New Dawn

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  1. What suits somebody else doesn't suit me and visa versa. One can give you anything as a template these days because as you may be aware that its easy to drag powers around and slots with Mids.

    You can trade hitpoint bonuses for more def or end/ swap out powers and within 5 to 10 mins of anyones build have one that you prefer.

    What I did was throw this non level up build for you to change and shift things about with. This could be a build I like but you might not like certain things and change it into something I don't like. What you play at the end of the day is of no concern of mine, as long as you enjoy it, thats the main thing. I don't even try for a "best build, everyone should take it, it's right" because they're very expensive and expensive is unnecessary unless your a perfectionist.

    The 49 is a travel, put in anything drag it to any level. If you can live without one power and can't live without something that isn't there then change it. If you value hitpoints over a slight improvement of res to two damage types then make it so. Trade res for hitpoints, trade end recovery or end red for rechg wherever.

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  2. New Dawn

    Dark/Dark

    Quote:
    Originally Posted by Locotu View Post
    This is what i came up with. Money is not a problem for me.
    It looks exactly as it was before. Which is fine if you insist on being okay with your build in the first place. Everything people do is a suggestion and hopefully like me would of took them about 5 to 10 mins so as not to take up too much of their time.
  3. I think Tankers should out gauntlet Brutes when attacking AVs. Brutes don't often think like Tankers and if they obtain higher threat can cause more problems than there should be, of which in a team of nincompoops reflects badly on the tanker.

    The ported sets such as Dark Armour might do better with some tohit debuff resistance. Half of the set relies on hitting targets. Stick that with a secondary that relies on hitting targets and you could be in trouble time and time again.

    Super Reflexes might do better with a greater scaleable res in the passives. They're good and all but a 50 compared to a Invuln 50 with IO sets just doesn't stand up as well by actually not a great amount but a noticeable amount.

    The rest have been around long enough as Tanks or have been designed initially with Tankers in mind which I am doubtful of with Dark Armour and Super Reflexes, which are borderline but not as borderline as what Regeneration would of been.

    A well built Brute will/can outshine a cheaply built tank, thats normal but it would otherwise take team buffs to make a Brute do and be preferential in many cases and thats normal too. I consider bruising to of been the answer to Tank versus Brute, but a greater threat level would be nice too.
  4. Lacked KB protection. Oblits in BA aren't healthy.

    Here is a build from a few weeks ago to look at it if ya want:

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  5. New Dawn

    Invincible?

    I don't think you've taken Willpowers "key" qualities and amplified them nor got as much E/N or F/C defense as you could of, but having said that WP could be softcapped to all but psi.

    The slotting is cheap, possibly resourceful from whats laying around in storage perhaps and the build may do most of the time but overall when it comes to damage sustainability, an even better superbly built DM/WP Brute might be best up front doing the tanking instead which is what we need to try to avoid as Tankers. This could be a build on the way to the next build perhaps.

    3 slots in QR would be better than 6 in Dark Consumption. I assume you took DC for getting S/L def bonuses.

    Sometimes whats more important is slotting what is most used over time. So if Tough is costing you the most end over time out of all armours then with the res set that saves the most end over time you don't put it in SoW which costs the least end over time out of all your armours and only get use out of now and then.

    You could be softcapped to all but Psi; but be 1 luck away from softcapping with Psi, versus an AV. An AV will make that Darkest Night look like a -2.5% tohit debuff with resistance. Darkest Night is good generally for -tohit but taken for the -Dam. Brutes can get it and be softcapped.

    Your regen is low and your overall resistances over time is low, putting you in Brute survivability category, but they atleast do more damage.

    I know some builds can be expensive, but through swings and roundabouts overtime they can be doable. I am in the middle of a very expensive Willpower Scrapper myself, the enhancements could do well to go in other up and comers on their way to 50 but I have the positivity that they'll get done too.
  6. Being that its thanksgiving and ya can make a pilgrim if ya wanted with a new hat, why not Pistols/* or */pistols?
  7. New Dawn

    Dark/Dark

    Looking at what you did I found it costly, low in defense numbers and some powers slotted alot for bonuses but giving little back as the power does little to begin with in itself.

    I did this much cheaper, more easily obtainable build using what you have where with one luck your able to soft cap all but Psi pretty much.

    It is different to my own, I have afterburner for a start on herding, taking alphas, focused accuracy for its tohit debuff resistance and soft capped S/L, mine is a bit more expensive and still an experiment.

    Here is what I did for you: The Dark Regen slotting has a proc in it which gives you endurance, I put in Acrobatics to free up slots for other powers and this build should handle it, if you fight with travel powers on then maybe, maybe not so well.

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  8. I've had my AR/Dev 6 years+, I remember what it was like, with the good power choices the OP has made I would of done this:

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  9. New Dawn

    Dark/Dark

    Some of us have many different types of Tankers and quite frankly don't mind what the challenges are, some how, some way we are just going to over come them.

    Rather than simply say "Here's my Dark/Darks build" which would be easy I want to direct you to this guide:

    http://dechskaison.blogspot.com/2011...cks-build.html

    It's Dark/Fire but that doesn't matter, you can still analyze it, determine what you can from it and perhaps change your build to suit. In particular with your build I am not keen on the Dark Regeneration slotting.

    The "I can't do it therefore no one can" mentality should never exist because we all have different experiences. People say its hard on the endurance but I would like to see their builds in order to see why, it maybe hard for them but it isn't always for others.
  10. The last round of changes really did it for me.


    Warshades might be able to do one thing but Peacebringers do another. Determining what's of more useful is down to the task at hand.


    If I was Arbiter Hawk I wouldn't be sweating it. No need to turn PB's into WS's as there is nothing major to change. A warshade might be able to do certain things better but comparatively all of it relies on a tohit check.
  11. New Dawn

    DA/MA/Nrg

    I might of sacrificed AoE def or Fire/Cold def to get that tier 1 attack slotted as it does do -res, and fits well in your ST chain. The rate of AoEs is lower and the damage with them is low. In focusing on S/L and E/N or Melee/Range it might be softcapped easier.
  12. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Pretty sure he was talkin' about you, Abe.

    Hmm looks like we are not as much of a dying breed as I thought
  13. Quote:
    Originally Posted by Zyreos View Post
    Well,

    I will find out tonight. I'm paying Recluse a visit as the main tank. (he needs a good slap)

    We will see how the build fares! If I get my tookus handed to me, I will plan a respec.

    I wouldnt spend respecs easily, what you've got to in last build is upgradeable without a respec. Also when it comes to Recluse and Saving the World as it is, being that there is more than one way to deal with him and when it comes to saving the world anything goes, there is no necessary "need" to respec come whatever your nights experience brings.
  14. Quote:
    Originally Posted by JayboH View Post
    Finally picked up that Theft of Essence proc. Damn.
    Am just quoting this so ya know I am replying to ya. Did ya start up that thread about One Dark Armour change partly because of your experiences with that DA in the video?
  15. New Dawn

    SS.INV brute

    Knockout Blow is full of taunt slotting. I would keep it about the damage and maybe even the hold as well. 1 luck away from softcap just means 32.5% def is fine with 1 in melee, its better than just fine, but you know what I mean.
  16. Quote:
    Originally Posted by Aneko View Post
    Maybe because they're Peacebringers, not Warshades?
    I'll edit that I meant Perma Lightform XD
  17. Two builds in this thread could of easily perma'd Lightform yet somehow, for some reason, mysteriously shyed away from it..*twilight zone*.
  18. I was going to quote ya Battle Mech but then I thought bugger it. It appears to me that you are comparing what your able to obtain with your current build with what you can obtain with your new build. If you've got a better attack chain with the new build as in heavier attacks faster recharging, then you have got heavier end usage powers faster recharging. I quicker build is a faster end use rate. I always as a guide line look for a 2.5 eps window between toggles end use and end rec for the attack chain. I'd definitely wheeze cough and splutter am sure of it. Your current build could it be posted?
  19. Quote:
    Originally Posted by Battle Mech View Post
    I almost fell out of my chair when I saw your build had everything the other one did, but capped S/L resistance too! I couldn't figure out how you pulled it off at first, then I saw that you had SoW toggled on

    They look extremely similar. Yours seems to give up about 7 HP/sec to go over the softcaps on DEF a little. I think I'll stick with the higher regen as there is no point going over by so little. Anything with -DEF debuff is going to do more than we can get as a buffer on a WP.

    Speaking of which, how good is the 21.6% Defense Debuff resistance that WP has? anyone know?
    I think alot of people like to go over soft cap by 7% to compensate for def debuffs.

    I almost fell out of my chair in a way comparing mine to yours. I had to turn everything off and everything back in again to see just how you had such a great end rec to end cost window, because in my head it shouldn't be. It was something like me leaving Fly on. I think your window is slightly greater than mine but your attack chain eps makes that window narrower. I like to DPS and not run out of end which on a typical endeavour you shouldn't be but I lost that 5-7hp in regen because it could tank hami and potentially on a non typical endeavour where your end drained a tad do more damage over time.
  20. When it comes to my Cheerleader called Pom Pom. I have no regrets. My sweet guilty pleasure
  21. Rock Armour is great when you need the Psionic defense from Minerals + Manuevers but also need S/L Defense too.

    If you toggle on Combat Jump, Rooted and Granite toggles off. I don't really see that as a good pick neither.

    Chance to disorient in taunt, really not worth it, seriously not worth it.

    Stoneskin has about atleast 4 slots too many that could do more elsewhere, Rooted atleast 3 slots that could do more elsewhere, Health again atleast 3 slots (start to see pattern here), the fear power had 6 slots that were never gonna see a good fair bang for buck as they would elsewhere. Taunt slot in Frost, no need.

    The whole build could of been a lot less end hungry overall too.

    I do concur that the presence pool is generally unnecessary and of little value.

    Edit: I just knew that when I came to look at your build I would find SumTinWong with it.
  22. I took a build that I looked at earlier this month and worked on for Ultra G and thought how would I make it a little bit more better in regen?

    I can't remember exact figures but I think a Tanker with 80HP/s regen backed up by 2 empaths is comfortable Hami tanking on the Hami-raid. That being minimum I think for the job became the goal.

    Also wanted something that I would consider, that would work rest of the game so I didn't bleep the build too much from its original look. I did add Manuevers as the build can handle it. I am not a fan of tankers having it normally, but it's just to get a couple of points over softcap. It's just something where not much else would go in the build with decent slotting. It was replacing Ultra Gs recall friend.

    Anyway, not quite as much regen as some people but its enough to hami tank nice (that is iirc) plus not giving up too much in other areas cos G knows you can add alot of +regen but lose so much elsewhere.

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  23. Getting so high to 3 positionals looks impressive to start with but then falls down, well for me anyway when a closer look is taken.

    Without stealth your 1 luck away from soft cap. With stealth you'd need a luck to softcap on your own. Why have stealth on a tank? Not many reasons.

    End rec 2.83, end drain 2.78 with stealth on, 2.01 with stealth and foc acc off, chance for +end roughly means your end rec is 3.23. Then with cardiac your making things better 3.23-1.48=1.75 which to me is not enough. Consume every 2 mins, ouch doesnt appear to be too end friendly.

    Spring attack, if you are going to take a sub par pool power, find slots for it or atleast take conserve energy.

    It's up to you but to me I'd be wheezing with this build I think and when survival relies on offense you need to attack.

    Conserve power would be nice, haste would be nice, concealment would go, 32.5% def would be good enough as its 1 luck still from softcap. Spring attack, if concept requires it, slot it.

    I'd rather have a 13.5s ish healing flames or stamina with end mods than some of that stuff in health too.
  24. Quote:
    Originally Posted by Redlynne View Post
    Except for Barracuda ...
    Sounds like a Strike Force to me.

    I don't do much villainy, I probably tried this SF a total of two to four times. I'll look into it though.
  25. Quote:
    Originally Posted by Wraiven View Post
    My question is about Ice Tanks. I would like to know if Ice Tanks are capable of running Statesman's Task Force? I know back in the day, if you did not run it with a Stone Tank, most people could pretty much hang it up, minus a few select good players that could run it without one.
    That might still happen on some servers, everyone looks at the team and decides they can't do enough to keep an Icetanker alive. You can be beyond that, but getting people to trust you is another thing. A few select Icetankers could probably do it with 6 blappers and oh a 7th blapper whilst some people will require this that and the other with their profound wisdom. Still somethings are a team effort and anything can be done with a good selection of people and no matter how good someone is with a team of not so good the collective wisdom lowers to beneath whats needed.

    Quote:
    Originally Posted by Wraiven View Post
    According to the Hero Builder, Ice Tanks look good on paper, although no matter how hard I try, I still can't get the Regen/Defense/Resistance that compares to a Stone Tank's. But with the recharge debuffs and Ice Slick, I was hoping it could be manageable with the Statesman's Task Force.
    If a super reflex scrapper can get through the entirety of it tanking without any conventional means of support then an Ice/Ice can do too. It was never only about braun, brains can make up for lack of that. A game is meant to be challenging, figured out, alot of people like free rides, alot of people like to be told how to do things, some people like to just work it out not limiting themselves to what can be found on paper.

    What type of person are you?

    Incarnating makes much of the old game simpler now, people who'd normally make mistakes compromising/costing themselves or other people
    in the team or a whole TF can now get away with those mistakes, many might be oblivious to the mistakes, most don't look back to contemplate them. Incarnating will trivialize much.

    TL : DR version; yes completion of any TF is plausible with any team make up.