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You can drop Grant Cover for Taunt. Rarely is anyone your group going to be in range to get the buff and I'm not really willing to say the 17.3% defense debuff resistance is worth the extra toggle. -
I have to say the build you posted terrified m, Moon. So many things that bring me to tears that I can't post them.
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I love and prefer shields because it's just so incredibly easy to cap out your defenses ...and because I duo a lot of the time, so it helps to get some damage out there. A Gaussian set on build up, and the Steadfast unique and there your are. You need weave and CJ/Hover of course, but most every tank set takes those. If you're looking to be about as BA most every other tank out there, and put out scrapper-ish levels of damage, Shields are the way to go.
Quote:/fixedNot to mention having 2 attacks that teleport you is too awesome for words.
Example build: 11 slots used, a 30mil Steadfast unique and a relatively cheap GSFC set with only SOs and you have a nearly defense capped (44.7%) tank. Most every defense set you put on there will be better than those, I just went with those for emphasis.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Deflection -- DefBuff(A), DefBuff(3), DefBuff(3)
Level 1: Scorch -- Empty(A)
Level 2: Fire Sword -- Empty(A)
Level 4: Battle Agility -- DefBuff(A), DefBuff(5), DefBuff(5)
Level 6: Combat Jumping -- DefBuff(A)
Level 8: Active Defense -- Empty(A)
Level 10: Against All Odds -- Empty(A)
Level 12: Combustion -- Empty(A)
Level 14: Super Jump -- Empty(A)
Level 16: Hurdle -- Empty(A)
Level 18: Health -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: True Grit -- S'fstPrt-ResDam/Def+(A)
Level 24: Taunt -- Empty(A)
Level 26: Breath of Fire -- Empty(A)
Level 28: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Build%(31)
Level 30: Shield Charge -- Empty(A)
Level 32: Fire Sword Circle -- Empty(A)
Level 35: Phalanx Fighting -- Empty(A)
Level 38: Greater Fire Sword -- Empty(A)
Level 41: Boxing -- Empty(A)
Level 44: Tough -- Empty(A)
Level 47: Weave -- DefBuff(A), DefBuff(48), DefBuff(48)
Level 49: Hasten -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet -
At the moment I'm running 4 TotN and 2 Theft of Essence to "max out healing" which is honestly a waste of resources, especially considering SL does quite a bit of dmg when it's slotted.
So what's the best everyone else has come up with? Set bonuses aren't a major concern, so don't let that hold you back. -
Prolly can't nobody open it now that I think about it, since I doubt everyone, much less anyone, has added electrical melee and pyre mastery to the Scrapper sets yet.
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I looked at /elec but im just not too sure about capping out at 35% defense. I also live the idea of chaining Lightning Rod and Shield Charge. Electric Melee comes off a bit like Shadow Melee (without the bonus heal and end refill) does to me, mostly AoE-ish with some solid single target capability. So mostly this is just an all around character I can pick up and take where ever and not worry that I'm not built perfect for the job.
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Got 2 flavors I'm looking at, one without /fire EPP, and one with. The one with opts for manuevers instead of tough/weave to free up the slots, but comes at the cost of 2% defense, effectively leaving the build 1.4% shy of breaking the melee and ranged soft cap, but obviously clears it once PF kicks in. Primary issue is that RoF is just there to look pretty. Thoughts?
Edit: Obviously this doesn't take in to account any changes made to the pool during its port over to scrappers, it's just a straight copy over from stalkers.
Edit Edit: Maybe I should do this with the brute setup instead.
Edit Edit Edit: Replaced the Stalker set with the Brute set.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(7), LkGmblr-Rchg+(9), Aegis-ResDam/EndRdx(9), Aegis-ResDam/Rchg(11), Aegis-ResDam(11)
Level 2: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(17)
Level 4: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(17), LkGmblr-Rchg+(19)
Level 6: Hover -- LkGmblr-Rchg+(A)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(23), GSFC-Build%(23)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(25)
Level 12: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(25), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(27), Sciroc-Acc/Dmg/EndRdx(29)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Swift -- Flight-I(A)
Level 20: Health -- RgnTis-Regen+(A), Numna-Heal(31), Numna-Regen/Rcvry+(33)
Level 22: Stamina -- EndMod-I(A), P'Shift-EndMod(33), P'Shift-End%(33)
Level 24: True Grit -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/Rchg(34), Aegis-ResDam(34), Heal-I(36), Heal-I(36)
Level 26: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(39)
Level 28: Phalanx Fighting -- LkGmblr-Def(A), LkGmblr-Rchg+(29)
Level 30: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Acc/EndRdx/Rchg(39), Mako-Dmg/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 35: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(43), Sciroc-Dmg/Rchg(45), Sciroc-Acc/Rchg(45), Sciroc-Dam%(45)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(46)
Level 41: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(46), LkGmblr-Rchg+(48)
Level 44: Ring of Fire -- Immob-I(A)
Level 47: Melt Armor -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(50), Posi-Dmg/Rchg(50), Posi-Dmg/Rng(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
I'm done here. You're obviously out of touch with the current state of the AE crowd and you're making completely uninformed and insulting assumptions about me based off of that lack of knowledge. No need to climb off your high horse anymore to tell me how wrong I am, I'm sure it's a long climb down and I don't want to burden you. It's too much work to reason a man out of a position he's reasoned himself into. Yes, that goes both ways.
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At the moment I'm working on leveling a fFire/SD scrapper (now you know why I was stalking the scrapper forums!), and it's my experience that the 53 lieutenant runs, while they seem faster, also seem to yield less experience/hr than a 52 boss run (I haven't actually put down any numbers to confirm that, may be wrong). They also require that you basically clear the map, which also takes longer, to hit the ticket limit. Ticket rewards basically fund a new character (without doing influence transfers anyway).
I have power leveled friends new characters in a specialty mission of 52 lieu's with SKs to level 45 to max out XP and I just solo everything, but thats a whole different situation. In a level like that I reckon most any well built AOE DPS class could outshine my tank.
Also, across the characters I've leveled in AE, I have yet to be in a successful group that didn't have a good tank. I've been in an incredibly fast group that had a fire/kin pulling to the group, but he was still pulling to a tank. That's personal experience. Yours and other people's may be different. Maybe I'm just not around when that totally super awesome scrapper or controller or defender is patiently putting together its tankless team and is basically soloing its way to glory. -
Ah, so I'm incompetent now. I suppose that worse than self-important and egotistical. I was wondering why it was such a headache trying to taunt all all those mobs the Kheldian just scattered all around me, or the blaster that thought he should pull, and I should just deal with the guy that's been AFK for the last 10 minutes. Obviously I'm the one that has no idea how to play a tank and I'm dependent on the crutch of being carried by other players superior to myself. Thank you, sir, for pointing out my failures as both a player and a tank.
Please don't step into this thread assuming I have no idea what I'm doing as a tank and can't react to a sudden shift from the established plan, it's naive. Please don't assume I'm talking about you and calling you an idiot, that's just makes it sound like you have a guilty conscience. Please don't assume I kick bad players on a whim, I'm a little more lenient than that. Once someone has established they're unwilling to listen and/or learn (or just looking for a free ride to 50) from their mistakes, that's when I give them a free ride back to the AE Building. -
Certain facts about an AE leveler.
1) They mostly will not slot a single enhancement until at least level 30. This is largely because everything but IOs will be out leveled before you've even finished a single mission, and level 30 is about the time IOs become as effective as a +2 SO.
2) Since they're leveling in an AE, they're lacking in the funds to slot most of their abilities to the full potential. So they're weaker than their "I leveled the 'right way.'" counterpart. Unless they spent their tickets wisely anyway.
3) It's my experience that people are building for a "final" build from the get go (I do anyway). Assuming they know what they're doing. Otherwise they're the reviled AE babies everyone shudders to see getting to 50.
These 3 facts lead to the truth that in an AE PUG, a good tank is required. While it may be true that you're totally-super-awesome-rad-epicced-out-scrapper has what it takes to run a level 54 boss farm with the finesse of an Olympic athlete, the simple fact is, you don't. That burden is laid upon the willing tank. I'm willing as long as you follow the rules. Call me egotistical, call me self-important, call everything else you want that's a synonym for those words and sound redundant all you want, you'd be right, but I'm the guy that's standing between your new character and level 50. Get over it. -
Quote:Clearly those scrappers are the majority.
We have scrappers soloing multiple AVs at once without using temporary powers or inspirations.
I didn't post a question about a primadonna tank on the scrapper forum. I'm just replying to it. Giving reasons for it. Defending it. Look down your nose at me if you want, if I cared I what the elitist scrappers though wouldn't have given reason for not dealing with idiots. -
Quote:I can't count how many times I did the 1-50 grind "the right way." If you think I'm going to choose that over running an AE farm and grind my way up to max you're insane. I don't care if I never left AP to do it. I've been power leveling and bridging since I3. The only difference between now and then is you had to know somebody to get leveled up the easy way back then.
My friend told me there are some 50s who have never even left Atlas Park. That's probably one of the saddest things I've ever heard, never leaving what is considered the "starting area" and yet hitting the level cap...makes me sick just thinking about it.
Which also brings up my reason for being an elitist in an AE farm. I'll tolerate a new person, they're learning, that's why I give out the warning, and they generally learn from it. Noobs on the otherhand never learn, they're going to stay noobs because they think they know better. That attitude gets them out of a group. I'm not eager to see yet another noob get to 50. -
You guys getting butt hurt by the truth can feel free to prove me wrong on the characters you've already maxed out in the best possible sets to be able to do what a tank can. But I would love to see you jump on that random whim of a build you want to try out (just like everyone else out there), jump into a PUG AE, and do it without a viable tank. A good tank is an ABSOLUTE NECESSITY if you want to do a good AE farm.
Also, I seriously doubt your scrapper is built to hold and keep threat beyond just doing a lot of damage praying they stay angry with you. In that situation you will be damn thankful you have a good healer on board because everyone else is the group will need the healing.
Further, if you take issue to me exerting my elitist view on how I run my AEs, don't be an idiot in what's clearly a farm. I don't abide stupid, lazy and generally worthless people. -
Quote:You will never see a 52 boss farm fall apart because the scrapper left. While having a great scrapper is a boon, it definitely isn't required. If you have a solid tank you won't even need a healer.
I don't remember being thanked for my scrappiness...
However, I should point out that I said I would either flat out leave a team or kick the bad player out. Not sit there doing nothing until I was kicked out, I have better things to do. Bit of a primadona attitude, yes, but there's really not much that people can do to combat that in a world where everyone wants to be the DPS. -
Coming from the tank perspective, and usually putting together my own teams, if someone is playing like a retard, I will warn them one time. Playing like a retard is usually someone throwing out massive AOE knockbacks, sitting there doing nothing, or pulling when they're not ...me.
Step out of line again and you're gone. Simple.
Tanks in an AE are typically at a premium. So even when I'm not running the show, I'll tell the leader to get rid of the idiot or find a new tank. Idiots come in a never ending supply. There's always more Fire/kins than you can shake a stick at. Viable and willing tanks are not. I'm never willing to give myself a headache trying to counter the idiots of the group.
So no, the tank wasn't out of line. Tanking is an exceedingly thankless job and people just expect you to do the job so they don't have to. If anything, kicking him out put you in a worse spot and probably saved him the headache of dealing with more idiots. -
Not to derail the thread, but does anyone know how to make Pyre Mastery available for scrappers in Mids?
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Generally if someones proved to be a complete moron I'll kick them from the group, and a Kheld will typically show they're an idiot within the first few pulls. Apparently most everyone else isn't as much of a ******* as I am when it comes to helping an idiot become a high level idiot, otherwise there wouldn't be such a proliferation of high level Kheldians floating around the AE building looking to bottom feed their way into IOing their half ***** character up.
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And had them not turn out to be complete retards? I mean I'm grouping with level 50 Peacebringers and I'm astounded to find this kind of idiocy in someone who's gotten to level 50 twice. I'm sure I'm just giving ammo to the Anti-AE extremists out there, but I'm can't help but think that I just have to blacklist Kheldians in general.
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Was kind of suspicious about how incredibly easy it was to get to 35%. Basically left room for whatever I wanted to throw in there.
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Actually I built this assuming 35% defense was the cap for scrappers, so now I need to scrap it and start over. Unless 35% works just fine.
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I was lead to believe that 35% was the soft cap for Scrappers?
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I know that DM/SD is supposedly more dps, but I have a SD/DM tanker and I'm not really out to replicate that in the scrapper world. I had to ditch Hasten (I hate Super Speed) in favor of getting Aid Self. Hover/Fly was a concept choice.
Anyway, what I'm mostly wondering is if I can eek out more damage or recharge somewhere, and if Aid Self is needed to the point that it's more preferred than grabbing Hasten is. Tried my damnedest to stack regen, but until I have the character actually built I won't know if the heal is still needed.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Medicine
Hero Profile:
Level 1: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Dam%(5)
Level 1: Deflection -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(5), ImpArm-ResDam(7), LkGmblr-Def/EndRdx(7), LkGmblr-Def(9), LkGmblr-Rchg+(9)
Level 2: Cremate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(11), Mako-Dam%(13), P'ngS'Fest-Dmg/EndRdx(13), P'ngS'Fest-Dmg/Rchg(15)
Level 4: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(17), RedFtn-EndRdx(17)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(21), GSFC-Build%(23)
Level 8: Hover -- LkGmblr-Rchg+(A)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(23)
Level 12: True Grit -- Heal-I(A), Heal-I(25), Heal-I(25), ResDam-I(27), ImpArm-ResDam/EndRdx(27), ImpArm-ResDam(29)
Level 14: Fly -- Frbd-EndRdx(A), Frbd-Fly(29), Frbd-Stlth(31)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Swift -- Flight-I(A)
Level 20: Health -- Heal-I(A), Numna-Heal(31), Numna-Regen/Rcvry+(31), RgnTis-Regen+(33)
Level 22: Stamina -- EndMod-I(A), P'Shift-EndMod(33), P'Shift-End%(33)
Level 24: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-%Dam(36)
Level 26: Breath of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(37), Posi-Dam%(37)
Level 28: Phalanx Fighting -- DefBuff-I(A), LkGmblr-Rchg+(37)
Level 30: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), P'ngS'Fest-Dmg/EndRdx(40), P'ngS'Fest-Acc/Dmg(40)
Level 32: Greater Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(42), Mako-Dam%(42), P'ngS'Fest-Dmg/EndRdx(42), P'ngS'Fest-Acc/Dmg(43)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45), Sciroc-Dam%(45)
Level 38: Boxing -- Acc-I(A)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(46), RctvArm-EndRdx(46)
Level 44: Weave -- EndRdx-I(A), DefBuff-I(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 47: Aid Other -- RechRdx-I(A)
Level 49: Aid Self -- IntRdx-I(A), IntRdx-I(50), Numna-Heal/Rchg(50), Numna-Heal(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
So it's a bit of column A and B then. Even more better
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Does the proc on that happen when I cast the spell, or does it apply to the imps I summon and give them a chance for build up every time they attack?