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Posts
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Joined
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Puts on Hockey Mask...sign me up. I just wish they would add a fun melee set that is not simply Hit $Hi7.
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Shotgun.
I can see fun items like, knockdown, single target slugs, birdshot cones, change ammo, and etc....//All at melee range to 15ft radius for bigger AOEs.
I can see it now...shotgun/fire armor. Sign me up.
Okay back to reality. -
Context is the key. Dr. Gemini was referencing the role of a tanker. I was pointing out I have no trouble doing my job with this tank but acknowledging limitations of defense based (SR) set.
Regarding damage which was the OPs point and the subject of my original post, I used the word Percieve/Perception liberally. I agree with Dr. G that it does feel like dual blades...the animations are great but Staff is just not my cup of tea as it stands. -
I am enjoying this toon and started thinking about final build. I tend to play at range 60% of the time but do enjoy my melee range powers. That being said, I wanted S/L/Range defense cap (or near it), good HP value and enough recovery to support dmg output.
Here is my first draft- Appreciate thoughts of others.
Removed Build.
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Thanks EJI. I made a couple more tweaks and think I am done with it. -
Hi Dr Gemini,
Teamed with you plenty on Freedom in the past (you and I have compared notes on ice tanks and discussed role of aid-self). I agree, tanks and brutes are different.
My issue is more of how I percieve this tank. My invuln/dm, elec/dm and even ice/fire tanks feel tough and very fun to play. While my staff/sr tank fully built (again with 2 procs in most attacks unless it gets the achilles or pvp -res IO) just does not feel uber tough like my elec/dm or higher dmg like /SS. I guess that is where the set bugs me. I can certainly take and hold aggro. Held LR tonight so that is not my problem. To echo the OP, it just does not feel like I am contributing as much to dmg as I should. Again, it could be perception b/c of all they tiny ticks of dmg but that is how I percieve it. It almost reminds me of energy melee...It is better BUT has the same kind of feeling after playing it for an hour or so.
Anyway, I am happy to hear from experts that AOE is above average. Again, may be my perception b/c DOT. -
Well, sad as it makes me, I am not in love with my staff tanker either. I played mine to 50 running TFs, Missions and have quite a bit of time on him. He has most of his accolades and so forth...
He is SR/Staff which does have good synergy and is tough enough with the rare use of aid-self on AV alpha that gets past my capped defense.
I do feel like I am killing baddies though by papercut...it may simply be perception but it does not feel like I am doing all that much damage. I am at ed-cap on dmg/accuracy, slotted achilles, musculature, reactive radial, and perma-hasten. I will likely park him for a while. I may try a brute or scrapper as staff may perform more to my liking there.
Cheers. -
Hi All,
I started playing on Virtue again a couple weeks ago heavily. I sent requests on Virtue Request channel and TankHQ for a week or so to add a couple tanks I moved over to TankHQ but did not ever have any luck.
So...I made - TankHQ 2 (SG) on virtue 2 days ago.
Since then I have built a pretty decent base with most all of the TP pads, invention tables, storage, buff station and etc.. The base is simple in design but has everything.
I do want to make coalition with TankHQ. If you are the leader let me know when you will be on. 2nd - if any regular Virtue players want a place to put a tank, feel free to hit me up. The tank I am on lately is - Chalk (SR/Staff).
Thanks,
Oracle -
Should you decide to go tank route-
I made a quick and dirty build with some creative use of IO boosters and some exp IOs. However, the PVP procs price like a purple these days due to converters so not nearly as bad as in the past.
*cardiac core and reactive are alpha and interface. Ionic with chance to hold is my favorite Judgement. Lore...polar lights. YMMV.
90% to s/l/e resist
45% cap to s/l defense (31.5% so N/E def...about 1 small luck to cap)
65% recharge
I am sure others could min/max this further but may give you some ideas-
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Elec/Stone would be my pick of the two. Also, you will enjoy energy protection and some psi coverage for endgame content.
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Okay, so I have read this a couple times and am confused with what you REALLY want help with. First all tank primaries and secondaries can be good.
1. Energy Melee- my first granite was with energy melee and I keep waiting for the developrs to fix it...sigh. I would probably skip EM. YMMV.
2. If you want a good tank to learn on and is fun- I suggest you try Ice Armor b/c the taunt aura is a good way to learn the role of the tank. This might make the job of tanking easier for you and your teammates. I personally like Ice/Fire. If you go this route take tough early, and get aid self to make up for resist. This tank is very- very fun. Also, if you want the ice armor to be nearly inviz then tint it the darkest purple you can find in both primary and secondary color.
3. Another good armor with mix of def/res/regen is WP. However, if you are new to tanking I would make this later b/c it has such a low taunt effect. Just my 2cents.
4. Electric Armor - You asked so... My primary is a Ela/DM which I love. Not good for AOE but beastly tough and my overall favorite tank. Unlessyou want electric for thematic reasons, I would try Ice first. Man I love the Ice taunt...
No idea if I helped you out or not... -
*This defies your purple/expensive IO rule but might see some ideas in here.
If I ever get around to respecing and Upgrading my IO's here is what I have in mind-
90% s/l/e resist
43% s/l def
32.9 n/e def
I know conventional approach is to cap melee but I like having typed protection. Plus 1 def sweep caps melee and pushes s/l to near 60%. Also, decent recharge and so on. Might be worth considering this build. Boosters were used to save slots. Also, if you want more accuracy you can change the PVP IO in CJ to Kismet +6%.
Cheers.
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Also go for the brute because DR is harder on tanks...etc.
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Hi All,
A friend of mine and I were having a discussion about what would be the best proc to use for Footstomp. He was in favor of Fury of The Glad -res, and I was in favor of force feedback +recharge.
This would be on a fire/ss brute. Assume the brute has lots of recharge- Footstomp is already int the 5.X second recharge range.
Thoughts? -
sent you a tell this morning.
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Hey There- Yep that was me. I am always asking questions and trying to learn more either here on the forums or in the game. There is always more to learn...
You have made some outstanding suggestions and I thank you for the time and energy.
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Hi All,
On my 2nd MM but making this guy for PVP purposes so the build will be a little different than PVE. I know there is a PVP forum but there might as well not be one as questions like this will go unanswered or get a response like re-roll for psi/nrg.
Questions about incarnate selctions-
Alpha-
Cardiac has appeal b/c it will boost damage resistance which is key in zones and lower endurance without robbing damage slots.
Musculature has appeal b/c of damage and defense debuff
Alpha- has appeal b/c it will help World of Pain, other buffs. Yes I know this won't speed up my goons attacks.
I have cardiac right now but only tier 1 and saving my threads until I can decide. I have several hundred along with rares/vrares waiting on me to make up my mind.
Interface-
Reactive seems like conventional pick for obvious reasions
However, there a couple new ones like the (Degenerative) -HP that might be nice for that sneaky Stalker or other low hitpoint character
Judgement-
Pyronic is what i have in mind for now. I could see how voids -to hit and -dmg might be nice as a PBAOE so I am open here too.
Destiny- Barrier or Incand.
Lore-
No idea but thinking robotic drones or storm elemental... Pets seem much more obvious for my other toons.
Any suggestions or other tips related to Thugs/Pain in PVP would be greatly appreciated. -
First I would second the Brute suggestion. Second, Ss/fire/mu. Keeping damage bonus near 600% is doable and makes farming fast. That being said, farming gets very old very fast for me at least. Good luck.
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Hi. No hardcore data but in my anecdotal experience I prefer reactive radial. The -resist + 75% dot is awesome. IMHO
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I have a few tanks fully built off the top of my head (I am missing several I am sure)-
1. Invuln/DM
2. Ice/Fire
3. Shield/Stone
4. Stone/Energy
5. Electric/DM
6. Shield/Elec
7. WP/Mace
8. WP/SS
9. Fire/SS
10. WP/Elec
I must say my favorite is DM/ELEC/MU and then maybe ICE/FIRE.
As for what is next...maybe Dark/Titan -
Quote:I second DM.Dark Melee is also a fun pairing. The heal in the attack chain helps bolster the resistance basis of the set a ton.
You pretty much have to go pyre to get any meaingful aoe,... but once you do.... fun, fun, fun
I went with MU on my Elec/DM tank. You get 2 AOEs without having to take other powers to get them. Fireball is great from pyre but I hate having to take two other powers from that epic pool to unlock it. -
I agree with above that I usually think of final synergy vs early toughness. I guess the easier ones at the earlier levels would be -
Based on my experience-
1. Primary - WP
2. Secondary- Dark Melee for -to hit plus self heal, then maybe War Mace or SS
I am surprised WP was not mentioned. Although it is not my top 3 primary, it does make the early levels very quick. -
Here is what i would do-
(note I also changed the Alpha to cardiac for added resistance...you may prefer recharge from spiritual but I like having as much defense and resistance as I can reasonably get). I tried to get your s/l/n/e defense up so that you could cap with 1 small luck. While Energy is well covered from a resistance standpoint, Negative needs help.
Also, I tried to make the build without muling as many powers as you did in your build.
Let me know what you think.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
SS Elec: Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), HO:Nucle(11)
Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(15)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17), Hectmb-Acc/Dmg/Rchg(40)
Level 10: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(31)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 14: Boxing -- Acc-I(A)
Level 16: Grounded -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(27)
Level 18: Rage -- RechRdx-I(A), Rec'dRet-Pcptn(21), Rec'dRet-ToHit/Rchg(21)
Level 20: Lightning Reflexes -- Run-I(A)
Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(25)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(43)
Level 26: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
Level 28: Energize -- Dct'dW-Heal(A), Dct'dW-Rchg(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx(33), Dct'dW-Heal/EndRdx/Rchg(33)
Level 30: Lightning Field -- HO:Nucle(A), Oblit-%Dam(36), Erad-Acc/Dmg/Rchg(36), Erad-Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-Dmg(37)
Level 32: Foot Stomp -- Erad-Dmg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Rchg(39), Armgdn-Dmg/Rchg(40), FrcFbk-Rechg%(40)
Level 35: Power Sink -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-Acc/Rchg(42), P'Shift-EndMod/Rchg(42), Efficacy-EndMod/Rchg(43), Efficacy-EndMod(43)
Level 38: Spring Attack -- Erad-Dmg(A), Erad-Acc/Rchg(45), Erad-Dmg/Rchg(45), Erad-Acc/Dmg/Rchg(50), Armgdn-Acc/Dmg/Rchg(50)
Level 41: Gloom -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx(46), Thundr-Acc/Dmg(46), Thundr-Dmg/Rchg(48)
Level 44: Dark Obliteration -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Rchg(46), Ragnrk-Dmg(48), Ragnrk-Acc/Dmg/Rchg(50)
Level 47: Super Speed -- Winter-ResSlow(A)
Level 49: Power Surge -- GA-3defTpProc(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Cardiac Radial Paragon
Level 50: Reactive Radial Flawless Interface
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(33), Numna-Heal/EndRdx(34), RgnTis-Regen+(36)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), P'Shift-EndMod/Acc(34)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
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Set Bonus Totals:- 24.13% Defense(Smashing)
- 24.13% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 23.5% Defense(Energy)
- 23.5% Defense(Negative)
- 6% Defense(Psionic)
- 15.06% Defense(Melee)
- 15.69% Defense(Ranged)
- 6% Defense(AoE)
- 5.4% Max End
- 31% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 30% Enhancement(RechargeTime)
- 10% FlySpeed
- 286.7 HP (19.13%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 12.65%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 7.5% (0.13 End/sec) Recovery
- 32% (2 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 3.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 10% RunSpeed
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Just curious about how it plays. Thank you.
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I think it is worth it but up to you. Also, you get some cool badges along the way.
Other thougths- not sure you need physical perfection or any of the powers from that set. Why not grab pyre mastery for fireball if you don't want to go for MU.