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Posts
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Joined
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Does anyone know where I can find one? I've been looking high and low, including google, trying to find the base damage multiplier for the different archetypes and I'm coming up empty. Does anyone know them off the top of your head or know where to find a table?
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Solo Play Tips: I have 2 suggestions on this:
1) Emulate team play, only eat a LUCK or some such, jump into a group of mobs. The luck should keep you alive long enough to fire off short circuit and power sink, then just clean up the mess by blapping while using ball lightning and short circuit to keep em drained. Fun stuff!
2) For 2-3 mobs at a time - Tesla Cage the LT, this will draw your initial aggro from the other 2 minions. Hit one with Charged Bolts and lightning bolt as they run towards you - that should about finish him off. Hit the next one with charged brawl and havoc punch, as it has likely closed to melee range = dead mob. About this time the LT should be waking up from tesla cage - refire it off and hold him again, then finish him off as you see fit. Rinse and repeat. -
Yes, Aid Self is a power that becomes better the higher your defense gets. If you're defenses are horrible, not only is it impossible to get off without being interrupted the heal is too small to be of any real value. But if your defenses are high, it REALLY helps mitigate what damage cuts through your defenses and can be used fairly safely in combat.
And believe me, I hear you about going to villian just to get one power. it can be a grind if you look at it that way - but if you simply enjoy playing your toon, just work towards vigilante slowly and once you unlock villian, do the Patron arc, then hustle back to hero. SHould only take a couple of days and the very large boost to defense is worth it, particularly if you like to get in there and BLAP! -
Good for you, Supermax! 38% melee defense will definately make your tank feel more "tanky" and will work for about every TF except Recluse (he's a bugger for Fire regardless of how you're built without some buffing support). The small drop in healing flames wont matter much, as the improved defense will keep a lot more of that damage from landing in the first place. Enjoy your tank, and dont forget to laugh as your damage numbers pile up compared to other tanks who may have more survivability - it comes at a price. Not only can you tank, but you can legitimately fill a melee damage role as well.
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Why take electric blast? Well, its initial power (charged bolts) does more damage than most other tier one attack powers. Small perk, but hey, everything counts! I also notice much fewer endurance problems with this set - it does actually work to restore a bit of endurance per attack which makes a noticable difference in your stamina in extended battles. Yes, it doesnt do as much raw damage as some other blasting primaries (fire, ice, well hell - most of them) and the endurace drain is negligible - when a mob dies, his endurance drops to zero anyway so why not just kill it rather than drain it? Its a tough point to argue. It does have a nice hold (even if the animation is a bit long), but that leads to the REAL reason to get Electric Blast - THUNDEROUS BLAST!!!! MUHAHAHAHAHAHA! Sure it comes with a full endurance drain. Sure its a challenge to avoid faceplanting if there are any survivors who can retaliate - toggles are for wussies anyways! (But lots of +ranged def sets are fair game and recommended...) But come on now - its the only RANGED full nuke in the blaster sets (not incuding Arrows and DP, which are more partial nukes) which means you do have a slim chance of escape after firing it since you dont have to be in melee range. Once you hit Aim + Buildup + thunderous blast and watch your toon charge up, fire off, and leave 12 mobs standing there convulsing in electrical agony before slumping to the floor there's no going back. Worth the price paid in debt every time to giggle like a loon every 90 seconds even if it means yet another trip to the hospital or giving the rezzers on the team a workout. After all, we dont want the defenders getting bored do we? Even better when paired with the /elec secondary as a single blue insp + power sink will fully restore your End bar, then its just a matter of racing to finish off the remaining mobs before they finish off you (as you WILL draw aggro). Who can argue with that kind of fun???
In all seriousness, I have to agree with Frozen Burn in that your secondary is not one that compliments your primary. I think to fully take advantage of Electric blast pairing it with Elec secondary is the only way to go. Short Circuit + Power Sink = an entire mob with zero endurance and that is something both you and your entire team can appreciate, as you can then wail on them with the electrical secondary's blapping powers with impunity and inflict some serious pain. -
A suggestion for Elec/Elec playstyle - wait 2 seconds, follow the tank into melee range, Short Circuit, power sink, ball lightning, the start using charged brawl, havoc punch, lightning bolt and thunderstrike until the cows come home. You will see a BIG spike in your damage output, and the mobs will be too tired to return fire so you swing with impunity. Refire off Ball Lightning and Short Circuit when recharged to keep the mobs drained and you're golden. Your team will love you!
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Prices on Kinetic Combats are through the roof - substitute those out with Smashing Haymakers until you have more funds, then swap in complete sets of Kinetic Combats as you can. The smashing haymakers are dirt cheap (like 100,000 instead of 100,000,000) but only provide half the S/L defense bonus. On a budget, they are your best bet.
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Well, this is my build for what it is worth. I have NEVER had a problem with endurance - between the endurance drained from attacking and power sink the bar barely moves even with toggles running. He's Elec/Elec/Mace, but eh, we cant all be perfect now can we?
I love my blaster - Ranged damage, blapping numbers that make scrappers jealous (softcapped defense helps there, mind you), 2 hold powers, and 2 AOE endurance drain powers. This toon is a master of versatility, but a specialist in none. He can do it all, even if some other AT might be able to do one of those things a bit better.
Note: Short Curcuit is slotted for damage, which you can easily trade out for End Mod if you really wanna drain those mobs. Since I blap a lot, I enjoy having another AOE power in the middle of the mobs that does damage. If you're not softcapped, i would suggest draining endurance to help keep you alive in the middle of the melee mess instead.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Killavolt: Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/Dmg/Rchg(9), Decim-Build%(11)
Level 1: Electric Fence -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/EndRdx(46), Enf'dOp-Acc/Rchg(48), Enf'dOp-EndRdx/Immob(48)
Level 2: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(3), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7)
Level 4: Ball Lightning -- Posi-Dam%(A), Posi-Acc/Dmg(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(17), RechRdx-I(27)
Level 6: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), KntkC'bat-Dmg/EndRdx(17), C'ngImp-Acc/Dmg/Rchg(19)
Level 8: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(37), Krma-ResKB(43)
Level 10: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 12: Aim -- RechRdx-I(A), RechRdx-I(25)
Level 14: Super Jump -- Jump-I(A)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(23)
Level 18: Short Circuit -- Oblit-Dmg(A), Oblit-%Dam(19), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-Dmg/Rchg(45), Oblit-Acc/Rchg(46)
Level 20: Tesla Cage -- Lock-Acc/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(27)
Level 22: Acrobatics -- EndRdx-I(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(46)
Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
Level 28: Thunder Strike -- Oblit-Dmg(A), Oblit-%Dam(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Acc/Dmg/Rchg(40)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(34), ImpArm-ResDam(34)
Level 32: Thunderous Blast -- Posi-Dam%(A), Posi-Acc/Dmg(34), Posi-Dmg/Rng(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), RechRdx-I(42)
Level 35: Power Sink -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(37), RechRdx-I(43)
Level 38: Shocking Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 47: Aid Other -- Heal-I(A)
Level 49: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(50), Numna-Heal/Rchg(50), IntRdx-I(50)
Level 50: Musculature Total Radial Revamp
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Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(29), P'Shift-EndMod(43)
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Very interesting point about the chance to proc for every opponent hit - i never considered that, figuring it was a flat % to proc per activation not per target hit. Might be worth giving up a small bit of defense for a greater chance at +100% recharge... Thank you for that!
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Originally I slotted for positional (melee) defense thinking that I would be in the middle of a group of mobs anyways. In general, the reasoning is sound and as I mentioned it is much cheaper to slot that way than for S/L defense (which every toon out there is looking to get). However, some mobs simply dont have a melee attack (rikti drones, for example) and in large enough mobs enemies would continue to use ranged attacks as the cluster of mobs would keep them from closing far enough to use melee attacks. Slotting for S/L still grants very good melee defense agsint mobs without a S/L component in their attacks (36% is nothing to sneeze at) but also provides 41% defense to MOST ranged attacks as well. In gerenal, its simply more versatile, covering the majority of ranged and melee attacks without giving up too much melee positional defense for those rare mobs that dont have a lethal or smashing component in their melee attacks. Make sense?
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Thanks for your input, fellas.
Breog - I don't really have the spare slots to 6-slot consume with oblits. With Burn and Footstomp recharging at 6 and 7 seconds, I have enough time to use them, bruise the boss, knockout blow the boss, maybe get in a kick or haymaker to try to trigger the +recharge proc, rinse and repeat. I really dont need consume for damage, but it is an interesting thought I have to admit has never really crossed my mind.
Stone Demon - moving the +recharge to Foot STomp breaks the 6-set oblit bonus of melee/S/L defense which the toon needs for tanking purposes. I know it sucks for endurance purposes (hence going Cardiac first) but the set bonus from Oblit are some of the best in the game IMHO and I wanted to capitalize on that where I could. -
Good point about posting my build. I've already hit T3 Cardiac at this point, and I think I'll work on Spirit next.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Ghostly Vengeance: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResKB(5), S'fstPrt-ResDam/Def+(7)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 2: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(11), Dct'dW-EndRdx/Rchg(11), Dct'dW-Rchg(13), Dct'dW-Heal/Rchg(13)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(17), FrcFbk-Rechg%(23)
Level 6: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-%Dam(19), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(25)
Level 8: Consume -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Rchg(21), P'Shift-Acc/Rchg(50)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(23)
Level 12: Plasma Shield -- RctvArm-EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/EndRdx/Rchg(27)
Level 14: Super Jump -- Jump-I(A)
Level 16: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(29), Zinger-Taunt/Rchg/Rng(29), Zinger-Acc/Rchg(31), Zinger-Taunt/Rng(31), Zinger-Dam%(31)
Level 18: Burn -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36), FrcFbk-Rechg%(50)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 24: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), FrcFbk-Rechg%(39)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(40), RctvArm-EndRdx(40), RctvArm-ResDam/EndRdx/Rchg(40)
Level 28: Rage -- HO:Membr(A), HO:Membr(42), HO:Membr(42)
Level 30: Fiery Embrace -- RechRdx-I(A), RechRdx-I(43)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(45)
Level 35: Hurl -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(46), Decim-Build%(46)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-Acc/Rchg(48), Oblit-%Dam(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(50)
Level 41: Rise of the Phoenix -- HO:Perox(A)
Level 44: Stealth -- LkGmblr-Rchg+(A)
Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
Level 50: Cardiac Partial Core Revamp
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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-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(42), P'Shift-EndMod(43)
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Supermax,
I am not an end-all, know-all expert at COH, but my favorite toon for the last couple of years has been my Fire/SS tank. With a lot of study and trail and error over they years, I have put together a very strong build (although not cheap) that is an absolute blast to play. It's based around S/L/Melee defense followed closely by recharge rate to keep Rage going as well has for the healing flames/burn/footstomp powers. Here are some highlights:
- 41% S/L defense, 35.8% melee Defense. Yup, he can tank almost anything
- +138.8% recharge with hasten. healing flames is up every 12 seconds, Footstomp every 6 seconds and burn every 7 seconds.
- Double raged more often than not for serious Scranking firepower/aoe damage
- Has main tanked Recluse (with an Emp for support - come on, there's only so much you can do afterall he IS still a fire tank...)
There are ZERO purples in my build - in order to get the defense I was looking for in order to tank TFs, I stuck with primarily orange IOs. If you're not so much interested in end-game tanking, you can skip some of the +def sets and look for more recharge, Acc, Damage, etc. You an easily swap out the IOs in Hurl for purples if money is no object and further improve the build. If you would prefer, you can also focus more on melee defense than S/L defense and the build will be much cheaper as you can 6-slot touch of deaths in some attacks rather than deal with the prices of 4-slotted Kinetic Combats at the moment.
In closing, this toon is a blast to solo with due to his high damage and great survivability, but also has the survivability to tank about anything in the game. Take from the build what you will, maybe it will help create some ideas for your own toon.
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That is exactly the kind of feedback I am looking for! I cant realistically chase 3 different incarnates at once, I need to figure out where to start. Thank you for the feedback. So, any suggestions about what I could get the most value out of?
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Hiya folks!
OK, I've been away from the game for a few months (pretty much since I19) and just returned to get into this whole incarnate thing and I'm pretty torn. I've unlocked my alpha slot and created a spirit and cardio enhancement (both tier 1) but want some help/advice before investing more materials in something that's not going to pay off. My tank is currently built to maximize melee defense and +recharge. My choices:
1) Cardio. Here, the +20% resist is appealing as with fire, most of my resists are well short of 90% except fire. I do run tough, but it seems like everything can benefit from the +20% resistance. I do use endurance, but consume makes the +end kind of redundant as I never run out of endurance due to the quick recharge time of consume. Thinking maybe reaching tier 2 of this for the 20% resistance bump for tanking REALLY heavy hitters (Recluse, etc) then moving on.
2)Muscles. Let's face it, Fire/SS gives up some survivability in exchange for some impressive damage figures. Bumping this figure is always appealing, although most of my attack powers are currently in the 90%+ damage range due to IO's and I really wouldnt benefit much from this until after the enhancement got high enough to exceed the ED barrier (t3, T4). Very exciting for farming as well as most typical TFs where the extra resist isnt needed and I can add some value to the team in terms of DPS compared to most tanks.
3) Nerve. Well with IOs, perma-rage and usually double rage, I've never had a problem hitting my targets. I don't see a lot of appeal to this one.
4) Spirit. Most of my key powers (healing flames, consume, burn, foot stomp, rage) are all at or near 90% recharge already, although most of my melee attacks are not. There is some fairly immediate value to this enhancement for that reason, and its the one I'm currently using just running around doing missions, etc. Otherwise, the appeal is breaking ED limits for recharge in particular with Healing Flames, Burn, and Footstomp as well as helping Rage stay double stacked once I get to T3/T4 status.
So, I see 3 of the 4 Enh providing some value to this character but I wonder if there are some considerations I should be taking into account that I'm not. My current plan:
1) take Cardio to level 2 to get 20% resistance enhancement
2) Torn between muscle and spirit, as neither will really provide any further benefit until the T3, T4 range.
Any thoughts or suggestions? -
Well, here's my build for what its worth. Softcapped melee defense when using Parry, but built for +recharge to maximize healing abilities.
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Hello everyone!
I cant find anything in the patch notes about it, but did Rage get a nerf? I have a SS tanker build for +recharge (+140% recharge) and I can't seem to keep rage double stacked anymore. Anyone else notice anything or am I out of my mind? -
Volcanic, with I19 looming around the corner, this is my planned build when Stamina become inherent. The slots in BRAWL are holders for Health/Stamina slotting. With this build and only one mob in range of Invinc, Smashing, Lethal, Energy, and negative energy are all at 43.4% defense. 2 mobs puts me at the defense cap for all of these items. Dull Pain is also Perma. Good times!
Enjoy, I sure do.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Keenblade: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Battle Axe
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/Rchg(3), RctvArm-EndRdx(5), S'fstPrt-ResDam/Def+(25)
Level 1: Beheader -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(7)
Level 2: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(9), Dct'dW-Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-EndRdx/Rchg(13)
Level 4: Gash -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(17), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(48)
Level 6: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(23), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(25)
Level 8: Unyielding -- RctvArm-EndRdx(A), RctvArm-EndRdx/Rchg(34), RctvArm-ResDam(48), RctvArm-ResDam/EndRdx(48)
Level 10: Combat Jumping -- Ksmt-ToHit+(A)
Level 12: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(19), Zinger-Taunt/Rchg/Rng(21), Zinger-Acc/Rchg(21), Zinger-Taunt/Rng(27), Zinger-Dam%(27)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(46)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(29), HO:Cyto(31)
Level 20: Swoop -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(31), Mako-Dam%(33), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Acc/EndRdx/Rchg(50)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 24: Kick -- FrcFbk-Rechg%(A)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(34)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(34), RctvArm-EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(36)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def(37), LkGmblr-EndRdx/Rchg(37)
Level 32: Unstoppable -- RechRdx-I(A), RechRdx-I(37)
Level 35: Whirling Axe -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Rchg(39), Oblit-%Dam(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40)
Level 38: Cleave -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(40), Oblit-Dmg(42), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43)
Level 41: Pendulum -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(43), Erad-Dmg/Rchg(43), C'ngBlow-Acc/Dmg(45), C'ngBlow-Dmg/EndRdx(45), C'ngBlow-Acc/Rchg(45)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- EndMod-I(A), P'Shift-EndMod(50), P'Shift-End%(50)
Level 49: Resist Energies -- ResDam-I(A)
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Level 1: Brawl -- Empty(A), Empty(9), Empty(13), Empty(15), Empty(15), Empty(17)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
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Here is my Invuln/Axe for what its worth. I'm not a fan of purple sets, I prefer the +Def of the orange sets more. you can swap some Kinetic Combats for the smashing Haymakers in Kick at about 100 times the cost (literally) for a bit of extra defense.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Keenblade: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Battle Axe
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3)
Level 1: Beheader -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dam%(9)
Level 2: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam(11), RctvArm-EndRdx/Rchg(17)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(13), Dct'dW-Rchg(13), Dct'dW-Heal/Rchg(15), Dct'dW-EndRdx/Rchg(15)
Level 6: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(17)
Level 8: Unyielding -- RctvArm-EndRdx(A), RctvArm-ResDam(34), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(36)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(19)
Level 12: Taunt -- Mocking-Rchg(A), Mocking-Acc/Rchg(19), Mocking-Taunt/Rchg(46), Mocking-Taunt/Rng(46), Mocking-Taunt(50), Mocking-Taunt/Rchg/Rng(50)
Level 14: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(21)
Level 16: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(21), RechRdx-I(23)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(23), HO:Cyto(25)
Level 20: Swoop -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(25), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(27), T'Death-Dam%(29), T'Death-Dmg/EndRdx/Rchg(34)
Level 22: Hurdle -- Jump-I(A)
Level 24: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(29), Mrcl-Heal(31), Mrcl-Rcvry+(36)
Level 26: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), EndMod-I(31)
Level 28: Whirling Axe -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-%Dam(33), C'ngBlow-Acc/Dmg(33), C'ngBlow-Dmg/EndRdx(34), C'ngBlow-Dmg/Rchg(37)
Level 30: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(37)
Level 32: Unstoppable -- RechRdx-I(A), RechRdx-I(37)
Level 35: Cleave -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Rchg(39), Oblit-%Dam(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40)
Level 38: Pendulum -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-%Dam(43)
Level 41: Kick -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(43), S'ngH'mkr-Dmg/Rchg(43), S'ngH'mkr-Dmg/EndRdx/Rchg(45)
Level 44: Tough -- RctvArm-ResDam(A), RctvArm-EndRdx(45), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/EndRdx/Rchg(46)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-EndRdx/Rchg(48)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
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This question really depends on whether or not you're talking about an "end game" build or a leveling build. I have 3 lvl 50 tanks, and I can tell you that my Invuln tank was easily the most surviveable on my way to 50. However, once we start talking about IOing at level 50, things change a bit. I have a fire tank that rivals my invuln for survivabilty, believe it or not. With IO's, my fire tank is at 40% S&L defense which vastly reduces the damage coming in. With S&L resistances at 70% and everything else but toxic and cold at 50% resist, what does come through is pretty well mitigated and healing flames currently has a 12 second recharge to keep the green bar full. The only real exception I've found has been Lord Recluse. I am proud to say I've tanked Recluse successfully on my fire tank with just an Emp for support, but it wasnt easy. My invuln has tanked recluse much more successfully, due largely in part to Dull Pain hitting the hitpoint cap and that extra defense & resists. But I can't think of another mission/AV in the game that I have had troubles tanking with the fire tanker (maybe Hami?), and the toon adds some significant damage to the team as well unlike my Invuln.
My point to all this? Pre-IO, Invuln would be my vote for the most survivable and playable tank (stone can be FRUSTRATINGLY slow). If your thinking Stateman TF, Invuln or stone are really the best ways to go. But post IOs ANY tank should be able to do the job on 99% of missions/TFs/AVs with the right build. -
In my opinion, Energy Melee. It has zero AOEs, all attacks are single target. With Total Focus and Energy Transfer, I dont think anything else can touch it.
Typical fight - Build up, AS, Energy Transfer (extreme damage) followed by Total Focus (extreme damage), dead boss. -
Its already been hinted at here, but I'll just come right out and say it. With my endurance full, I will often put all of my pets but my lich on passive, then tell my lich to "go to" a spot right in the middle of a group of mobs, and let him wail on stuff until he dies. I then resummon the lich, send the entire horde in to attack the spawn, and use Soul Extraction on the dead lich for a top-tier ghost to join the party. Then, with a party of 8 pets (including fluffy) at my side, I dominate the rest of the map without so much as a scratch. The lich recharges plenty fast enough to do this tactic every time Soul Extraction is up from cooldown.
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OK all, thanks, that helps a lot. For my necro, yes, Grave Knights are easily the best source of damage, and I assume it works for both knight equally so it would be like double the chances of a build up proc since there are 2 knights attacking at 17% each. Sounds like a no-brainer, particularly since they can crit with headsplitters. I cant wait to see a BU crit from them *evil grin*