Kruunch

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  1. Kruunch

    Invul/Nrgy Tank

    I agree ... I rarely use Unstoppable but I like to have it around for the heavy mixed damage type content that I run into on occasion.
  2. [ QUOTE ]
    Best pure tanker?

    Me

    although Kruunch does come in a distant second along with Heraclea and a few others.

    [/ QUOTE ]

    You couldn't tank my dingleberries
  3. I hit 3-5 on average and yes you'd have to actually move to do it

    Videos in this thread: http://boards.cityofheroes.com/showflat....;gonew=1#UNREAD

    I'm not sure where you got "exploitiing" from but each to their own.
  4. Kruunch

    SD/DM: Amazing

    Yes, but I hope they won't hold that against me.
  5. Kruunch

    SD/DM: Amazing

    Yeah I haven't messed with video making in awhile so I apologize for the size and specific codec (for you guys who want to view this, get Fraps (cheap, fast download)).

    Thanks for the suggestion
  6. One of the problems I found with Spines/Fire is that it's just about the squishiest Scrapper combos there is, while being the most agro intensive. What this translates into is a very dead Scrapper (multiple times) when grouping (or you're doing so much juking and jiving that your damage isn't realized).

    Here is a build that I'm using right now that makes me quite a bit tougher for group play and TFs and also has the by-product of allowing me to farm tougher stuff more quickly. It costs about 200mil influence (as of this writing) and is *not* PvP oriented.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Kid Kruunch: Level 50 Mutation Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Fiery Aura
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed

    Hero Profile:
    Level 1: Lunge -- T'Death-Acc/Dmg/EndRdx(A), T'Death-Acc/Dmg(3), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(15), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(43)
    Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-EndRdx(13), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(15)
    Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-%Dam(50)
    Level 4: Healing Flames -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal(39)
    Level 6: Boxing -- RzDz-Immob%(A)
    Level 8: Combat Jumping -- DefBuff-I(A)
    Level 10: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam(17), RctvArm-EndRdx(17), RctvArm-ResDam/EndRdx(19)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-End%(21)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 24: Build Up -- RechRdx-I(A), RechRdx-I(25)
    Level 26: Ripper -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(43)
    Level 28: Quills -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(29), M'Strk-Dmg/Rchg(29), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(39)
    Level 30: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(31), M'Strk-Dmg/Rchg(31), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(37)
    Level 32: Consume -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(46), Oblit-%Dam(46), Oblit-Acc/Dmg/Rchg(46)
    Level 35: Throw Spines -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(36), Posi-Acc/Dmg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37)
    Level 38: Fiery Embrace -- RechRdx-I(A), RechRdx-I(39)
    Level 41: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(42), RctvArm-EndRdx(42), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 44: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-EndRdx/Rchg(45)
    Level 47: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
    Level 49: Rise of the Phoenix -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]11.5% DamageBuff(Smashing)[*]11.5% DamageBuff(Lethal)[*]11.5% DamageBuff(Fire)[*]11.5% DamageBuff(Cold)[*]11.5% DamageBuff(Energy)[*]11.5% DamageBuff(Negative)[*]11.5% DamageBuff(Toxic)[*]11.5% DamageBuff(Psionic)[*]17.1% Defense(Smashing)[*]17.1% Defense(Lethal)[*]5.81% Defense(Fire)[*]5.81% Defense(Cold)[*]10.5% Defense(Energy)[*]10.5% Defense(Negative)[*]3% Defense(Psionic)[*]25.5% Defense(Melee)[*]8.63% Defense(Ranged)[*]8.63% Defense(AoE)[*]4% Enhancement(Heal)[*]26.3% Enhancement(RechargeTime)[*]52% Enhancement(Accuracy)[*]4% FlySpeed[*]35.1 HP (2.62%) HitPoints[*]4% JumpHeight[*]4% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 6.05%[*]MezResist(Sleep) 4.95%[*]MezResist(Stun) 11.6%[*]MezResist(Terrorized) 2.2%[*]4.5% (0.08 End/sec) Recovery[*]10% (0.56 HP/sec) Regeneration[*]5.67% Resistance(Fire)[*]5.67% Resistance(Cold)[*]4% RunSpeed[/list]
  7. Kruunch

    Statesman

    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    He knocked you back on an Invuln??? That's very interesting... I can't think of ANY time my Invuln has been knocked back by anything as long as Unyielding was running. I haven't ever faced States, but I've tanked Tyrant on many occasions... and never been KB'd. To the best of my recollection my Invuln hasn't ever been KB'd without something dropping Unyielding first.

    For the moment I'd have to go with the "fluke" idea... is it possible Unyelding might have gotten detoggled? Maybe a Rage crash dropped the toggle at the critical moment?

    Oh, just for the record, Hamidon can NOT knock back an Invuln with Unyielding... I tanked him a couple of hundred times on Guardian back in the issue 4-8 era.

    [/ QUOTE ]

    Hamidon has knocked me back on my Invuln tank. A few times. Until Statesman, that was my only KB experience on him. My end was fine. Nothing ever detoggled.

    [/ QUOTE ]

    Strange, I never had Hami KB my Invuln in something like 200 raids; is this a recent change? I haven't done Hami since the changes in issue 9... the zone limits and other changes pretty well spoiled the encounter for me.

    [/ QUOTE ]

    Same here ... I've never been KB'd by Hami (but it was the old Hami).
  8. Kruunch

    SD/DM: Amazing

    Some SD/DM whackiness and fun with Shadow Maul / Sands of Mu.

    The following is with L52 Freak LTs and L52 Maniacal Slammer bosses. Enjoy.

    http://dmech.org/sd-dm-1.zip

    http://dmech.org/sd-dm-2.zip

    http://dmech.org/sd-dm-3.zip

    http://dmech.org/sd-dm-4.zip

    http://dmech.org/sd-dm-5.zip
  9. Kruunch

    FA/DM

    Thanks .... I think.

    I don't claim to give "right or wrong" information ... just personal preference. I'm as full of feces as anyone else on this board.

    Having said that, when I build a Tanker, I like to be able to 1) Group tank, 1a) Tank the extreme stuff, 2) do damage, 3) have a build that doesn't feel like a left handed person trying to write with their right hand (controls, end consumption, animation times, etc ...).

    Moreover I try to give advice from experience rather than what I theory-craft to be correct, or something I came up with in Mid's which is why I will usually point out where my advice is coming from.

    Personally I would drop Taunt for Hasten (Fireball should work fine, if not perfectly, as a ranged taunter) and swap Fire Blast for Fiery Embrace (with Hasten your attack chain will be more then long enough that Fire Blast will be kind of left in the dust and who doesn't want to do more damage faster?).
  10. [ QUOTE ]
    Considering that the difference between a slotted up Maneuvers + Tactics/Gaussian and Weave is like ... what ... 2%? ... it's not THAT hard of a choice to make. The bigger question is if you've got the slots to spare for going the Leadership route rather than the Fighting route.

    [/ QUOTE ]

    I would never go this route. Less stats for more endurance? Craziness.
  11. Kruunch

    FA/DM

    My latest Tanker project is a FA/DM Tanker (in his 30s currently) and it works fine thus far.

    I disagree with Rylas Prime about defenses. The thing to know about FA Tankers is that they're squishy. Any amount of defense you can add to an FA/DM build is like gold. The reason being is that you have Healing Flames and Siphon Life to offset what gets through and fairly decent resists when thrown into the mix.

    On an FM/DM Tanker you can get about 32%+ melee and ranged defense between set bonuses and the normal defensive run of CJ/Hover and Weave.

    If you max out for damage in an FA/DM build you'll have a gimpy Scrapper.
  12. You didn't take Shadow Maul?!

    You going for a single target build?
  13. [ QUOTE ]
    Impressive. How long would you estimate it took you to take them down? Do you recall what attack chain you were running?

    [/ QUOTE ]

    Like I said .... DPA != DPS. Might have to great a little creative occasionally but definitely doable.
  14. Kruunch

    Bored and Rich

    Archery/Archery Defender.










































    *smirk*
  15. [ QUOTE ]
    Let me start by saying I'm sorry. I'm not a fan of those posts begging for help from scratch, for the "best über build!" ... but I'm at a loss and would love whatever help you have to offer. That said...

    Hello, my name is Alyosha, and I am a meatshield.

    I'm a tank, it's what I love. I keep trying other archetypes but every time I heal or back up the tank in a team I feel like I'm in the wrong spot. I love taking the beating, being in the thick of it, taunting mobs off my teammates, maxing out resists, rushing to be the first in and last out. Bring it on.

    So how is one a pure tank in City of Heroes? I don't care much about dealing damage outside of doing what it takes to keep the attention on me. I'm first and foremost concerned about staying alive and taking the brunt of it so others don't have to.

    Right now I'm looking mostly at willpower/?, but I'm not at all set on it.

    From power pools I imagine I need to grab challenge, provoke, combat jumping, stamina(?), health, tough, and weave. I'd consider taking maneuvers from Leadership.

    So... any tips on power set combos? Power pools? Ancillary power pools? Any must haves or must skips? If you've got a whole build layout handy that I can use as a reference, awesome. If you have a few tips that I should keep in mind as I build mine, also awesome.

    Thanks for your time.

    [/ QUOTE ]

    The purest tank in the game is the Stone/Stone Tanker post L32 (Granite form).

    Stone Armor provides the most protection (Granite) while Stone Melee provides you with the most AOE mitigation (Tremor and Fault).

    From a pure tanking perspective, this combo can't be beat.

    Power Pools: Fitness (Stamina), Speed (Hasten), Fighting (Tough/Weave if you really want to go overboard), Teleport (Port Self, Recall Friend).

    I'd stay away from things like Leadership and Presence personally. Leadership drains more end then you get in return for the effects (imo) and Presence really seems superfluous if you already have Taunt.
  16. Kruunch

    Invul/Nrgy Tank

    [ QUOTE ]
    [ QUOTE ]
    My personal opinion is that this build is way overkill.

    Just putting Tough/Weave on an Invuln Tanker with most of its primaries pretty much makes it capable of snoozing through most TFs in this game.

    Adding Maneuvers is sort of like adding a hood bra on top of your Ahbrams Tank.

    The set bonuses are also a lot of overkill, especially with Invuln. You're probably going to want to IO out more for +recovery and/or +maxEnd as that's the real hole (besides Psi) in an Invuln build.

    [/ QUOTE ]

    If its anything similar to Brute's EM/Invuln should have hardly any endurance issues with Stamina 4x slotted with Performance Shifters including proc and Miracle +Recovery. Can go all day.

    [/ QUOTE ]

    Yeah if you include the recovery rares, that plugs any end issues you have as well.
  17. Kruunch

    Willpower/Fire

    [ QUOTE ]
    while I have to disagree with Kruunch about his slotting ideas, he is right about tough /weave. Those will help alot.

    I did not notice the steadfast unique +3% defense in your build, but adding that with Weave will be another 11% defense to all for you.

    Kruunch was wrong about trying to achieve positional defenses because the set comes with typed defenses, and thus trying to get typed defenses is a better idea. The best ones to shoot for are s/l and E/Neg. F/C/T/Psi defenses aren't as important as far as set bonuses go.

    Besides more defense, more +hp and +regen are good to have. Accolades help alot for the +hp, but a nice pair of set bonuses I found is to take 2 ranged attacks and 4 or 6 slot them with an even mix of Apocalypse and Devastation for 5.25% +hp and 28% +regen per power.

    Health should be two slotted with 2 numinas ( not the unique), while Fast Healing should be 6 slotted with the 3 uniques, 2 additonal numinas and 1 common heal ( or a miracle heal for more +recv).

    The reason for that is that the +regen is buffed by the heal enhancement in the power, so you double the effectiveness of the uniques by putting it in a power you'd want to slot up fully.

    Try that out and see what you come up with.

    [/ QUOTE ]

    Heightened Senses only gives I think 5% S/L defense? Isn't it much easier to raise Melee defense via set bonuses then S/L defense (enough so that the 5% typed you'd be skipping not meaning much)?

    As for the other typed defenses it covers I agree, but S/L (or Melee) is what I'd be most concerned about as a Tanker (especially a WP Tanker who wants to keep everything in melee range).
  18. WP/SS is an excellent choice .... I thnk you'll be very happy.
  19. Kruunch

    Willpower/Fire

    This will be an extremely squishy build but good for soloing (lots of damage).

    For real tanking WP Tankers need Tough/Weave.

    The main defense of a WP Tanker is its regen capability. Regen is fueled by the total Health that you have, so getting +MaxHealth bonuses and accolades is a good thing. I would concentrate on positional defense (since its easier to gain via set bonuses) for melee.

    Some of your slotting is a little funky as well ... Indomitable Will should have an IO endRedux in it (a single LotG not doing much for you there).

    Combat Jumping doesn't need more then 1 slot.

    Stamina doesn't need more then 4 slots in it (3 for endMod and one for Performance Shifter: Chance for End). Don't over slot for set bonuses unless its part of a total build and essential to what you're doing.
  20. [ QUOTE ]
    [ QUOTE ]
    What attack chain are you using?

    [/ QUOTE ]

    At the moment, Jab+Laser Beam Eyes+Hurl+K.O. Blow, Jab+Laser Beam Eyes+Hurl+Foot Stomp. This is my main build for solo and team play. I was thinking of using something similar to this for my second build, but drop taunt for another attack. The attacks don't always run smooth, and I have to wait a few seconds for one of them to come up. I could also drop in a few LoTG 7.5%, taking a few seconds off the recharge of the attacks, then drop taunt for Hasten.

    [/ QUOTE ]

    Add Hasten into your build and you can solo him.

    DPA != DPS which is usually what Tanker builds are missing (DPS ... DPA means little in practice since its not in context of an attack chain).

    You also will probably run into endurance issues (if you're not already) ... this is a production of the Inv/SS combo in general (neither being end friendly). The way I beat this on mine was to slot for +recovery with Impervium Armors, Numinas and Miracle rares, and Performance Shifter: Chance for End in Stamina.

    I would also drop the Energy APP and go into Pyre if you really want to up your total DPS (although not needed for single target fighting such as AVs).

    Additionally try using Punch (or Boxing), Haymaker, Footstomp, KO Blow. After KO Blow, your entire chain should be up again (in a good Hasten build) making the animation time of KO Blow the only pause in your attack chain (use Sands of Mu when Rage crashes).

    While I like Hurl or at least one ranged attack, it generally isn't apart of my normal attack chain due to the animation time. I will fall back on it when Hasten is down and there is a gap in my chain and since it does Haymaker damage, it becomes a decent fallback power.
  21. [ QUOTE ]
    [ QUOTE ]
    Don't get fixated on just the set bonuses -- IOs offer more than that.

    There are few set bonuses that add resistance. Defense is easier to find, but because a Fire Tanker starts without any defense to build on (thus making it difficult to soft-cap without giving up too much other stuff) you may want to settle for "some" defense instead of going whole-hog.

    But one thing you should definitely look into is "frankenslotting" -- using a mix of multi-aspect IOs from different sets (Acc/dmg/rech from 3 sets, for example). You forgo the set bonuses (mostly) but you can really get a lot of enhancement value in your powers, equivalent to more than 6, 7, or even 8 SOs worth of conventional slotting.

    This lets you do things you'd never have considered before, like get tons of end reduction in your attacks without having to lose accuracy, damage, or recharge.

    [/ QUOTE ]

    quoting sailboat. especially for a new person, this is great advice. Its easy to choose bad sets and have IO set regret.

    If your starting IO's, frankenslotting is an easy/effective way to start.

    [/ QUOTE ]

    IO set regret ... that's awesome.
  22. [ QUOTE ]
    My stone/fire tank is about to hit 50, and since I'm making 2 or 3 new characters, I'm putting a new tank into the toon list. I know I want him/her to be Willpower primary. However, tanks are very much not my first AT (I'm a blaster at heart), so I'm wondering which secondary folks on the board here think works well with WP. I'm hoping to stay away from Fiery Melee, since I don't want to repeat that set for now. Otherwise, I'm pretty open.

    [/ QUOTE ]

    I suggest War Mace. It has near Stone Melee's mitigation (knockdowns and stuns) and better damage output overall (AOEs).

    Other sets in order of how well they work with WP:

    Stone
    Super Strength
    Battle Axe
    Energy Melee
    Dark Melee
    Fire Melee
    Dual Blade (I don't have experience with Dual Blade so it gets the bottom of the list

    Will Power generally is prone to large alpha strikes since it's major form of defense is regen and thus reactive. As such you are going to tend to want to gravitate toward secondaries with physical mitigation (AOE knockdowns, stuns, etc ...) so that you can stagger an alpha strike and ensure your regen capabilities aren't overpowered. I highly suggest taking Tough/Weave with a WP Tanker.

    My experience with WP is from my L50 WP/Stone Tanker. I like the Stone Melee set and it has more of a "smash" feel then virtually any other, however from a performance standpoint I wish I had taken War Mace.

    Hope that helped.
  23. [ QUOTE ]
    you 2 are funny...nothing to add cause you know your advice would mean little..so you attack me cause i have better builds and more money..makes sense.

    jealously is a tough thing...

    life,girlfriend yadda yadda...after being in this game for 5 years you should have all this already. and yes i have a life.full time job ,a home and a woman..thanks for thinking like 12 year olds though.

    oh and my fire tank hs over 600 badges..why all my toons would want all the badges is just dumb.

    grow up and take your own advice..and dont be mad at people who have more then you. its clear you have issues with that.

    [/ QUOTE ]

    I think my cats have crapped better posts then this.
  24. Well the reason I ask is I'm trying to determine how far you want to take your build. I can post a 10mil build or a 1bil build.

    For myself, I generally don't spend more then 50-100 per build (often less). I find that I take a toon to a certain point and hit a point of diminishing returns (as well as getting an idea for a new build ).