stone tanker; she now counts as my second oldest level 50, after Heraclea. On the other hand, I rolled the stone tanker during the dark days of i5 and the GDN, mostly because I wanted to have a tanker in place that would be largely unaffected by them. After having taken a bit of a vacation from the game for a while after i6 and returning, finding the grass even less green over yonder, I no longer feel the need for a stone tanker that I felt when I made and levelled her.I agree about Stone .... for my own personal tastes I found Stone just so boring to play that deleting then was my most gratifying moment after making them. It's a great set from a pure tanking point of view ... just not necessary imo (if you're into power building) for this game.
If it were possible to retain human appearance while in Granite, I might dust her off and work on getting her some set bonuses. I've never run the STF with her; I'm not even sure I've run the ITF. Until then, she's with the ice tanker and the dark armor tanker: kept mostly for the sake of owning the complete set. -
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I have a Shield/Mace tanker who got to level 50 reasonably fast. This tanker self caps to both melee and AoE damage, and is just a hair shy of the mark versus ranged damage. This is my favourite tank to take into the new Dr Kahn task force. Made it there with a very minimal investment of set IO bonuses - the cheap ones like Multi Strike are easily good enough, and as Shield/Mace you can easily install several sets.
It has the usual problems of defense sets. It only gets really good late in the game. Exemping down is bad: you lose whole fields of defense when you lose the powers. Endurance is a bit of an issue, at least until you get IO sets with reduction in your major attacks.
Finding a character concept you want to play is a lot more important than picking sets for uberl33tness. The main thing is whether you can sustain interest in the character. -
I am currently building an Inv/SS tanker under a very different philosophy. I am essentially trying to create an Invuln tanker in Willpower by focussing on smashing/lethal defense bonuses. Currently this tanker is at level 47; and compared to the results achieved by my WP/DM tanker that was built, like you are proposing, around regeneration and +HP, I am quite pleased with the result so far.
I've got many of the key sets in place, although not always at max levels. I currently have Multistrike in Foot Stomp rather than Obliteration, and I may leave it there; it seems a more well rounded set generally, and gives me some of what I am after, although not as much as Obliteration does on paper.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Hypsiste (goal): Level 50 Mutation 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- (A) Numina's Convalescence - Heal
- (5) Numina's Convalescence - Heal/Endurance
- (33) Numina's Convalescence - Heal/Recharge
- (34) Titanium Coating - Resistance
- (36) Titanium Coating - Resistance/Endurance
- (36) Titanium Coating - Resistance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (3) Kinetic Combat - Damage/Recharge
- (43) Kinetic Combat - Damage/Endurance/Recharge
- (46) Accuracy IO
- (A) Healing IO
- (5) Healing IO
- (37) Healing IO
- (A) Touch of Death - Accuracy/Damage
- (7) Touch of Death - Damage/Endurance
- (15) Touch of Death - Damage/Recharge
- (17) Touch of Death - Accuracy/Damage/Endurance
- (34) Touch of Death - Damage/Endurance/Recharge
- (40) Touch of Death - Chance of Damage(Negative)
- (A) Luck of the Gambler - Defense/Endurance
- (7) Luck of the Gambler - Defense/Endurance/Recharge
- (43) Luck of the Gambler - Recharge Speed
- (A) Numina's Convalescence - Heal
- (9) Numina's Convalescence - Heal/Endurance
- (9) Doctored Wounds - Heal/Endurance
- (11) Dark Watcher's Despair - Chance for Recharge Slow
- (15) Taunt Duration IO
- (17) Taunt Duration IO
- (A) Kinetic Combat - Accuracy/Damage
- (11) Kinetic Combat - Damage/Endurance
- (37) Kinetic Combat - Damage/Recharge
- (50) Kinetic Combat - Damage/Endurance/Recharge
- (A) Endurance Modification IO
- (13) Endurance Modification IO
- (13) Endurance Modification IO
- (A) Flight Speed IO
- (A) Run Speed IO
- (A) Healing IO
- (19) Miracle - Heal/Endurance
- (19) Miracle - Heal
- (46) Miracle - +Recovery
- (A) Lockdown - Accuracy/Hold
- (21) Lockdown - Accuracy/Recharge
- (21) Kinetic Combat - Accuracy/Damage
- (23) Kinetic Combat - Damage/Endurance
- (25) Kinetic Combat - Damage/Recharge
- (34) Kinetic Combat - Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (23) Reactive Armor - Endurance/Recharge
- (25) Reactive Armor - Resistance/Recharge
- (31) Reactive Armor - Resistance
- (33) Reactive Armor - Resistance/Endurance/Recharge
- (A) Annoyance - Taunt
- (46) Annoyance - Taunt/Recharge
- (48) Annoyance - Taunt/Recharge/Range
- (A) Endurance Modification IO
- (27) Endurance Modification IO
- (27) Performance Shifter - Chance for +End
- (A) Recharge Reduction IO
- (29) Recharge Reduction IO
- (29) Recharge Reduction IO
- (37) Rectified Reticle - Increased Perception
- (43) Rectified Reticle - To Hit Buff/Recharge
- (A) Luck of the Gambler - Defense/Endurance
- (31) Luck of the Gambler - Defense/Endurance/Recharge
- (31) Luck of the Gambler - Defense
- (33) Luck of the Gambler - Defense/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Stupefy - Accuracy/Recharge
- (36) Stupefy - Accuracy/Endurance
- (A) Obliteration - Damage
- (39) Obliteration - Accuracy/Recharge
- (39) Obliteration - Damage/Recharge
- (39) Obliteration - Accuracy/Damage/Recharge
- (40) Obliteration - Accuracy/Damage/Endurance/Recharge
- (40) Obliteration - Chance for Smashing Damage
- (A) Reactive Armor - Resistance/Endurance
- (42) Reactive Armor - Endurance/Recharge
- (42) Reactive Armor - Resistance/Endurance/Recharge
- (42) Reactive Armor - Endurance
- (48) Reactive Armor - Resistance
- (A) Luck of the Gambler - Defense/Endurance
- (45) Luck of the Gambler - Endurance/Recharge
- (45) Luck of the Gambler - Defense/Endurance/Recharge
- (45) Luck of the Gambler - Defense
- (A) Basilisk's Gaze - Accuracy/Hold
- (48) Basilisk's Gaze - Accuracy/Recharge
- (A) Exploited Vulnerability - Defense Debuff
- (50) Exploited Vulnerability - Defense Debuff/Recharge
- (50) Exploited Vulnerability - Defense Debuff/Recharge/Endurance
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
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Depends on what your priorities are. Both can be made pretty tough through different means; for DM you have your heal and a lot of to hit debuffs, and for BS it's a lot easier to cap your melee defense, which is what you need to worry about most.
Dark Consumption isn't a reliable enough source of endurance to meet my needs; in non stop fights it isn't up nearly often enough, even with hasten on, so I wouldn't use that as the chief criterion. My DM scrapper is DM/SR, and I ended up getting all three of the +recovery and +end IOs to make that character more inviting to play. -
Quote:Other games follow a business model that limits the total number of characters you can have active. These ganes deliberately create slow paces of advancement, mandatory timesinks, and frustrating, failure-filled endgame content to keep you playing to gear up your main after it hits maximum level. That's why I don't play them any more.But endurance is -good- for the game. It sets limits on what you can accomplish in a given time frame, and forces the player to make strategic and tactical choices within the resources they have.
This game explicitly invites every player to create - at minimum - twelve characters on every server if they feel moved to do so. Personally, I view this game as a sort of character creation sandbox; I experiment with concepts and power sets, and keep and play the ones I like.
The endurance mechanic as currently implemented is a drag on gameplay that's inconsistent with the things that make this game unique. This game has far less of a need for mechanics to make character building a time-sink. Mandatory stamina at 20 prevents me from exploring the actual power sets I choose. Mandatory stamina encourages power levelling to get those levels over with and pass by the content written for them.
The endurance mechanic is inconsistent with the things that make this game unique. It is specifically bad for this game. -
Quote:Even if that happened, it would still likely as not be fatal when it went down if you were still in combat against enemies that you needed to hit the power for in the first place.I still think that a better, or partial, solution for unstoppable and its counterparts is moving the crash to occur sooner while the resistance buffs are still in effect.
Mixing innate taunt effects and insta-death crash effects on a character is rather masochistic, though. Someone wasn't really thinking when that decision was made.
Powers like that no longer fit in well with the new content added to the game since i9, when the STF was added - or, for Electric armor, not since i7 when LRSF was added. Unstoppable has not changed from the time when it was last balanced in i6 against the sorts of AV/GM class enemies that existed in the game at that time. For that content, a 2 minute godmode might be useful. It might also be useful for a levelling tank whose team over aggroed and got overwhelmed.
But elaborate encounters like Lord Recluse, Nictus Romulus, and Reichsman have no place for Unstoppable and similar powers. By design, they last more than two minutes. A lead tank who uses the power during them is all but certain to be killed, likely requiring a reset of the encounter. Strength of Will and One with the Shield are not death sentences during these encounters; they are useful when the tanker needs to be a tougher than usual; they crash, but don't wipe the team.
If your tier 9 is useless to you as a tanker when you face the hardest hitting enemy in the game, what's the point of having one? -
I'll be curious - this might be interesting and similar enough to enhance, especially if the recharge, endurance, and heal are fully enhanceable.
I'm also curious as to whether they will change the tier 9 into something other than a slow suicide button for tankers. -
IMO, willpower is the hands-down winner for fun tanker primaries. I have more of them than any other, and I have striven to get every tanker primary to at least 32. Getting Quick Recovery at 12 makes the teen levels that much more pleasant, and then picking up Stamina (and for most builds I recommend picking it up at 20, just like everyone else) makes your Willpower tanker very fun and inviting to play.
Shields is also a very fun set - damage buffs, defense based and easily capped, no annoying glows, just a fashion accessory. Emotes are currently limited.
Invulnerability is more team oriented, but quite solid now and very concept friendly. Shield and Invulnerability will benefit strongly from collecting all of the +recovery inventions.
Secondaries? Solo or teamed, you can't go wrong with Dark Melee and Super Strength. The one handed weapon sets are also very good. The two I'd avoid are Dual Blades (very demanding; wants a low maintenance primary like Fire or Stone) and Energy Melee (slow, dull, and its benefits are now seriously outweighed by its liabilities). -
It's easy enough to slot up Mace for knockback instead of knockdown. Jawbreaker, Shatter, and Crowd Control will all accept +Knockback buttons that will convert the knockup/knockdown they have against even level mobs into knockback. The several knockback sets are quite inexpensive and will also do the job with nice bonuses.
For a Willpower tanker, it might be somewhat counterproductive to slot up knockback, given the brevity of your taunt aura, but having fun comes first. I'd consider an Inv/Mace for the concept instead.
Personally, I wonder why enhancements to increase knockback are even in the game. I think they should have the opposite effect and decrease it instead. -
After we finally got on, the relatively lowbie team worked through my melee stress test MA mission. (#247372, "Death by Snoo-Snoo!")
Took a while, and I can't say that any of us were immortal on it, but we finally manged to work through and complete this level 53 melee-centric mission. Had a good time, and I think everybody levelled at least once. Not too shabby for a truncated event. -
Since the passives now add various kinds of minor debuff protection, I would say Unstoppable is now the most skippable power. Like all such tier 9s with drastic crashes, it's probably more useful to the levelling tanker than to the fully constructed one.
Unstoppable, while quite powerful, is still not enough to let you solo the most extreme situations, like the Reichman fight and the Lord Recluse fight, without heavy inspiration use and outside buffs. But if you have those buffs, you don't need it either. And since it is guaranteed to crash during those fights, it will surely get you killed and likely wipe the team. -
Inv/SS is a classical combination. (Inv/DM is good too, and has the potential to be even tougher; it did not exist until Dark Melee was ported to Tankers in i12 IIRC.)
You will want Stamina as soon as possible, and even then it will not be enough. Plan on getting at least two of the three (Miracle, Numina, Performance Shifter) +recovery buttons, and look for recovery bonuses from the attack, defensive, and resistance sets also. Getting to Stamina can be tricky, because you definitely want Invincibility at level 18 also. Call Me Awesome has written an excellent guide to let you know how to proceed. If your current build strays far from that, you may want to eat a veteran respec or reroll.
Super Strength is a fairly forgiving set with a number of skippable powers (Punch, Hand Clap, Hurl); you can make a quite adequate attack chain without 'em. -
No, willpower lacks endurance drain resistance. I can't imagine a stone tanker running the fighting pool on top of Granite, myself; seems like gilding the lily.
My first IO project was to remake Heraclea in the image of a Willpower tanker. Now, I've rolled an experimental WP/SS tanker that I'm attempting to remake in the image of Invulnerability. I have maybe over half the critical invention sets in this goal build collected so far, and the tanker is level 47. Even so, the results seem quite gratifying, and superior to my WP/DM tanker who was built in a more conventional WP mode, stressing hit points and regeneration bonuses. I believe that when this WP tanker is finished, she will have survivability comparable to Granite.
Hero Plan by Mids' Hero Designer 1.401
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(A), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(15), S'fstPrt-ResDam/EndRdx(17), S'fstPrt-ResDam/Def+(19)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Knock%(40), Acc-I(43), EndRdx-I(43)
Level 2: Fast Healing -- Heal-I(A), Heal-I(5), Heal-I(17)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(36), Acc-I(36), EndRdx-I(37)
Level 6: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(7)
Level 8: Rise to the Challenge -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/EndRdx(9), Numna-Heal(9), DarkWD-Slow%(15), Taunt-I(34), Taunt-I(34)
Level 10: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), Acc-I(43)
Level 12: Quick Recovery -- EndMod-I(A), EndMod-I(13), EndMod-I(13)
Level 14: Fly -- Flight-I(A)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Heal-I(A), Heal-I(19), Heal-I(21)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(25), Lock-Acc/Hold(31), Lock-Acc/Rchg(33)
Level 22: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(23), RctvArm-ResDam/Rchg(33), RctvArm-EndRdx(46)
Level 24: Taunt -- Annoy-Taunt(A), Annoy-Taunt/Rchg(48), Annoy-Taunt/Rchg/Rng(48)
Level 26: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(27), P'Shift-End%(27)
Level 28: Rage -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-Rchg(29), AdjTgt-EndRdx/Rchg(29), Rec'dRet-ToHit/Rchg(34), Rec'dRet-Pcptn(46), AdjTgt-ToHit/Rchg(50)
Level 30: Heightened Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(31), S'dpty-Def/EndRdx/Rchg(31), S'dpty-Def(33)
Level 32: Strength of Will -- Aegis-Psi/Status(A)
Level 35: Boxing -- Rope-Acc/Rchg(A), Rope-Acc/EndRdx(36)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42), RctvArm-EndRdx(46)
Level 44: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(45)
Level 47: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(48)
Level 49: Melt Armor -- ExVuln-DefDeb(A), ExVuln-DefDeb/Rchg(50), ExVuln-DefDeb/Rchg/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet -
Quote:Could just make Brawl unslottable like the veteran and origin attacks. If Brawl accepts slots and cost no endurance, I would probably slot it.The only potential problem I can see with that is proc slotting Brawl, but I haven't done any hard comparisons to see if that holds true. Other than that, I really like it. It increases interactivity pretty much exclusively at low levels without any more potentially game breaking changes. It'd be a slight bump to damage, too. I approve.
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Quote:I tend to dislike being speed boosted when I am tanking, and especially while I am on a Willpower tanker.but recognize that you are gimping your effectiveness by turning down the buff.
Because Willpower has a somewhat weaker taunt aura than other tanker primaries, my ability to position myself to get as much of the spawn covered as possible is important to me. Because speed boost being applied unpredictably and wearing off unpredictably essentially randomizes my movement, it makes this much more difficult. If things start to go badly, it makes it even worse. I have to intersect newly aggroed mobs chasing teammates, without knowing what my movement keys will do. I notice another player with low help, target them to figure out what they were attacking to pull it off them, and suddenly finding myself next to them and bringing more mobs on top of their heads.
Being surprised by the "buff" is often worse. You plan your approach to the Council cliff staircase, get suddenly SBed and find yourself at the bottom. I've run off the ITF bridges by surprise speed boost.
So I usually decline the "buff" if given a choice, and if I am main tanking for a team on something other than a stone tanker. If I am hit with it, I usually react by turning on Fly, which negates any endurance benefit and prevents Foot Stomp and other powers, but at least allows me some predictability in my combat movement speed. If I'm Willpower, I don't need the recovery buff.
And having everyone else getting it is not much fun either, since it makes it so much easier for teammates to go careening off prematurely into mobs or to leapfrog the tanker. It has its uses, especially if people are having endurance issues, but I'm not sure that it should be routinely applied to all, especially if the mission is difficult and you need to be careful about aggro. -
Tanker #1 39 -> 46
Tanker #2 00 -> 27
Stalker #1 00 -> 07
Once again, I end up neglecting redside. -
Quote:While teamed, defenders get a fairly substantial endurance discount when their teammates are getting hit. I have never taken a defender to 50 - my highest level is currently 37, and that includes 5 levels from yesterday - but while I never try to solo with the character, while teamed that one has no significant issues. I don't know the math for the defender inherent, but it seems fairly effective. Mine only runs out of end when he tries to blast solo.All this is not to note that endurance is fine, I noted how I think certain ATs (specially defenders and tankers) have more end issues than others but the entire "can't finish a single spawn without running dry" sounds extremely overstated.
My controllers have huge issues, though, both with endurance and with recharge. I have not found one I really enjoy.
Now, it might be that a level 14 tanker would recover enough endurance after moving to the next spawn to take down another. Skulls are probably not the best mobs to illustrate this; and even then, taking down an even level lieutenant and minion leaves you with 1/3 of your endurance left. Soloing, it also ignores the preferred movement speed of teams, which typically like to move from spawn to spawn much faster. Of course, an out of endurance tanker might have Taunt to spam, which requires no endurance.
For Tsoos with Sorcerers, or CoTs with spectres, "can't finish a single spawn without running dry" is hardly an overstatement for those spawns that include them. We learn to simply avoid them because of this. I didn't use those as an illustration, because to do that I'd have to take one of those missions.
The low level endurance mechanic is annoying but workable versus Skulls; it breaks down in dealing with mobs with heals and accuracy debuffs. While those mobs remain and under 20 characters face them, the endurance mechanic still needs to be revisited to allow players who get them to actually defeat them without tedium.