MaxLongstreet

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  1. The increased survivability offered by IOs encourages folks to do a lot of stupid things nowadays. At one extreme you have the team dying from overconfidence regardless of how good the tank is, while at the other extreme you have a team steamrolling with no need for a tank.

    The upside is that with the right IOs, any tank can be almost unkillable. When I'm with a team that's just doin' its own thing, I just do my own thing. If the team wipes because it's stupid, well, I'll still be there killing stuff when they get back from the hospital .
  2. Quote:
    Originally Posted by IamLink View Post
    Okay, I'll take that... IF he can't use his secondary to attack and/or kill mobs. Death is the ultimate debuff.



    Yeah, I mentioned that in my original post with the video. I was watching another screen and not paying attention to my end use. =p BUT... I did go from 0 to full end, and have enough time to retoggle. Thus, showing the power of IOs... Which in my opinion, is the topic of discussion here. See (A) below.



    Once again, I'll take those points, if you fulfill the same requirements yourself. I dare to you test your survivability without using your secondary.

    (A) My point, is that none of these feats would be possible without IOs. Forgive the crude analogy, but lets look at this as apples to applesauce.

    Person 1: Applesauce is so much better than just apples!
    Person 2: No kidding... That's because there's extra stuff in applesauce to make it better than just apples.

    Now, replace and try it again.

    Person 1: DA with IOs is so much better than just DA!
    Person 2: No kidding... That's because there's extra stuff in the DA with IOs to make it better than just DA.

    Both videos show the power of IOs... not their individual sets. That's the point I'm getting at.

    My challenge to you: If you honestly think DA doesn't suck, copy the char to the test server and frankenslot for identical Enh values. No IO bonuses. Then hit the record button and give it another go.
    Here's where the logic of this breaks down: it assumes that all power types are improved equally by IOs, a clearly false assumption. A strong argument can be made that DA is improved more by IO sets than almost any other tanker primary.
  3. Hello, I've heard that Fire/Kins are the most powerful thing in the game, so I'd like someone to whip up a build for me here, pronto. I have only the vaguest notion of what I actually would like to do with the character, so don't ask me for any more specifics about my plans. I just know that Fire/Kins rock! So make me one that rocks!

    I also suffer from palsy, so it's hard for me to move my mouse and scroll down further on this page to open the 17 other Fire/Kin build threads there, so make me a new one that I can see here on the top of the page.

    I also suffer from developmental disabilities, so operating the 'Search' functions are also beyond my capabilities - so once again, I want all the key information right here, in the next 10 minutes, in this thread.

    And please, whatever you do, don't tell me to play my character for a while and figure out for myself some of my needs. Actually playing my character is a bit challenging and distasteful - I would prefer to actually just be level 50 racking up billions of influence, and this is what I've heard is the fastest way to do that. That way I can cut down on my time actually playing the game - after all, I'm a very busy person.

    In fact, I pay a Chinese gold farmer $3 an hour to sleep with my wife - this way I can keep her needs satisfied with little financial outlay and no precious time spent on my part. Efficiency and all. Thanks in advance for your replies!
  4. Quote:
    Originally Posted by monkey0707 View Post
    S/L is the way to go my electric brute used to be caped to Melee and I ran that way for about 3 months or so until I read up about defense more. I also had all my squishes set for ranged defense as well. I took 2 of my squishes and Electric brute and took them to test with soft-capping S/l instead and there was a world of difference. My survivability has went up with having S/L capped over Melee

    There are more attacks in the game that have S/L attached to it the Melee. If you only go Melee then every ranged & AOE attack will hit you.

    If you want to talk set Bonus now we will take Kinetic Combat (4 slots) and Touch of death(6 slots). For single target to get the S/L bonus you need 4 slots as opposed to Melee you have to 6 slot. This may be ok for some powers, but it would take you 12 slots(2 single target attacks) to get 7.5 defense (2 X 3.75). Where as going S/L 12 slots gets you 3 powers and 11.25 defense (3 X 3.75) or get 7.5 with only 8 slots. This makes it easy to slot your weaker attacks or even slotting boxing. Also the other set bonus they have both the same Immobilization and HP bonus, the only thing extra you get with Touch of death is hold resistance and a 2.5% damage buff.

    Yes I do agree that Obliteration is the best set for PBAOE attacks but you still get 1.88 to S/L with it and most electrics will skip Jacobs Ladder in there final build and its much better to put a force feedback + recharge in Thunderstrike and then 5 slot the set with a purple set.

    So lets talk other powers that you will slot for Defense bonus. The best set for your resistance shields is Reactive Armor with 4 slots for S/L of 1.25 plus you also get 1.25 to energy/neg or .63% to ranged. You would have to 6 slot it with Titanium Coating for 2.5 % but the rest of the set bonus are pretty bad.

    The next is Taunt every 1 of the taunt sets have S/L as the bigger number with the top 2 sets giving very high numbers and other good set bonus.

    The best thing I can tell anyone is try it on test with a softcap to Melee build and a soft-cap to S/L build grab a bunch of mobs and heard them up and watch how many miss you on both. This is what I did and S/L won every time.
    Not buying some of the logic here. Here's a big reason: you are comparing a Brute to a Tank. A Brute with armor and tough maxes at about 60% S/L Resist, a Tank at 80% S/L Resist. A brute takes double the S/L damage before we get into defense. Consequently, the S/L ranged damage is a much bigger deal to Brutes than it is to Tanks.

    I don't know about you, but I take Jacob's ladder in my final build; it's not a terrible power and one more Obliteration is great.

    As I said, all the Resist sets are pretty sucky; Titanium isn't anything special, but Reactive is plain lousy. 4 slots to get 1.25% S/L and little else (Energy Defense isn't exactly needed on an Electric Tank), whereas Titanium gets you 2.5% and a nice hit point buff.

    Touch of Death to Kinetic Combat is probably the worst set comparison for melee defense, and yet Touch of Death is probably just as good - for two slots, you get a 2.5% damage buff, a damag proc in the power, and increased End/Rdx in the power on the enhancement.

    Here's the thing: your Tank is going to be extremely hard to kill either way. The 'you gotta take S/L' argument argues that 80% Resist and 25-30% defense to ranged S/L attacks isn't good enough. I don't really buy that.

    I advise playing around with the different sets and seeing what overall bonuses you get in other areas that may matter to you - recharge, Regen, Damage, HP, accuracy, etc. - and seeing what you like best. The hybrid approach of taking both Melee and S/L depending on your preference of each particular set and its bonuses is very viable. Whatever way you go, a tank with high Resists and high defenses is going to be hard to kill.
  5. Speaking as someone who learned the hard way, don't pick Trick Arrow.
  6. Quote:
    Originally Posted by kendo View Post
    leaning towards this line of thinking, that the sets that boost melee like obliteration have better over-all bonuses than those that boost s/l. however, I can still get a very good mixture of s/l by slotting powers where that makes more sense, like 4 slotting reactive in the shields instead of 6 slotting red fortunes.

    it will be expensive but not nearly as bad as some of the purple builds you see and what the heck, it's only influence and you need a goal to reach for

    borrowing from several of the excellent posts here, the current build I put together has 40% melee, 35% s/l, 73% s/l resist and enough recharge to have energize up every 37 seconds when hasten is active. also enough regen and health to push almost 400% regen when energize is active. may not be the absolute best in any of those categories but I think the over-all effect and layering should work out pretty well

    more input would certainly be welcome but many thanks to everyone who contributed. now to go start earning a few hundred million influence
    If I'm reading your post right you might be comparing some apples and oranges here - Reactive is a Resist set, Red Fortune is a Defense set. You can't slot Red Fortune into your armors. If what you meant was whether you should choose slots for defense or resist powers, remember that you need to slot heavily for your Resist powers anyway, since you really want to max out Resist and Endurance Reduction in your Resist toggles (perhaps not Static Shield).

    The melee defense equivalent to Reactive Armor is Titanium Armor - It gives 2.5% melee defense but you need all 6 slots. It's not a great set, but neither is Reactive - none of the resist sets really give great bonuses.

    As for slotting Defense slotting, such as for Combat Jumping and Weave, I didn't take Red Fortune on my elec/elec, since it gives Ranged Defense. I love Red Fortune on things like Controllers/Blasters/Corruptors, but not on tanks particularly. It's also slot heavy. If you have the dough you can 4-slot weave with the appropriate Luck of the Gambler pieces, and 2-slot Combat Jumping with the same, and pick up more Regen and stuff - this is what I'm doing on my elec/elec, saving slots for other powers while still getting near max defense enhancing on CJ/Weave.

    You certainly can take Red Fortune for these powers if you want a more generalist approach with Ranged Defense - more 5% recharges is always a good thing, if you can't afford the 7.5%'s in Luck of the Gambler - but then you really need to be saving the six slots for each defense power you have.

    If you're going for an insane recharge build, then you can always go five Red Fortune and the LotG 7.5 in the six slot.
  7. I'm putting a strong vote in here for Melee Defense.

    I don't buy the argument that Electric Armor is too squishy to S/L and you need it S/L defense to compensate. Resist based armors basically cry for Tough, this is true, but once you get it, you're no longer squishy to S/L - Once you bump up from 55% to 80% S/L resist, things get much easier.

    Yes, S/L defense overall is a bit better than melee defense. But what you have to do to get lots of S/L defense isn't worth it for me. Your overall set bonuses will be better, more rounded, going melee defense, and you'll get a better overall toon.

    Compare some of the sets and you'll see what I mean. With the Electric attack powers, you'll have a ton of PBAoE attacks - Obliteration is one of the best non-purple sets in the game, giving great bonuses across the board, and it builds for melee defense. Going for S/L defense, you go for a lot of sets that don't do much besides S/L - Kinetic Combat, for instance.

    Finally, Melee and S/L sets provide bonuses for each other, so if you go heavy for Melee you'll still get a lot of S/L. If you have stuff like Combat Jumping and Weave, your total S/L defense will probably be at least 25%, which combined with the 80% resist means you won't take much damage from S/L ranged attacks - nothing you can't regenerate.

    Finally, capped melee defense is probably better for tanking AVs and GMs all told, though this isn't something I have much expertise in.
  8. For me, it's been borderline. It's a bit slow, the cone is hard to line up, and it doesn't look great. However, if you're fighting 20 mobs at a time, you'll get a lot of multiple hits just by accident. I like Havoc Punch (and Chain Induction) in a single target chain instead, if only because Havoc Punch looks 10 times better.

    I fire it off when it looks like I'll get multiples. Also, if you intend to go crazy with the sets later on, it's another place to put Obliteration, one of the best all-around sets in the game.
  9. I love this: "No one is going to win dealing out 9 damage and taking 264, 264, 500 before dealing another 9 damage."

    Ah, PUGs.
  10. All of them.

    Almost anything can become fairly broke if cost is no object. Some builds can go from so-so to gods with top sets (Shield Scrappers), some go from lousy to merely solid with sets (TA Corruptors) and some builds are broken even before sets (Robot MMs, Fire/Kins), but generally speaking, just about anything gets pretty over the top with good sets.

    As for "best at what", it depends what you are looking for. Survivability is certainly one thing, with the ability to soft cap defense and get ridiculous amounts of regen. And with Sets ability to get huge amounts of recharge, characters can get twice as good (fast) as what they already are good at - damage, control, debuffs, you name it. And with sets ability to take care of little things like Accuracy, Endurance recovery, and recharge, all your powers can be maxed out for what they do best - again, damage, control times, etc.

    Let's put it this way: in answering the question of which archetype or power combination within an archetype is best, the differences are pretty small overall compared to what tricked out sets give. In other words, a top set toon using 'unpopular' power combos will likely be a lot better than a 'popular' build using only IOs.
  11. I've been playing an Elec/Elec a fair bit recently - I have a few suggestions.

    -- Do NOT wait until level 47 for Grounded, unless you enjoy spending most of your missions on your butt. If you ignore everything else I say, don't ignore this. Take Grounded ASAP.

    -- You are giving short shrift to Power sink - you may not realize that Power Sink is one of the main reasons to be taking Electric Armor. It basically solves any Endurance problems, and even gives a bit of mitigation in long fights when opponents are out of Endurance themselves. Don't wait until 35, take it immediately at 26 and slot it for both Endurance Mod and Recharge.

    -- Lightning Rod is your best attack power - it needs to be six-slotted, and it needs more recharge. I would go Obliteration for Lightning Rod instead of Scirocco's - it has much more recharge in it. I actually like Obliteration better for its bonuses as well - melee defense and recharge bonuses are what I'm looking for.

    -- I don't like Impervium as your Resist set of choice. Impervium is all about endurance - it boosts endurance and recovery, and this is NOT what you are going to be weak on - with Power Sink (see above) you won't have endurance issues. You'll get more mileage out of Titanium, Reactive or Aegis armors.

    -- Thunderstrike is likely to be your best source of AoE damage until Lightning Rod. I like six-slotting it, and giving it a lot more recharge than you have (at high levels, I again like Obliteration here).

    -- Personal taste here, but I don't see a huge need for the Energy APP Pool. Physical Perfection's usually great for tanks, but you don't really need the recovery bonus, and you've already got a ton of +Regen. This would give you the opportunity for other things, like Build Up if you want more damage - works well before Lightning Rod.

    Now, you might not care much about damage, which is why I can't give much more advice without knowing your intentions - are you going to mostly group, mostly solo - are you looking for pure survivability, or trying to do more damage, etc.
  12. With the proper build, there's no class in the game that can't solo quite well. Play what you enjoy!
  13. Quote:
    Originally Posted by klaus_NA View Post
    this is my 5 year old account
    holy crap i have no idea of how to play lol
    how do i turn the difficulty lvl of missions?
    Go to the field analyst (fateweaver for villains), blue icon, to change # of foes, level of foes, whether you want bosses/
  14. Quote:
    Originally Posted by kazdum View Post
    So, i stoped playing this game in 2005, and for some reason today i woke up and remembered my account info
    Anyway, i have a lvl 32 fire/ice tanker, and back then i only remember of putting down that icey slippery thing and turning up my aoe and killing everything by myself , did this thing changed? Also i remeber one thing i hated was running low on end and having to pick up stamina(or some other power i cant recall the name) in every single toon, its that still true?
    I too had a fire tank and took off five years, just came back a few months ago. Here's a few things to know:

    --Burn was majorly nerfed. You can't just taunt everything next to you and then kill everything with it - it has a fear effect so stuff runs out of its radius now. Of course, with ice patch, you can still do some of that.

    --There's a limit to the effect of enhancing one specific area of a power - after abotu an 80% boost, to say, damage, the effect of further enhancements is drastically scaled back, so you can't just put 6 damage SO's in Burn, for instance. Not sure if this happened before you left.

    --Making up for this is the new Invention Origin (IO) enhancement system, whereby you can get enhancements that don't wear off at any level, and unique 'set' enhancements that can effect multiple parts of a power, and that together give global character bonuses if you have enough of the same set. Do a search for IOs and read up on this if you haven't already.

    And yes, Stamina is still an integral game power.
  15. Quote:
    Originally Posted by PosterChild View Post
    So you're thinking I can safely avoid Stone? That's good news

    I was leaning at the moment, fire/elec, the only problem being lack of KB, which I would have to scrounge up some money for some IOs or run Acro.

    I know nothing about the elec secondary however, so, if anyone can throw 2 cents in on that, I'd be most appreciative!
    It tends to be pretty weak on single targets and strong on AoEs. It's top end power, lightning rod, is incredible, though until you get it at 38, the set's overall damage is so-so. Thunderstrike at 16 gives you some solid mitigation with an AoE knockdown.

    Oh, and the whole set looks pretty cool.
  16. MaxLongstreet

    Ice/Elec Tank

    Not sure I'd be putting off Thunderstrike until 44. It's far better power than Jacob's Ladder, which you're taking at 4. Yes, it's slow, but it's good AoE Damage and mitigation, generating a decent amount of aggro and slowing enemies down.
  17. Love all your guides and all your enthusiasm, Silas. I do take issue with the resist slotting in Steamy Mist as a given, as per a thread I started on the archtypes forum. With the more universal nature of defense, as opposed to the hit or miss nature of fire/cold/energy resist, and defense's increasing value as you get more of it (and Squishys are going to be getting more defense than resist, obviously), I think there's a strong case to be made for slotting for defense here on many toons, or Frankenslotting for defense/resist/endurance rdx.
  18. Perhaps my impression about the conventional wisdom is based on reading lots of build guides, some of which predate IOs and the rush to the soft cap. Nonetheless, I continue to see some smart people repeating the "slot for resist" mantra quite recently, such as here:

    http://boards.cityofheroes.com/showt...=196722&page=3
  19. In general, the build and slotting advice given by the veterans of these boards is pretty great. However, I've noticed one place where the advice that's given over and over again by almost everyone is flat wrong, at least a decent percentage of the time.

    It's in slotting for SM/AF/SF - the mantra here is that the resist numbers are higher, so slot for resist instead of defense. For many builds/archtypes, I just don't get this.

    Let's take a look at the numbers. For Controllers and Corruptors, these powers have a base 3.75% defense and 15% Resistance to Fire/Cold/Energy. Enhancements of course buff these in the same 1:4 ratio as the starting bonus, meaning for instance, that 3 IOs increases defense 2.2% and Resist 8.8%. For Defenders it's also 1:4 at 5% defense/20 % resist starting, and 2.9% or 11.7% increase with 3 IOs.

    Balancing the 4 times higher resist bonuses are two things: 1) the resist bonuses are only to fire/cold/energy whereas the defense is universal, and 2) for most classes, particularly those that use the powers (Corruptors/Controllers/Defenders), defense is more useful than resist.

    The first point is quite important to me - I have a bias towards powers that make me better overall, rather than better against certain things and no better against others. And the second point is too - I've never had a Controller that is working on Resist to any extent, while I often have one that is working on Defense. Let's say just for example I have a Controller that is at 20% universal defense after applying the first 3.75% of the Steamy Mist power and all my other defensive powers and set bonuses (I understand it's unlikely to break down exactly like this, but this gives a simple math example). Increasing my defense another 2.2% by slotting one of these powers with defense means that I'm reducing damage taken from an average of about 30 per attack (hypothetical 100 damage, 50% to hit, -20% for defense) to 27.8. This is a reduction of 7.3% in all damage.

    If I'd slotted for resist, where as a Controller I'd probably have no other resistance other than this particular power attack that would have done 100 points of damage would do 85 because of the unslotted 15% effect, would now do 76.2 points of damage applying the further 8.8%. This effectively reduces the damage 10.4%.

    Anyhow, what started out as a 1:4 ratio in mitigation has gotten fairly close (7.3% vs. 10.4%) because of how defense works when you start to build it up, which is fairly likely on a Controller - I know that on my Controllers I go for some defense bonuses.

    And of course that 10.4% is only only some of the game's damage types, meaning it's far less reliable than the defense.

    Now I'm not saying that it's always right to slot for defense - you may have teammates, such as Resist tanks, where the resist will be very valuable, or you may have resist set bonuses, or no defense bonuses at all, and you may have a case for slotting resist.

    But the blanket statement which I've seen over and over again that slotting for resist is simply best on these powers is simply false, IMO. My advice would be to really look at how you these powers would play out on your build before following the conventional wisdom here - you can also frankenslot for resist/defense/endurance if you don't need set bonuses.
  20. I'm not a math genius, but I think I'm smart enough to notice that numbers like '20' and '12.5' are a lot smaller than '75' and '62.5'. In -recharge, like many other areas, TA's powers are a joke compared to other sets.
  21. Having not played a tank in a LONG time (pre burn-nerf), I decided to roll up an Electric/Electric on a whim because I'd never played the powers, and I'm absolutely loving it. The look and feel of the powers is fantastic, and Electric Armor is much better than I thought it would be. This is definitely a toon I could play for a long time. I threw together a pimped out build to have something as a long term goal out there, and I'd love to hear from some of those with experience here about anything I might be missing.

    A few idiosyncratic things about my build that I'm unlikely to change: No hasten, no travel power, no taunt (I mostly solo), no APPs and every attack power - I look the look and feel of all of them too much! I'm may tweak sets and slotting however. I'm going for survivability with high melee defense and solid regen, and decent overall HP, recharge and damage. Thanks in advance for replies.

    Oh, btw, the levels I'm taking stuff at is also a bit different than what's listed here, though the end plan is the same.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Electrical Melee
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping

    Hero Profile:
    Level 1: Charged Armor
    • (A) Titanium Coating - Resistance/Endurance
    • (15) Titanium Coating - Resistance/Recharge
    • (23) Titanium Coating - Endurance/Recharge
    • (36) Titanium Coating - Resistance
    • (37) Titanium Coating - Endurance
    • (37) Titanium Coating - Resistance/Endurance/Recharge
    Level 1: Charged Brawl
    • (A) Touch of Death - Accuracy/Damage
    • (3) Touch of Death - Damage/Endurance
    • (9) Touch of Death - Damage/Recharge
    • (11) Touch of Death - Accuracy/Damage/Endurance
    • (36) Touch of Death - Damage/Endurance/Recharge
    • (36) Touch of Death - Chance of Damage(Negative)
    Level 2: Havoc Punch
    • (A) Touch of Death - Accuracy/Damage
    • (3) Touch of Death - Damage/Endurance
    • (7) Touch of Death - Damage/Recharge
    • (11) Touch of Death - Accuracy/Damage/Endurance
    • (34) Touch of Death - Damage/Endurance/Recharge
    • (34) Touch of Death - Chance of Damage(Negative)
    Level 4: Jacobs Ladder
    • (A) Obliteration - Damage
    • (5) Obliteration - Accuracy/Recharge
    • (5) Obliteration - Damage/Recharge
    • (7) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (9) Obliteration - Accuracy/Damage/Recharge
    • (34) Obliteration - Chance for Smashing Damage
    Level 6: Conductive Shield
    • (A) Titanium Coating - Resistance/Endurance
    • (15) Titanium Coating - Resistance/Recharge
    • (23) Titanium Coating - Resistance
    • (42) Titanium Coating - Endurance/Recharge
    • (42) Titanium Coating - Endurance
    • (43) Titanium Coating - Resistance/Endurance/Recharge
    Level 8: Hurdle
    • (A) Jumping IO
    Level 10: Grounded
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 12: Energize
    • (A) Numina's Convalescence - Heal
    • (13) Numina's Convalescence - Heal/Recharge
    • (13) Doctored Wounds - Recharge
    • (39) Numina's Convalescence - Heal/Endurance/Recharge
    Level 14: Health
    • (A) Numina's Convalescence - Heal
    • (40) Numina's Convalescence - +Regeneration/+Recovery
    • (40) Regenerative Tissue - +Regeneration
    • (42) Healing IO
    Level 16: Thunder Strike
    • (A) Obliteration - Damage
    • (17) Obliteration - Accuracy/Recharge
    • (17) Obliteration - Damage/Recharge
    • (19) Obliteration - Accuracy/Damage/Recharge
    • (19) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (33) Obliteration - Chance for Smashing Damage
    Level 18: Lightning Reflexes
    • (A) Run Speed IO
    Level 20: Stamina
    • (A) Endurance Modification IO
    • (21) Endurance Modification IO
    • (21) Endurance Modification IO
    Level 22: Static Shield
    • (A) Aegis - Resistance/Endurance
    • (25) Aegis - Resistance/Endurance/Recharge
    • (25) Aegis - Resistance
    Level 24: Build Up
    • (A) Adjusted Targeting - Recharge
    • (39) Adjusted Targeting - Endurance/Recharge
    Level 26: Power Sink
    • (A) Efficacy Adaptor - EndMod
    • (27) Efficacy Adaptor - EndMod/Recharge
    • (27) Recharge Reduction IO
    • (37) Performance Shifter - EndMod/Recharge
    Level 28: Chain Induction
    • (A) Hecatomb - Damage
    • (29) Hecatomb - Damage/Recharge
    • (29) Hecatomb - Accuracy/Damage/Recharge
    • (31) Hecatomb - Accuracy/Recharge
    • (31) Hecatomb - Chance of Damage(Negative)
    Level 30: Lightning Field
    • (A) Armageddon - Damage
    • (31) Armageddon - Damage/Recharge
    • (33) Armageddon - Damage/Endurance
    • (33) Armageddon - Accuracy/Recharge
    • (40) Armageddon - Accuracy/Damage/Recharge
    Level 32: Power Surge
    • (A) Recharge Reduction IO
    • (39) Recharge Reduction IO
    Level 35: Boxing
    • (A) Accuracy IO
    Level 38: Lightning Rod
    • (A) Obliteration - Damage
    • (43) Obliteration - Accuracy/Recharge
    • (43) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (45) Obliteration - Chance for Smashing Damage
    • (45) Obliteration - Damage/Recharge
    • (45) Obliteration - Accuracy/Damage/Recharge
    Level 41: Tough
    • (A) Titanium Coating - Resistance/Endurance
    • (46) Titanium Coating - Resistance
    • (46) Titanium Coating - Resistance/Recharge
    • (46) Titanium Coating - Endurance/Recharge
    • (48) Titanium Coating - Resistance/Endurance/Recharge
    • (48) Titanium Coating - Endurance
    Level 44: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (48) Luck of the Gambler - Defense
    • (50) Luck of the Gambler - Defense/Endurance
    • (50) Luck of the Gambler - Defense/Endurance/Recharge
    Level 47: Swift
    • (A) Run Speed IO
    Level 49: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Luck of the Gambler - Defense
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet



    Code:
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  22. Any team that's dumb enough to kick a FF Defender is probably not a team you wanted to be on anyway. For me, it probably would be - bad teams are my entertainment.
  23. DA is fine for pure tanks, IMO. It may require a lot of infamy to really make it shine, but when you do, it's as monstrous as any other Tanker primary.
  24. Actually, anything can get it done as a pure tank in this game. There is no combination of Tank powers which can't do a great job as a pure tank. I'm currently playing an electric/electric, which isn't what people think of when they think of the best 'pure' tank, and it does just fine. It's more about your build, your play skill/style, who you team with, and eventually, whether/how you IO out your toon that will determine how you do as a 'pure tank' - Primary/Secondary selection is probably about 2% of it.
  25. Quote:
    Originally Posted by Adeon Hawkwood View Post
    He was talking about Elemental control, not Environmental
    Doh!