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Posts
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Joined
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I would say that pushing your def up to 45% on S/L/F/C/E/NE would be first on the list. After that get some Acc cuz you dont have any. HP of course is a must for any WP but remember that capped def means only 5% of attacks hit you from a even spawn minion and that means you have to regen less. My WP has roughly 3200 hp and softcapped def and its definately a noticable difference in survival. Also F/C def is lesser priority but still nice to have.
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So i rolled this toon yesterday and started a sewer team. I got to lvl 10 and I have to say that this toon is alot of fun.... had a pretty good team too with 2trollers 2 fenders 1 blaster 1 scrap and my tank we rolled through mobs of +2s and +3s like a locamotive without breaks. Got to KR and by then I had a few lvls and got my heal but I'm finding that at least so far this toon rarely needs a heal unless I get a little in front of the rest of the team... Thanks for all the help guys and I'll post a build once I figure out what I want to do.
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Like I said I wanted to get S/L/E/NE to at least 32.5%. I got them there and then some I figured I'd close the rest of the gap by throwing a little F/C in because I had already met my goal. The slotting of OG was more for the Acc than the recharge but I figured 2 slots more for the 10% was worth it.... the main reason I didnt take Hasten was cuz the crash. This toon is already end heavy. I am not sure wat to do yet lol... Anyone else have some suggestions? I'm looking for as many points of view as possible. I dont want to base everything on the advice of one person even tho I can see their points
I just want to be well informed.
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Well this is a first draft but my thoughts were S/L/E/EN to at least 32.5% but I also got F/C there too and getting as much -tohit as possible to make myself softcapped without actually being softcapped. (without Darkest Night to save end) Also wanted to throw some recharge in to keep my heal up as fast as possible. Also no Hasten because CJ is more def and I can use 1 less slot and get some KB prot too. Anyways price isn't really an option.
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Ok a few more questions for you guys. Should I build for positional Def? or S/L/E/NE? And wat Epic/patron would you recommend for a Dark/KM? Having built my Spines/DA for end pre I19 and not respecing yet I am not sure what I should go for on the numbers.
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Yeah I figured it would be a nice debuff to stack with the -dam from attacks... + its an AoE debuff Toggle that would help on harder content like the trials too
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Does anyone know If the -dam stacks or does it just add to the duration like bruising? Also its obvious that cardiac is the most viable alpha but would I be able to mantain my end without Energy Mastery? I'd like to have another AoE or 2. Also looking at soul to add even a little more durability....
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I've never tried KM before. Anyone have some experience with it? Likes? Dislikes?
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I've heard stone and KM as well. WM is a nice idea tho with the stacked stuns that I never thought of lol. Hmmm keep em coming guys
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I have been wanting to roll a Dark/ tank for some time now but I cant decide wat secondary to choose. I have a /dark, and /nrg tank. ss/ and elec/ brutes so those are out. I was wondering if anyone had a particular favorite combo to go with DA/ I have a DA/spines scrap that is very hard to kill and I've wanted to make a DA/ tank for some time. So please tell me wat your favorite combo or just what you would do in my shoes.
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Quote:Just want to remind you that a Tanker cant skip their Tier 1 from their secondary.Short answer: if you connect with your secondary's Tier 1, then for the next 10 seconds, you (and everyone else on who hits that target) will do 20% more damage to that target.
So, yes, it does help a tank solo. Not quite as good as vigilance for a solo'er, but still helpful.
So whatever you do, when you're picking your powers, make sure you do NOT skip your secondary's Tier 1! -
I think most would rather give a decent build to someone that asks nicely than accept a measly 100mil for a great build... just sayin
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ok so I want to point out again that you need to watch your end more. Assult is such a minor buff that its not really worth the end drain but if you use it as a stepping stone to Veng you can slot another LotG +recharge. Also dont slot punch with a purple set. you will never use it and that set will go to waste in a power that wont ever be part of your attack string I would at least switch the slotting of KOB and punch or take the slots out of punch entirely. Also if you want it to be a good build for TFs too you can drop the Consealment pool and pick up Tough and weave. That will give you more survival than anything in the Consealment pool. Also for a farming build it is a good idea to give a small amount of f/c. The #1 problem I see is you have consume slotted with a taunt set.... Consume is your best friend and it needs End mods in it 4 slots of Perf shifter is plenty and call it good. With enough reacharge Consume will be there everytime you need to refill your blue bar.
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Just a personal preference here but if you are using this toon to farm then forget S/L def and focus on recharge. Personally I like about 150% recharge + T4 spirit alpha that gives me perma hasten and also makes consume pop up about when i need it every time. Also makes my heal pop up fast and there is no gap between burn patches... also drop tactics you cant afford the -end and you have rage double stacked most of the time anyway for +tohit.
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Quote:-This-You also have no defence or resistance to speak of while your heals and debuffs draw huge group agro. So you really do need to carry a bunch of Lucks, too. (At least until you can get a good IO-based defence up.)
My main character is a kin/psy defender, who I think I started in issue 3. It was often the case that I would have to leave a (solo) mission half-way through to completely restock my inspiration tray with Break-frees (or before them, Disciplines). It was extremely tedious. The AoE sleep and the ST hold from the Psychic APP made an immense difference for soloing, but mezzing was still a huge problem in teams for whatever reason, Transfusion and Fulcrum Shift seem to be the defender's equivalent of Taunt. I used to leave standing orders at Wentworth's for cheap Emerge inspirations and keep up to 16 of them in the tray.
I say used to, because of Clarion
The impact of the Psychic APP on survivability is so great, that I hate exemplaring down below level 45. It's just too painful. In retrospect, I'm amazed I stuck it through levels 23 to 41 I know that there were at least six months in there where I rage-quit CoH entirely. My next toon was a scrapper :7
I went though exactly the same scenario except my next toon was a Tank.... Wat bugs me the most even now is if someone starts spamming "SB plz" I actually removed SB in a respec for a time just so I could tell ppl to shut it cuz i dont have itI cant wait for SB to be AoE....
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Quote:The fact is that on this toon I either never need the mez protection against certain enemies or I have to eat them like candy and run out by the time I get half way through the mish. Its just my personal preference.I have to ask the easy question here. Since you are a kin and have a self heal you really don't need to carry many respites, you have fulcrum shift and siphon power so you really don't need to carry any enrages, you have transferrence so you don't need catch a breaths....is it really to hard to have a bunch of break frees in your tray?....tada instant mez protection.
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ok so i realized that with animation time Siphon Speed wasnt actually perma*3 so I added a Slot to it and also One to Siphon power to make the debuff up more. also added the proc to the Posi sets. Thx for the input.
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The trade off doesnt really hurt but I am not going to respec over such a small change. With FA running and any buffs from my team my DPS and Acc are acceptable. Could they be better? sure but there really is no reason to make the change... on the new trials you are constantly switching agro anyway and on regular content I find that unless there is another tank that is taunting and has a better taunt aura i have no problem getting and maintaining agro. I am not arguing your point but for such a small gain I am not gonna use a valuable respec. I have run MoSTF on this tank (eating purples and oranges like candy against Recluse) and done just fine. I have several more accolades to get on this toon but overall I am very happy and I wont be making any changes any time soon.... That said I still await the next wave of Incarnate abilities. If we are really gonna gain "God Like Power" then this tank will still be my favorite toon.
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well as this isnt a solo toon I am not worried about DPS as much its more about making it as survivable as possible in all situations. This is my TANK not a Scranker.
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ehh those builds are close enough that its like saying I dont like the collor of your shoes ;P If that is really the only thing that bothers you about the build then I am perfectly happy with it.
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Wow... a whole day and no one has come along to slander my build.... Thats gotta be a first.
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I respec'd in to this build when we got our Alpha slot and never looked back. I just wanted see what some of the "Number Crunchers" think of it. I tried to take advantage of all the +HP and +Regen I could find and also Softcap to S/L/F/F/E/NE. I think it turned out well.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
True Fear: Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(7), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(9), Numna-Heal(9)
Level 1: Barrage -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13), S'fstPrt-ResDam/Def+(13)
Level 4: Fast Healing -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal(46), Numna-Heal/EndRdx(50), Numna-Heal/Rchg(50)
Level 6: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
Level 8: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(15), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(21), Numna-Heal(27), Numna-Regen/Rcvry+(31)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(33), EndMod-I(34)
Level 14: Super Jump -- Zephyr-Travel(A)
Level 16: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19)
Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(21)
Level 20: Whirling Hands -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(40), Erad-Dmg/Rchg(43), Erad-Dmg(45)
Level 22: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(23), Mocking-Taunt/Rchg/Rng(23), Mocking-Acc/Rchg(25), Mocking-Taunt/Rng(25), Mocking-Rchg(27)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-EndRdx(29), RctvArm-ResDam(37), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/Rchg(40)
Level 28: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(29)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(45)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(45)
Level 35: Energy Transfer -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 38: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(46), P'Shift-End%(46), RgnTis-Regen+(48), Mrcl-Rcvry+(48)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- DefBuff-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Pyronic Core Final Judgement
Level 50: Paralytic Radial Flawless Interface
Level 50: Seers Radial Superior Ally
Level 50: Spiritual Radial Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(48), Numna-Heal(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), EndMod-I(34)
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For the last 3 years I have been toying with builds for this toon. I have several other 50s at this point that are all very nicely slotted. However with this toon I never found any that really offered everything i wanted, mainly due to the lack of mez protection. In fact the lack of mez protection in defenders is the main reason I still only have one. Now however I find that with the new incarnate abilities I can gain the mez protection I seek... at least part of the time. So now I have finally come up with a build that I think I might actually enjoy playing and has everything I was looking for.
Softcapped S/L, and Nrg def. Perma hasten and enough Acc and Tohit to make missing anything a challenge. Oh and the good stuff... Mez Protection!!!
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Kinetics
Secondary Power Set: Psychic Blast
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(43), Nictus-Acc/Heal(43), Nictus-Acc/EndRdx/Heal/HP/Regen(46), Nictus-Acc/EndRdx/Rchg(46)
Level 1: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(13)
Level 2: Siphon Power -- Acc-I(A)
Level 4: Subdue -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(9)
Level 6: Siphon Speed -- RechRdx-I(A), RechRdx-I(50), Acc-I(50)
Level 8: Boxing -- Empty(A)
Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48)
Level 12: Speed Boost -- EndMod-I(A)
Level 14: Tough -- S'fstPrt-ResKB(A), Aegis-ResDam(15), Aegis-ResDam/EndRdx(15), Aegis-ResDam/EndRdx/Rchg(43)
Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17)
Level 18: Inertial Reduction -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(19), Zephyr-Travel(19)
Level 20: Will Domination -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(27)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(36), GSFC-Build%(37)
Level 26: Transference -- P'Shift-EndMod/Acc(A), P'Shift-Acc/Rchg(40), P'Shift-EndMod/Acc/Rchg(40), P'Shift-EndMod(40)
Level 28: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(34)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), Acc-I(33), Acc-I(34), Acc-I(34)
Level 35: Telekinetic Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(37), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Web Cocoon -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(45)
Level 47: Vengeance -- LkGmblr-Rchg+(A)
Level 49: Increase Density -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(50)
Level 50: Nerve Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Reactive Radial Flawless Interface
Level 50: Ion Radial Final Judgement
Level 50: Seers Radial Superior Ally
Level 50: Clarion Core Epiphany
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), EndMod-I(3)
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Honestly im not looking for an economy build I was hoping for an Epic build for this toon I absolutly love playing it and I want to make it as good as it can be. I just dont know exactly wat i need to go for. I just dont have much experiance with mastermind builds. I can make a build that looks ok on paper but I looking for effectiveness in game.