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Posts
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Sorry about that-
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I was considering one as well b/c I love my Invuln/DM tank.
I played with the great build Stratonexus made and made a few tweaks based on how have historically used this powerset. Of course it is expensive too but I get my hasten and s/l defense cap too.
Hero Plan by Mids' Hero Designer 1.703
http://www.cohplanner.com/
Click this DataLink to open the build!
U L T R A: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(13), HO:Nucle(13)
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(34), RctvArm-ResDam/Rchg:40(37), RctvArm-ResDam/EndRdx/Rchg:40(37)
Level 2: Shadow Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5), HO:Nucle(5)
Level 4: Temp Invulnerability -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(23), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(25), S'fstPrt-ResDam/Def+:30(34)
Level 6: Dull Pain -- Numna-Heal:50(A), Numna-Heal/Rchg:50(19), Numna-Heal/EndRdx/Rchg:50(19), Mrcl-Heal:40(23), Mrcl-Heal/Rchg:40(50)
Level 8: Siphon Life -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(11), HO:Nucle(11), Heal-I:50(50)
Level 10: Swift -- Run-I:50(A)
Level 12: Kick -- Empty(A)
Level 14: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(15), Mrcl-Rcvry+:40(15), Mrcl-Heal:40(17), RgnTis-Regen+:30(17)
Level 16: Unyielding -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(46), RctvArm-ResDam/Rchg:40(46), RctvArm-ResDam/EndRdx/Rchg:40(50)
Level 18: Dark Consumption -- Erad-Acc/Rchg:30(A), Erad-Dmg/Rchg:30(37), Erad-Acc/Dmg/Rchg:30(39), P'Shift-EndMod/Rchg:50(40), P'Shift-EndMod/Acc/Rchg:50(40), P'Shift-EndMod/Acc:50(40)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(21)
Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
Level 24: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(42), RctvArm-ResDam/Rchg:40(43), RctvArm-ResDam/EndRdx/Rchg:40(43)
Level 26: Soul Drain -- Erad-Acc/Rchg:30(A), Erad-Dmg/Rchg:30(27), Erad-Acc/Dmg/Rchg:30(27), C'ngBlow-Dmg/Rchg:50(33), C'ngBlow-Acc/Rchg:50(33), C'ngBlow-Acc/Dmg:50(34)
Level 28: Invincibility -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(29), HO:Cyto(29), HO:Cyto(33)
Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def/Rchg:50(31)
Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(45), HO:Nucle(46)
Level 35: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx:50(36), LkGmblr-Def/Rchg:50(36)
Level 38: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(39), LkGmblr-Def/EndRdx:50(39)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- EndMod-I:50(A), EndMod-I:50(45)
Level 47: Resist Energies -- RctvArm-ResDam:30(A), RctvArm-ResDam/EndRdx:40(48), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48)
Level 49: Resist Elements -- ResDam-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run
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Set Bonus Totals:- 24.3% Defense(Smashing)
- 24.3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 15.5% Defense(Energy)
- 15.5% Defense(Negative)
- 3% Defense(Psionic)
- 13.6% Defense(Melee)
- 9.25% Defense(Ranged)
- 3% Defense(AoE)
- 3.6% Max End
- 30% Enhancement(RechargeTime)
- 18% Enhancement(Accuracy)
- 10% FlySpeed
- 200.8 HP (15%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Immobilize) 16.5%
- 6% (0.1 End/sec) Recovery
- 64% (3.58 HP/sec) Regeneration
- 10% RunSpeed
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Well Finduilas I respect your point of view but disagree and will end this discussion. No point in continuing on this person's thread. Hey if you ever want to run tanks with me on some tough content in Freedom, just let me know. I hope we do those tanker Tuesdays again. That was fun. Peace.
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Quote:Seems likely but that would mean you need DP up all the time which this build does not do. With my lead tank that has almost all accolades and some nice HP set bonuses, his HP before DP is around 2500ish. That extra 700 HP all the time is nice when you really need it.Technically, I think it's possible for Inv tankers to be capped for HP when Dull Pain is on with just the +HP accolades; no set bonuses are needed. So it's not really an issue, or even a reason not to pursue the bonuses or accolades. Even if Dull Pain hits the cap, they give you more hit points when it is not up, too.
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You said-
If going over the HP cap is a cause for concern--frankly, it's never been something I've worried about with my Invul tanks--then the OP can simply reduce the number of HP bonuses in the build. I think that's a better approach than underslotting DP for Heal.
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Good discussion. A few more points to consider on this topic:
1. Increasing HP by ~400 over cap does not improve your heal by more than simply achieving HP cap.
2. I think going over HP cap is a concern when other issues remain in build. Like you, I don't worry about it when everything else is in order. Presently she cannot fire off DP that often with current build. My critique fixes that and allows more frequent use of DP and its heals. In her current build, she has nearly 30seconds of downtime on DP (no DP for 1/4 of the time). Now I rarely need DP on my invuln tanks but when I do, I like to know I can fire it off again without any downtime...Lord Recluse comes to mind.
3. I gave her an option for stealth power in CJ. I pointed out my personal preference and gave her another option to achieve stealth goal to consider. Was not passing judgement as much as offering a solution that gives her travel power and stealth. -
Will limit my comments to only a couple areas-
1. You are way over HP cap with that many slots in DP. You could fix this by the way you slot bonuses overall as well as number of slots you put into DP. Try only 3 with one being a recharge IO.
2. Choosing a situational power like (TP over) a bread and butter power like CJ is a trade off I would not make. Especially when you are are heavy S/L focused and could use ethe extra 3.85% defense accross the board. Making this change would allow you to fix other slotting problems.
3. I would pick up hasten so you could have perma DP like I sent you on the other build. Your attack chain wont take advantage of that Physical perefection (and the 2 purples in Boxing?) with the recharge time of your powers being 1 sec, 4 sec, 12 sec, and 10 sec respectively. You are going to be waiting on attacks IMHO.
4. Also if you finally decided you wanted a travel power like Super Jump you could put a stealth IO in that. I personally don't like any stealth power in my tanks.... -
Since I have been playing on mids, I though I would post up an idea (albeit not cheap). Most defenses are capped except psi of course and resistance looks good to. I might roll this build myself.
Hero Plan by Mids' Hero Designer 1.703
http://www.cohplanner.com/
Click this DataLink to open the build!
invuln-ss: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Temp Invulnerability -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(9), Aegis-ResDam/Rchg:50(11), S'fstPrt-ResDam/Def+:30(11)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(9)
Level 2: Dull Pain -- Numna-Heal:50(A), Numna-Heal/EndRdx/Rchg:50(13), Numna-Heal/Rchg:50(13), RechRdx-I:50(46)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7), HO:Nucle(7)
Level 6: Swift -- Run-I:50(A)
Level 8: Unyielding -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(15), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(48)
Level 10: Taunt -- Mocking-Rchg:50(A), Mocking-Taunt/Rng:50(17), Mocking-Taunt:50(17), Mocking-Taunt/Rchg:50(19), Mocking-Taunt/Rchg/Rng:50(19), Mocking-Acc/Rchg:50(21)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(21), LkGmblr-Def/EndRdx:50(29)
Level 14: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(31), Mrcl-Rcvry+:40(31), Mrcl-Heal:40(31), RgnTis-Regen+:30(33)
Level 16: Resist Physical Damage -- ResDam-I:50(A)
Level 18: Invincibility -- LkGmblr-Rchg+:50(A), HO:Cyto(33), HO:Cyto(33)
Level 20: Knockout Blow -- Mako-Dam%:50(A), Mako-Acc/Dmg/EndRdx/Rchg:50(34), Mako-Acc/Dmg:50(34), Mako-Dmg/EndRdx:50(34), Mako-Dmg/Rchg:50(37), Mako-Acc/EndRdx/Rchg:50(50)
Level 22: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(23), Efficacy-EndMod/Acc:50(23), Efficacy-EndMod/EndRdx:50(25)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(27)
Level 26: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(27), LkGmblr-Def/EndRdx:50(29)
Level 28: Boxing -- Dmg-I:50(A)
Level 30: Rage -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(40), GSFC-ToHit:50(42), GSFC-ToHit/Rchg:50(43), GSFC-ToHit/Rchg/EndRdx:50(43), GSFC-Rchg/EndRdx:50(43)
Level 32: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(37), Aegis-ResDam/Rchg:50(37)
Level 35: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx:50(36), LkGmblr-Def/Rchg:50(36)
Level 38: Foot Stomp -- Erad-%Dam:30(A), Erad-Acc/Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(39), C'ngBlow-Acc/Dmg:50(39), C'ngBlow-Dmg/EndRdx:50(40), C'ngBlow-Acc/Rchg:50(40)
Level 41: Resist Energies -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(42), Aegis-ResDam/Rchg:50(42)
Level 44: Hurl -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Acc/Dmg/EndRdx:50(45), Dev'n-Dmg/Rchg:50(45), Dev'n-Acc/Dmg:50(46), Dev'n-Acc/Dmg/Rchg:50(46)
Level 47: Resist Elements -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(48), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam/EndRdx/Rchg:40(50)
Level 49: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
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Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 16.8% Defense(Smashing)
- 16.8% Defense(Lethal)
- 16.8% Defense(Fire)
- 16.8% Defense(Cold)
- 16.1% Defense(Energy)
- 16.1% Defense(Negative)
- 3% Defense(Psionic)
- 11.8% Defense(Melee)
- 15.2% Defense(Ranged)
- 11.8% Defense(AoE)
- 3.6% Max End
- 9% Enhancement(Accuracy)
- 37.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 281.1 HP (15%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 6.05%
- MezResist(Immobilize) 11%
- 9.5% (0.16 End/sec) Recovery
- 76% (5.95 HP/sec) Regeneration
- 20% RunSpeed
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So after a ton of time playing with mids and considering my goals, I have come up with my final build (for now anyway lol).
A couple of points:
1. I skipped the epic pools b/c while I like fireball, it is lower damage than my other two PBAoE attacks. Also, I did not need char or fire cages to mule any sets in my final build. The epic powers would have just ended up being a waste of 2, maybe 3 powers.
2. I did choose both of my big single target attacks with build up b/c I want to be able to deal some damage to an AV when needed.
3. I am capped on all defense types except psionic. I am capped on S/L resistence.
4. I have a travel power
5. I am capped on HP, my regen is 317%, and my recovery is 3.51
All in all I think this build will work great. Of course if you have any other suggestions please let me know.
Thanks for the feedback so far.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Invuln-Fire Tank April 28 v2: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Temp Invulnerability -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(3), Aegis-ResDam/Rchg:50(3), S'fstPrt-ResDam/Def+:30(9)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(13)
Level 2: Dull Pain -- Numna-Heal/Rchg:50(A), Numna-Heal/EndRdx/Rchg:50(40), Numna-Heal/EndRdx:50(43), RechRdx-I:50(45)
Level 4: Combustion -- Erad-%Dam:30(A), Erad-Acc/Dmg/Rchg:30(5), Erad-Acc/Dmg/EndRdx/Rchg:30(5), C'ngBlow-Acc/Dmg:50(7), C'ngBlow-Dmg/EndRdx:50(7), C'ngBlow-Acc/Rchg:50(9)
Level 6: Swift -- Run-I:50(A)
Level 8: Unyielding -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(37), RctvArm-ResDam/Rchg:40(40), RctvArm-ResDam/EndRdx/Rchg:40(50)
Level 10: Taunt -- Mocking-Taunt/Rchg/Rng:50(A), Mocking-Rchg:50(36), Mocking-Taunt/Rng:50(36), Mocking-Taunt:50(36), Mocking-Taunt/Rchg:50(37), Mocking-Acc/Rchg:50(37)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(13), LkGmblr-Def/EndRdx:50(15), LkGmblr-Def/Rchg:50(43)
Level 14: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(15), Mrcl-Rcvry+:40(17), Mrcl-Heal:40(17), RgnTis-Regen+:30(19)
Level 16: Resist Physical Damage -- ResDam-I:50(A)
Level 18: Invincibility -- LkGmblr-Rchg+:50(A), HO:Cyto(19), HO:Cyto(25)
Level 20: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(21), Efficacy-EndMod/EndRdx:50(21), Efficacy-EndMod/Rchg:50(25)
Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(23)
Level 24: Kick -- Dmg-I:50(A)
Level 26: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(27), LkGmblr-Def/EndRdx:50(27), Ksmt-ToHit+:30(34)
Level 28: Fire Sword Circle -- Erad-%Dam:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(29), Erad-Acc/Dmg/Rchg:30(29), C'ngBlow-Acc/Dmg:50(31), C'ngBlow-Dmg/Rchg:50(34), C'ngBlow-Acc/Rchg:50(34)
Level 30: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(31), Aegis-ResDam/Rchg:50(31)
Level 32: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def/Rchg:50(33)
Level 35: Resist Energies -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(46), RctvArm-ResDam/Rchg:40(46)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), HO:Nucle(40)
Level 41: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(42), KntkC'bat-Dmg/EndRdx/Rchg:35(42), HO:Nucle(43)
Level 44: Build Up -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(45), GSFC-ToHit:50(45), GSFC-ToHit/Rchg:50(46), GSFC-ToHit/Rchg/EndRdx:50(48), GSFC-Rchg/EndRdx:50(50)
Level 47: Resist Elements -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(48), Aegis-ResDam/Rchg:50(48)
Level 49: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(50)
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Level 1: Brawl -- Dmg-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
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Set Bonus Totals:- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 19.3% Defense(Smashing)
- 19.3% Defense(Lethal)
- 16.8% Defense(Fire)
- 16.8% Defense(Cold)
- 17.1% Defense(Energy)
- 17.1% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 14.3% Defense(Ranged)
- 11.8% Defense(AoE)
- 5.4% Max End
- 37.5% Enhancement(RechargeTime)
- 18% Enhancement(Accuracy)
- 5% FlySpeed
- 238.9 HP (12.8%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 10.5%
- 8.5% (0.14 End/sec) Recovery
- 64% (5.01 HP/sec) Regeneration
- 20% RunSpeed
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Ty for taking the time to respond. I will give a close look to your suggestions. One question about combat jumping. Did you consider the 4th LOTG for added accuracy vs the to-hit unique? I may have other questions as I study your recommendation. Thanks again!
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Update- I have been working on the build and will have a new one to share later today or tomorrow. While I have eliminated the power mastery epic pool, I do not plan to pick up the pyre mastery pool. Sure I would love to have fireball, but not at the expense of picking up 2 other powers I will never use. Overall my 2nd version of this build will be much better. More to come -
Hi all,
I just rolled a invuln/fire tank for PvE purposes.
My objectives:
1. Sturdy (good def/resist values...even to fill some of the Psi hole by addressing ranged def and etc...). Decent regen/recovery too should help.
2. Mix of AOE and single target damage. Not trying to scrap here btw.
3. Get honest feedback. I don't pretend to know it all so welcome any constructive feedback.
Background:
While my favorite tank is my Invuln/Dark Melee b/c it can take just about anything and keep going. It is a little hard to solo with b/c damage output is lower. My hope is that with this tank, I can preserve many of those qualities and do a little better solo when I cannot find a team.
Side Note:
I do realize that with Obliterations and Touch of Death would grant more S/L def but I chose to work on other areas like ranged def and etc. Furthermore, I figure that since my def for S/L is 44.8% with only one bad guy around, that goes up to 51% with 5 bad guys and 59% with 10 bad guys around.
Latest build below. Thanks for ideas from board members -
Hi- only my 3rd post so wont pretend to be an expert but willing to share my thoughts....assuming this is PVE tank.
1. I think war mace would work nicely with shield since so many of the attacks have built in damage mitigation with knowckdowns and disorients.
2. I would question some of your power choices (not to say you are wrong but just as a consideration).
a. Lack of Fighting Pool. Some people do just fine without tough/weave but I think it really is helpful on a shield tank to boost def/res values. Have you considered boxing, tough, weave?
b. Stealth. I like stealth pools a lot but I am not sure about them on a tank since a primary function of a tank is to grab and keep aggro. Secondly the defense values drop a great deal after you launch your first attack.
c. Travel Power. I would chose combat jump and super jump. You have res immobilization from Comb Jump and Super Jump is faster than flying. If a flying tank is part of your concept, I am sure you can make that work.
d. Speed pool. If rechard is part of your objective, I would consider hasten. This will help you get back some slots like the ones you have in active defense and etc...Plus shield and crowd control firing quickly is a good damage mitigation strategy for you and your team. Also, you will be able to use perfect zinger in taunt vs mocking beratement for the recharge and get some added defense.
e. Build Up- I would take that power and slot it. Some nice IOs with nice values when you 6 slot if you can spare the slots.
f. Epic Pool- personal choice, but I would say take a look at the earth pool too. With Stalagmites, and Salt Crystals you get 2 nice AOEs that can mitigate damage, and drop def by -15% each of your targets.
Slotting- I have ideas for this that looks different that what you have but I think my reocmmended starting point would be to look at power selection again first.
Hope that helped and again just my humble 2 cents....been wrong before. -
Yes it was a lot of fun. Thanks for organizing the mission.
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I will probably be in. I would not dare bring my shield/elec b/c we have that covered
I will either bring my INULVN/DM tank lvl 50 named Super Zeus, or my newer tank ICE/FIRE lvl 38 name ARCTIC mPYRE.
Is that cool?