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Posts
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Joined
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Short answer- Do it! I have one and love it.
Long answer-
1. Survivability- I would argue every bit as good as Invuln for regular S/L content. While Invuln can easily cap s/l resist. Electric comes in around 85% (basically the same as Invuln). Invuln may be able to cap energy/neg defense but Elec can cap Energy Resist and achieve decent negative resist. Not to mention Fire, Cold, Psi resist are all around 60% (much better than invuln). Invuln can achieve higher levels of hitpoints but Elec can regen faster plus endurance drain attackers...they get the job done differently but I really think it is a wash on most content. Caveat being sappers or Psi content. In those two cases Electric is clearly better. Also, since there is a ton of energy and psi content in the incarnate content, I feel electric armor is better than Invuln for new endgame content. The reason I am benchmarking invuln is b/c I love Invlun so much that my main badgers are invuln/dm tank and dm/invuln scrapper and brute. More and more I am enjoying the electric armor tank above my main toon the invuln/dm tank. I am not going to say to much about the -to hit effects/siphon life heal from DM....that is a pretty obvious advantage of this secondary set.
2. Damage- The damage aura does help. There is no question DM is single target focused. On my build, I picked up Mu Mastery to gain 2 AOE attacks. With these 2 attacks, my damage aura and incarnate nuke I don't feel like I am missing anything AOE wise.
My numbers with IO's-
45% S/L - Defense
33% Energy/Neg - Defense
27% Ranged
86% S/L Resist (just ~4% less than Invuln)
64% Fire/Cold Resist (can do those fire farms no problem if I need some rare salvage for recipe)
90% Energy Resist
48% Neg Resist
60% Psi Resist
Regen Rate 416% (Before Rebirth)
2467 Hitpoints
Compare those numbers to any other tank build you have and see what you think.
Good luck. -
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I agree with you Call Me Awesome.
My Elec/DM tank I am referencing benefits from 45% defense to s/l, 33% def nrg/neg. Also, he has about 86% resist to s/l and 90% energy resistance (not to mention psi resistance, fire/cold resistance all at 60-63ish%). While he cannot achieve the hitpoints that my invuln guys can he has much better regen levels at 416%. I would say it is very close on s/l and MAYBE better on nrg/neg/psi. Fire/Cold is probably a wash...invuln can softcap defense on this but most don't and elec armor has nearly 2x the resistance of invuln on f/c. Toxic win goes to invuln. -
If you prioritize toughness from your two choices invuln/dm is the clear winner. I have invuln/dm tank, dm/invuln brute and scrapper....that is how much I like this combo. They are all capped to s/l/n/e/f/c defense and good resists.
If you prioritize damage, go for shield. AAO wil help ST damage. Shield Charge is a great power too of course. I have one of these too and does fine in most content but not as tough as the /invuln.
Now you did not ask for this BUT, I would add elec/dm tank to the mix. I might even pick it ahead of invuln/dm and I clearly love that set. I would definitely pick it ahead of shield/dm. Not only is elec/dm good on the old content, the incarnate content favors elec/ at the moment.
Good Luck! -
Incorporated both suggestions. The added HPs and heal from siphon life is a good call. Thanks New Dawn.
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Hi All,
This toon is my celestial based toon using energy based damage (neg/nrg). As such, patron pool is set on MU to keep them consistent.
On the plus side, this combo is definitely not the flavor of the month. On the downside, I have planned an expensive build and am concerned I am leaving improvements on the table. I know electric armor can do crazy things when built right but I am not sure I have it at 100% yet.
I plan to work on this again when I have had a break from mids for a while, but would appreciate any constructive feedback in the meantime. -
I say play the secondary that sounds the most fun to you. If you are worried about Aid Self interruption, It goes of 95% of the time for me anyway...that is with capped s/l/n/e before EA. Also, remember that is with fire which has no mitigation (knockdown, -tohit)
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I grabbed T4 Barrier as it is a great team buff- I find many others grab Rebirth or Clarion. As infrequently as I use Aid Self, Rebirth would be lost on me. Also, Aid self is a cheap way to get more recharge from IOs...not to mention Aid Other can come in handy with lore pets or other team members. On tanker tuesday ITF this week, I used it to help a few lower level tanks stay in the game.
Oh- And I do have hibernate as a last resort panic button but Very Very rarely need that. -
I would like to recommend ice/fire. Mine is becoming my preferred tank over all others. Also, I have never run into DDR issues. Where resistance issues from big attacks could be an issue, I took Aid-Self good for 820HP every 9 seconds. With the big defense, it may get interrupted 1/20 times....really not an issue.
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Fun time tonight. Great ITF team! Thanks all.
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Thanks Local Man-Yeah that is pretty much how I have my ill/cold/ice right now. I just thought primal forces changes the set dynamics up enough to make it interesting. My current build is capped to s/l/ranged defense. If I get bored with my build, I might check it out and report back.
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To make it easier to examine this epic pool, check out this. This build is not a final build so don't waste time critiquing it. Instead, focus on how power boost changes the effect of pretty much everything. i have it toggled on right now but you can toggle it off and look at the effects. Like I already said, has me thinking....
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
ill/cold/primal: Level 50 Mutation Controller
Primary Power Set: Illusion Control
Secondary Power Set: Cold Domination
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Spectral Wounds -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Dmg/EndRdx/Rchg:50(11), Thundr-Dmg/Rchg:50(17), Thundr-Acc/Dmg/Rchg:50(46), Thundr-Dmg/EndRdx:50(48), Thundr-Acc/Dmg:50(50)
Level 1: Infrigidate -- Achilles-ResDeb%:20(A)
Level 2: Blind -- Decim-Acc/Dmg/Rchg:40(A), Decim-Acc/Dmg:40(5), Decim-Dmg/EndRdx:40(5), Decim-Dmg/Rchg:40(7), Decim-Acc/EndRdx/Rchg:40(7)
Level 4: Deceive -- CoPers-Conf/EndRdx:50(A), CoPers-Conf%:50(11), CoPers-Conf:50(13), CoPers-Conf/Rchg:50(13), CoPers-Acc/Conf/Rchg:50(15), CoPers-Acc/Rchg:50(15)
Level 6: Ice Shield -- LkGmblr-Rchg+:50(A)
Level 8: Hover -- LkGmblr-Rchg+:50(A), Zephyr-Travel:50(9), Zephyr-Travel/EndRdx:50(9)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 12: Group Invisibility -- LkGmblr-Rchg+:50(A)
Level 14: Glacial Shield -- LkGmblr-Rchg+:50(A)
Level 16: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(17)
Level 18: Phantom Army -- ExRmnt-EndRdx/Dmg/Rchg:50(A), ExRmnt-Acc/Dmg:50(19), ExRmnt-Acc/Dmg/Rchg:50(19), ExRmnt-Acc/Rchg:50(36), S'bndAl-Dmg/Rchg:50(36)
Level 20: Arctic Fog -- RedFtn-Def:50(A), RedFtn-Def/Rchg:50(21), RedFtn-EndRdx:50(21), RedFtn-Def/EndRdx:50(23), RedFtn-Def/EndRdx/Rchg:50(23), RedFtn-EndRdx/Rchg:50(25)
Level 22: Combat Jumping -- LkGmblr-Rchg+:50(A), Zephyr-Travel:50(34), Zephyr-ResKB:50(36)
Level 24: Boxing -- Stpfy-Stun/Rng:50(A), Stpfy-Acc/EndRdx:50(25), Stpfy-EndRdx/Stun:50(29), Stpfy-Acc/Rchg:50(33), Stpfy-KB%:50(34), Stpfy-Acc/Stun/Rchg:50(34)
Level 26: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/EndRdx/Rchg:40(27), ImpArm-ResDam:40(27), S'fstPrt-ResDam/Def+:30(29)
Level 28: Benumb -- RechRdx-I:50(A), RechRdx-I:50(46)
Level 30: Weave -- RedFtn-Def:50(A), RedFtn-EndRdx:50(31), RedFtn-Def/EndRdx:50(31), RedFtn-EndRdx/Rchg:50(31), RedFtn-Def/Rchg:50(33), RedFtn-Def/EndRdx/Rchg:50(33)
Level 32: Phantasm -- ExRmnt-+Res(Pets):50(A), ExRmnt-Dmg/EndRdx:50(37), ExRmnt-Acc/Dmg:50(37), ExRmnt-EndRdx/Dmg/Rchg:50(37), ExRmnt-Acc/Rchg:50(39), ExRmnt-Acc/Dmg/Rchg:50(40)
Level 35: Sleet -- Posi-Dam%:50(A), Posi-Acc/Dmg/EndRdx:50(40), Posi-Acc/Dmg:50(40), Posi-Dmg/EndRdx:50(43), Posi-Dmg/Rchg:50(43)
Level 38: Heat Loss -- P'Shift-EndMod/Acc/Rchg:50(A), Efficacy-EndMod:50(39), P'Shift-EndMod:50(39)
Level 41: Power Blast -- Apoc-Dam%:50(A), Apoc-Dmg/EndRdx:50(42), Apoc-Dmg/Rchg:50(42), Apoc-Acc/Dmg/Rchg:50(42), Apoc-Acc/Rchg:50(43)
Level 44: Energy Torrent -- Ragnrk-Dmg/EndRdx:50(A), Ragnrk-Dmg:50(45), Ragnrk-Dmg/Rchg:50(45), Ragnrk-Acc/Dmg/Rchg:50(45), Ragnrk-Acc/Rchg:50(46)
Level 47: Temp Invulnerability -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(48), ImpArm-ResDam/EndRdx/Rchg:40(48)
Level 49: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 50: Spiritual Core Paragon
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Ion Radial Final Judgement
Level 50: Diamagnetic Radial Flawless Interface
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Containment
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(3)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(3)
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Set Bonus Totals:- 18% DamageBuff(Smashing)
- 18% DamageBuff(Lethal)
- 18% DamageBuff(Fire)
- 18% DamageBuff(Cold)
- 18% DamageBuff(Energy)
- 18% DamageBuff(Negative)
- 18% DamageBuff(Toxic)
- 18% DamageBuff(Psionic)
- 3% Defense(Melee)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 16.8% Defense(Energy)
- 16.8% Defense(Negative)
- 6.75% Defense(Psionic)
- 26.8% Defense(Ranged)
- 3% Defense(AoE)
- 2.25% Max End
- 3% Enhancement(Stun)
- 4% Enhancement(Confused)
- 108.8% Enhancement(RechargeTime)
- 31% Enhancement(Accuracy)
- 14% FlySpeed
- 61 HP (6%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 5%
- MezResist(Held) 5%
- MezResist(Immobilize) 12.2%
- MezResist(Sleep) 5%
- MezResist(Stun) 5%
- MezResist(Terrorized) 5%
- 20% (0.33 End/sec) Recovery
- 26% (1.1 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 16.6% Resistance(Fire)
- 16.6% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 14% RunSpeed
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I have an ill/cold/ice controller that is fun. I was playing around in mids and Primal Forces Mastery seemed to do something interesting things with power boost. I was curious if anyone here has any experience with this epic on an ill/cold?
i.e. with it on for 15 seconds: Endurance drains are massive, defense of all shields given to teammates goes up by an appreciable ammount, will recharge every 30 seconds with right IOs and makes capping defense to all typed and positional defense easy for a brief while, maxes defense debuffs, slows and so on.
Has me thinking.... -
Wow- you are spending some money on that farming build. For me, if I was dropping that kind of influence on a farming build it would have to be for the best farmer. If you have the influence, disregard the rest of my post and enjoy your build.
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If you are making a max farming build- Reroll as a brute. I have fire/fire tank, fire/fire scrapper and ss/fire brute. Guess what? SS/FIRE brute is farm king by a mile these days.
Syntax has it right when he says, "Brutes are better at farming, but Tankers can perform well." If anything, I think he was being kind in his description of "well." I would say, "okay." Again I have a fire/fire in both tank and scrapper. I wish they were as successful at farming as the Brute but they are not.
Cheers -
I have 2 SS/FIRE brutes at 50 so I can play them on 2 servers. 1 is a farming machine with perma hasten and all sorts of expensive goodies. I decided for my second one to make it more of an all-around build with a much cheaper budget (much-much cheaper). This was a first crack on mids since the 2nd brute hit 50 yesterday. I may play around with it but I think it is pretty good as is. It gets to 32.5 without the crazy expensive PVP IOs and has an upgrade path. For example, as I save my merits I can buy the LOTG +recharge for the defense powers and replace one of the Def/end IOs. I can replace one of the POSI sets with a purple set if I feel the need for more recharge. That plus spiritual core gets me a couple seconds out of perma hasten.
You may find some ideas on this build to save you some money if that matters at all.
Anyway...
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
SS-FIRE All Around Build: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (3) Kinetic Combat - Damage/Endurance: Level 35
- (3) Kinetic Combat - Damage/Recharge: Level 35
- (5) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (A) Aegis - Resistance: Level 50
- (27) Aegis - Resistance/Endurance: Level 50
- (34) Aegis - Resistance/Recharge: Level 50
- (A) Multi Strike - Damage/Recharge: Level 50
- (19) Multi Strike - Accuracy/Endurance: Level 50
- (21) Multi Strike - Accuracy/Damage: Level 50
- (21) Multi Strike - Damage/Endurance/Recharge: Level 50
- (23) Multi Strike - Damage/Endurance: Level 50
- (23) Multi Strike - Accuracy/Damage/Endurance: Level 50
- (A) Doctored Wounds - Heal: Level 50
- (15) Doctored Wounds - Heal/Recharge: Level 50
- (15) Doctored Wounds - Recharge: Level 50
- (17) Doctored Wounds - Heal/Endurance/Recharge: Level 50
- (17) Doctored Wounds - Heal/Endurance: Level 50
- (A) Recharge Reduction IO: Level 50
- (7) Recharge Reduction IO: Level 50
- (7) Recharge Reduction IO: Level 50
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (9) Kinetic Combat - Damage/Endurance: Level 35
- (9) Kinetic Combat - Damage/Recharge: Level 35
- (11) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (46) HamiO:Nucleolus Exposure
- (A) Defense Buff IO: Level 50
- (19) Defense Buff IO: Level 50
- (11) Karma - Knockback Protection: Level 30
- (A) Mocking Beratement - Taunt/Recharge/Range: Level 50
- (40) Mocking Beratement - Accuracy/Recharge: Level 50
- (40) Mocking Beratement - Taunt/Recharge: Level 50
- (43) Mocking Beratement - Taunt: Level 50
- (43) Mocking Beratement - Recharge: Level 50
- (46) Mocking Beratement - Taunt/Range: Level 50
- (A) Accuracy IO: Level 50
- (A) Aegis - Resistance: Level 50
- (37) Aegis - Resistance/Endurance: Level 50
- (40) Aegis - Resistance/Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Mocking Beratement - Taunt/Recharge/Range: Level 50
- (25) Mocking Beratement - Accuracy/Recharge: Level 50
- (36) Mocking Beratement - Taunt/Recharge: Level 50
- (48) Mocking Beratement - Recharge: Level 50
- (48) Mocking Beratement - Taunt: Level 50
- (50) Mocking Beratement - Taunt/Range: Level 50
- (A) Aegis - Resistance: Level 50
- (36) Aegis - Resistance/Endurance: Level 50
- (37) Aegis - Resistance/Endurance/Recharge: Level 50
- (A) Luck of the Gambler - Defense: Level 50
- (25) Gift of the Ancients - Defense/Endurance/Recharge: Level 40
- (27) Gift of the Ancients - Defense/Endurance: Level 40
- (37) Luck of the Gambler - Defense/Endurance: Level 50
- (A) Steadfast Protection - Resistance/+Def 3%: Level 30
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (29) Obliteration - Chance for Smashing Damage: Level 50
- (29) Obliteration - Damage: Level 50
- (31) Obliteration - Accuracy/Recharge: Level 50
- (31) Obliteration - Damage/Recharge: Level 50
- (31) Obliteration - Accuracy/Damage/Recharge: Level 50
- (A) Luck of the Gambler - Defense: Level 50
- (39) Gift of the Ancients - Defense/Endurance: Level 40
- (39) Gift of the Ancients - Defense/Endurance/Recharge: Level 40
- (39) Luck of the Gambler - Defense/Endurance: Level 50
- (A) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
- (33) Scirocco's Dervish - Accuracy/Recharge: Level 50
- (33) Scirocco's Dervish - Accuracy/Damage: Level 50
- (33) Scirocco's Dervish - Damage/Endurance: Level 50
- (34) Scirocco's Dervish - Damage/Recharge: Level 50
- (34) Force Feedback - Chance for +Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
- (36) Recharge Reduction IO: Level 50
- (A) Rectified Reticle - To Hit Buff: Level 20
- (48) Rectified Reticle - To Hit Buff/Recharge: Level 20
- (A) Positron's Blast - Chance of Damage(Energy): Level 50
- (42) Positron's Blast - Damage/Recharge: Level 50
- (42) Positron's Blast - Damage/Endurance: Level 50
- (42) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (43) Positron's Blast - Accuracy/Damage: Level 50
- (A) Positron's Blast - Chance of Damage(Energy): Level 50
- (45) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (45) Positron's Blast - Accuracy/Damage: Level 50
- (45) Positron's Blast - Damage/Endurance: Level 50
- (46) Positron's Blast - Damage/Recharge: Level 50
- (A) Stupefy - Accuracy/Stun/Recharge: Level 50
- (A) Luck of the Gambler - Defense/Recharge: Level 50
- (50) Gift of the Ancients - Defense/Recharge: Level 40
- (50) Doctored Wounds - Recharge: Level 50
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Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
Level 2: Swift- (A) Run Speed IO: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (5) Miracle - +Recovery: Level 40
- (A) Jumping IO: Level 50
- (A) Performance Shifter - Chance for +End: Level 50
- (13) Endurance Modification IO: Level 50
- (13) Endurance Modification IO: Level 50
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Fire/dark corruptor or a warshade should work
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Quote:Shield/dm I tell youThank you for your responses, I had no Idea that Shield for a tanker could be cheap. I currently have a Shield/Axe tank at lvl 30 but Axe seems to be disappointing in dmg and recharge. Though looking at the other Secondarys and minus war mace, I don't see many others that mesh nicely. I haven't tried DM yet though. I may hold off on Shield till after the neew Patch and focus on WP. What would be a good secondary to mesh with that? Maybe Elec, Nrgy, or DM , but not sure cause of costume and theme concepts. I might switch over and make a Claw scrapper, not sure, just need a little but more feedback on how good those three fair for a tanker to make my decision. Again thank you all for your responses.
. If you want wp on the cheap go for mitigation secondary like stone, dark, ss, maybe elec. Wp is just boring though if I am honest. It does cruise to 50 but gets really old fast IMHO. If you are stuck on wp I would go stone...at least it is a fun secondary.
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Edit-
I should have read you wanted only basic IOs but hope this gives you ideas on next step up (baby step up from basic IOs)
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This post gave me a good excuse to tinker on mids for a couple of minutes...always need an excuse to work on my mids-kung-fu.
Anyway, I always think of shield as a good place to start when building a budget tanker. For secondary, I like dark melee b/c it adds a self heal, a nice endurance recovery tool, and one of my favorite build-up tools in the game. I attempted to build a fairly cheap Shield/Dark Melee tank using IOs that wont break the bank (Please note that I intend for OP to buy recipes and make them). Some of the IO's like GOTA and Eradications can be somewhat pricey but if you shop for recipes they can be had fairly cheap if you are willing to wait a week or so.
Additionally, once more expensive IOs are dropped into Shield/DM it goes from being tough to a superstar. At this point you could drop physical perfection, conserve energy and pick up Fireball or whatever else suits your playstyle. For the time being, AAO, Sould Drain, Shield Charge sounds like a potent/fun AOE to mix in with DM's solid single target Damage.
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Quote:I made the same mistake with my 1 and only stone tank. Energy Melee is just painful. I would actually give ice/fire a try during 2xp weekend. It is very nice combo. As another posted, the fly paper effect is nice. Add to that FSC and it is a great combo.I never should have made my Ice tank an energy melee.
That stupid -hp attack is my biggest hitter and threatens to get me killed all the time. The (almost) complete lack of AoE angers me as well.
Some day I might finish the last 3 levels to 50, but every time I *think* about playing him I wish I had a different attack set. The Defense and aggro control are amazing though. -
I love ice armor. My fully built ice tank is ice/fire melee. Mine is capped to S/L/N/E and can run just about anything. One little thing I did for the painful content (psi and etc..) is slotted Aid Self...good for 824 heal every 9 seconds and rarely gets interrupted. Between that and perma Hoarfrost (can double stack for a bit) I am good to go.
A funny anecdote...I was a second tank to join a Kahn TF a few weeks ago. A team member who was a much longer vet than me commented that she rarely sees Ice tanks anymore...the other tank boasted that, "there was a good reason for that." I did not even respond. At the end of the TF, he made a point to ask me about my build...he died 2 times with his invuln tanker. I have no idea how well his tank was built but it sure did have plenty of IO's in his ID. -
Here is what I came up with should I decide to go the S/L route vs ranged. Feel free to critique this one too. Not sure I will go this route but would not mind having another option ready to go.
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Hi All,
I have an all human WS that I love and finally decided to make a triform. Instead of making a second build, I built another so I could possibly have a WS on 2 servers.
I have been playing this guy with regular IOs minus a couple of Performance shifters, KB and etc... In playing him, I discovered I rarely use Dwarf except for the Mire and periodic mez (Clarion planned for that). That being said, I do love Nova and was hoping to:
1. Live in Nova - Use human to mire/eclipse/stygian (launching pad really)
2. Have Perma eclipse/hasten
3. Have as much ranged defense as practical
4. Have as many pets out as possible
5. Nasty Damage output
Please critique before I start stripping IOs of toons I rarely use anymore....
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I have the tank alternate- shield/stone. It is the single most endurance demanding build I ever made. I is fun with physical perfection/cardiac but man is it hard on the endurance bar...so much so that the 30s to 40s are painful at times. That being said, it is a lot of fun and mitigation for teams.