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Here's the build that I use.
With stacked siphon speed you will get perma PA.
Stone Mastery is the best Epic for Ill/Kin if you're soloing, I can solo at +2/x8 quite easily with this. The Psy Epic works well in teams when you're hanging back and buffing. Hover and Siphon Speed is a nice combo for this as it allows you to move around at a good rate while avoiding the AoEs below.
Overall Ill/Kin is a vastly underrated combination, aside from combating AVs and GMs it is more capable than either Ill/Rad or Ill/Storm and will out damage them in most situations.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Psiphon with psiphon power: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Blind -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(3), Entrpc-Dmg/Rchg(7), Entrpc-Dmg/EndRdx/Rchg(7), Hold-I(13), Entrpc-Heal%(31)
Level 1: Transfusion -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(46), Acc-I(48)
Level 2: Spectral Wounds -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(5), Entrpc-Dmg/Rchg(9), Entrpc-Dmg/EndRdx/Rchg(9), Entrpc-Heal%(34)
Level 4: Deceive -- CoPers-Conf/EndRdx(A), CoPers-Acc/Rchg(5), CoPers-Acc/Conf/Rchg(15), CoPers-Conf/Rchg(25), CoPers-Conf(50)
Level 6: Swift -- Run-I(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(31)
Level 10: Siphon Speed -- RechRdx-I(A), Acc-I(11), RechRdx-I(11), RechRdx-I(13)
Level 12: Group Invisibility -- LkGmblr-Rchg+(A), RechRdx-I(15)
Level 14: Health -- Heal-I(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Phantom Army -- S'bndAl-Build%(A), Dmg-I(19), Acc-I(19), RechRdx-I(21), RechRdx-I(21), RechRdx-I(23)
Level 20: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(25)
Level 22: Speed Boost -- EndMod-I(A)
Level 24: Flash -- UbrkCons-Hold(A), BasGaze-EndRdx/Rchg/Hold(31), BasGaze-Rchg/Hold(40), BasGaze-Acc/Rchg(46), BasGaze-Acc/Hold(50), RechRdx-I(50)
Level 26: Spectral Terror -- Abys-Acc/EndRdx(A), Abys-EndRdx/Fear(27), Abys-Acc/Rchg(27), Abys-Fear/Rng(29), Abys-Acc/Fear/Rchg(29)
Level 28: Inertial Reduction -- RechRdx-I(A)
Level 30: Siphon Power -- Acc-I(A), RechRdx-I(34), RechRdx-I(37), RechRdx-I(39)
Level 32: Phantasm -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-Acc/Rchg(33), EdctM'r-PetDef(34)
Level 35: Transference -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod(40), Efficacy-EndMod/Rchg(43)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(39), RechRdx-I(40)
Level 41: Fissure -- Posi-Dam%(A), Posi-Acc/Dmg(42), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg/EndRdx(43), Posi-Dmg/Rng(43)
Level 44: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 47: Rock Armor -- DefBuff-I(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 0: Ninja Run -
Quote:With stacked Active Defense DDR is at the cap, else it's at about 70% so recharge does help with survivability against many mobs. Also once Defense is capped I find that the mitigation in the secondary can be more useful than say more + regen - Footstomp provides alot of mitigation through knockdown. This would be the case with most SD/ combos - stacking stuns with a SD/WM for example.What I meant by calling Warshades an exception is that they gain survivability and damage from recharge and purple sets. While it's true that SD tankers get a large benefit from purple sets, they aren't really gaining survivability from them.
With the majority of Tanker primairies I agree with you though +Defense is the way to go. -
This is the build that I'm working towards, its very expensive but the damage is great and with stacked AD DDR is capped.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Saint George - Pyre: Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Rchg+(5)
Level 1: Jab -- Amaze-Stun(A), Amaze-Acc/Stun/Rchg(43)
Level 2: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Rchg+(11)
Level 4: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(15)
Level 6: Active Defense -- HO:Membr(A), HO:Membr(7), HO:Membr(7)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Swift -- Run-I(A)
Level 12: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(33), Numna-Heal/Rchg(37)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17), LkGmblr-Def/EndRdx/Rchg(50)
Level 18: True Grit -- Mrcl-Rcvry+(A), Mrcl-Heal(19), Mrcl-Heal/EndRdx(19), S'fstPrt-ResDam/EndRdx(43), S'fstPrt-ResDam/Def+(46), S'fstPrt-ResKB(46)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Acc(37), P'Shift-End%(37)
Level 22: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(23), Hectmb-Acc/Dmg/Rchg(23), Hectmb-Acc/Rchg(25), Hectmb-Dmg/EndRdx(25), Hectmb-Dam%(27)
Level 24: Kick -- FrcFbk-Rechg%(A)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(33)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/EndRdx/Rchg(40)
Level 32: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Rchg+(34)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(40), FrcFbk-Rechg%(40)
Level 41: Char -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(42), UbrkCons-Acc/Hold/Rchg(42), UbrkCons-Acc/Rchg(42), UbrkCons-Dam%(43)
Level 44: Fire Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46)
Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50), RechRdx-I(50)
Level 49: Super Jump -- Winter-ResSlow(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 2: Ninja Run -
Quote:Personally I would say that SD/SS tankers are also an exception to this.Purple sets don't really help tanks.
In general, the things tanks look for are more defense, not more recharge. Purple sets most notably give you recharge.
EDIT: Actually, from what I noticed, there are two major trends in slotting bonuses. One trend focuses on adding survivability to your character. These people typically get defense bonuses, but there are other goals such as +HP and +regen. The other focuses on maximizing damage output. The most common goal here is recharge, but also damage bonuses and recovery to sustain high endurance cost attack chains.
Where I'm going with this is that tanks aren't big damage dealers to begin with, so if your goal from the start was damage, you'd be playing a brute or a scrapper. Most tanks are going to go the other way and get defense/HP/regen.
The only exception here is Warshades, who get their survivability from recharge.
Defense is capped easily so the other sets can be turned to + recharge for stacked Rage and maximising Shield Charge, Footstomp and Fireball.
The purple sets usually have +End which again is useful for countering the Rage crash. -
I only dabble in Blasters and have an Ice/Ele and an NRG/NRG around the mid twenties.
Personally I find the NRG more survivable; the ability to keep mobs on their backsides gives good mitigation.
Just my two cents. -
In regards to Combat Jumping the End usage is minor and doesn't need any EndRedx. You would be better off slotting 3 defence, this will give you about an extra 1% defense to all positions.
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Spines/WP should do a reasonable job.
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Quote:Well done, this worked for me too!One thing you could try doing that might work is to delete the Coh.checksum file (located at either C:\Program Files\City of Heroes\Coh.checksum or C:\Program Files (x86)\City of Heroes\Coh.checksum on Windows (32bit and 64bit Windows, respectively). That should force it to get a new checksum and hopefully force it to patch the client.
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Quote:With stacked Active Defence I'm at the DDR cap and the Winters Gift gives some resistance to slows which I find an issue with Shields.There's an understatement. I'm not sure I spent as much on my tank, scrapper, blaster, defender, and troller combined as you plan on spending on this tank. They're all considered incredibly tough, too.
Using four purples for .14 end rec/second is radical.
I do have one suggestion that you might hear out. To heck with Super Jump at the end. Get Grant Cover and boost your Defense Debuff resistance to 93.6% from 76.3%.
The purples are also there for the recharge allowing stacked rage for extra damage and availability of the big hitters, SC, FS and FB. -
Here's the build that I'm working towards, not cheap though.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Saint George: Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Battle Agility -- HO:Enzym(A), HO:Enzym(3), HO:Enzym(3), LkGmblr-Rchg+:50(5)
Level 1: Jab -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Dmg/EndRdx:50(15), C'ngImp-Dmg/Rchg:50(21), C'ngImp-Dmg/EndRdx/Rchg:50(33)
Level 2: True Grit -- RgnTis-Regen+:30(A), Mrcl-Heal/EndRdx:40(9), ImpArm-ResDam:40(13), ImpArm-ResDam/EndRdx:40(31), Mrcl-Rcvry+:40(37), Mrcl-Heal:40(43)
Level 4: Haymaker -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(5), Mako-Dmg/Rchg:50(7), Mako-Acc/EndRdx/Rchg:50(9), Mako-Acc/Dmg/EndRdx/Rchg:50(11), Mako-Dam%:50(11)
Level 6: Active Defense -- HO:Membr(A), HO:Membr(7), HO:Membr(39), HO:Membr(50)
Level 8: Swift -- Run-I:50(A)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(43)
Level 12: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
Level 14: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(15), Numna-Heal/EndRdx:50(17)
Level 16: Against All Odds -- EndRdx-I:50(A)
Level 18: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(19), LkGmblr-Def:50(19), LkGmblr-Rchg+:50(21)
Level 20: Knockout Blow -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(25), Hectmb-Acc/Dmg/Rchg:50(27), Hectmb-Acc/Rchg:50(27), Hectmb-Dmg/EndRdx:50(29), Hectmb-Dam%:50(29)
Level 22: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(23), P'Shift-EndMod/Acc/Rchg:50(23), P'Shift-Acc/Rchg:50(25), P'Shift-EndMod/Acc:50(33), P'Shift-End%:50(46)
Level 24: Boxing -- Amaze-Stun:50(A), Amaze-EndRdx/Stun:50(33)
Level 26: Shield Charge -- Oblit-Acc/Dmg/Rchg:50(A), Oblit-Dmg/Rchg:50(34), Oblit-%Dam:50(34), Oblit-Dmg:50(34), Oblit-Acc/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(36)
Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 30: Tough -- S'fstPrt-ResDam/Def+:30(A), ImpArm-ResDam/Rchg:40(37), ImpArm-ResDam:40(37)
Level 32: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(40), LkGmblr-Def/EndRdx:50(45)
Level 35: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx:50(39), LkGmblr-Def/Rchg:50(39)
Level 38: Foot Stomp -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(40), Armgdn-Acc/Dmg/Rchg:50(40), Armgdn-Acc/Rchg:50(42), Armgdn-Dmg/EndRdx:50(42), FrcFbk-Rechg%:50(42)
Level 41: Char -- UbrkCons-Hold:50(A), UbrkCons-Acc/Rchg:50(43)
Level 44: Fire Blast -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(45), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Acc/Rchg:50(46), Apoc-Dmg/EndRdx:50(46)
Level 47: Fire Ball -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(50), EndRdx-I:50(50)
Level 49: Super Jump -- Winter-ResSlow:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:- 12.5% DamageBuff(Smashing)
- 12.5% DamageBuff(Lethal)
- 12.5% DamageBuff(Fire)
- 12.5% DamageBuff(Cold)
- 12.5% DamageBuff(Energy)
- 12.5% DamageBuff(Negative)
- 12.5% DamageBuff(Toxic)
- 12.5% DamageBuff(Psionic)
- 4.88% Defense(Smashing)
- 4.88% Defense(Lethal)
- 4.56% Defense(Fire)
- 4.56% Defense(Cold)
- 4.88% Defense(Energy)
- 4.88% Defense(Negative)
- 3% Defense(Psionic)
- 6.75% Defense(Melee)
- 6.75% Defense(Ranged)
- 6.13% Defense(AoE)
- 79% Enhancement(Accuracy)
- 87.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 274.1 HP (14.6%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 3.3%
- MezResist(Immobilize) 5.5%
- MezResist(Stun) 2.2%
- 30% (0.5 End/sec) Recovery
- 58% (4.54 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 7.56% Resistance(Fire)
- 7.56% Resistance(Cold)
- 5% Resistance(Toxic)
- 5% RunSpeed
Set Bonuses:
Luck of the Gambler
(Battle Agility)- 7.5% Enhancement(RechargeTime)
(Jab)- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(True Grit)- 2.5% (0.04 End/sec) Recovery
- 35.1 HP (1.88%) HitPoints
(True Grit)- 2.5% (0.04 End/sec) Recovery
(Haymaker)- MezResist(Immobilize) 3.3%
- 28.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Phalanx Fighting)- 7.5% Enhancement(RechargeTime)
(Health)- 12% (0.94 HP/sec) Regeneration
- 35.1 HP (1.88%) HitPoints
(Deflection)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Knockout Blow)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
- 5% Resistance(Toxic)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Boxing)- 4% (0.07 End/sec) Recovery
(Shield Charge)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Tough)- 3% Defense(All)
(Tough)- 2.5% (0.04 End/sec) Recovery
(Combat Jumping)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Weave)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Foot Stomp)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Char)- 4% (0.07 End/sec) Recovery
(Fire Blast)- 16% (1.25 HP/sec) Regeneration
- 56.2 HP (3%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Fire Ball)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Super Jump)- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
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Quote:With my Ice tank I went with Ranged Defense as most psi is ranged - a small amount is non positional.What's the best way to protect my poor Ice tank against psi attacks? The only resistance power I have so far is my heal, but I've assigned 6 slots to it. I'm planning to leave the Tough and Weave out of this build, though I'm using Combat Jumping.
Are there any sets that are especially good for defending against it? Should I be trying to slot for defense vs. psi, or resistance vs. psi, or directional defense like def vs. ranged and AOE?
There are lots of sets with ranged defense so you should be able to get into the 30% area without gimping or changing your build too much.
Not perfect but probably your best bet -
Quote:Thanks for all the feedback guys.I tried both with katana and anecdotal only, but in my experience they were pretty equal and I actually ended up liking electric slightly better. Dark has the more powerful heal and more utility, but electric has much easier endurance management, better recharge (lightning reflexes), and better resists. Probably more importantly, Electric has better areas of better resists. As in a lot of things throw around energy damage (3rd most common type you encounter after lethal/smash I believe). Having that easily capped instead of it being your biggest weakness (dark armor) makes up for a lot.
I haven't IO'd either out to any significant degree yet, this was just my experience with mostly normal slotting.
I went with Electric in the end, I dont think it will be quite so good end game as Kat/Dark but it should be an easier ride. -
Quote:Hhhhmmm... didn't really think about that.You've also got to slot differently. Since Fury gives you plenty of damage, slot for end rdx and accuracy first, then recharge.
I was using the standard Scrapper slotting, Acc then damage. End Reduction and Recharge would be added according to specific set requirement.
Thanks. -
Quote:I'm obviously doing something wrong!Brutes are faster to solo pre-SO, they have higher base HP and can leverage inspiration use better due to higher mitigation caps. At the damage caps, they pull ahead further from scrappers, but how often do you really run around with 750 damage buff showing in your combat monitor unless you're runnin at x8 diff with a pocket kin?
I haven't got a great amount of experience with Brutes but whenever I've tried to level a Brute I found it much slower than a Scrapper.
Two ways of building Fury:
Mobs attacking you - pre SO's not durable enough to take the damage
You attacking mobs - need to attack continually - pre SO's/Stamina run out of End
Scrappers on the other hand do good damage irrespective and can thus slow down or speed up dependant on their End and health status.
As said that's what I've found. -
Quote:I've been considering making a resistance based armour (Electric or Dark) to use with Katana.I'll say Katana/Dark Armor (see sig and vids) or Katana/Willpower (Iggy Kamakaze has done a double RWZ challenge under a Pylon with his, then finished off the Pylon. He also solo'd an ITF with no temps, no inspirations, no deaths - no joke.)
See also:
http://boards.cityofheroes.com/showthread.php?t=218691
Any one know how the two would compare in regards to survivablilty and general performance? -
I'd go with Katana or Broadsword.
Both do good damage and have a power that provides +Defense to melee, that combined with good resists and a heal would make for a great alt. -
The purple set for RoF (Gravitational Anchor) tends to be cheaper than the purple set for Char (unbreakable constraint).
Also there are nice immob set options for positional defence.......the hold set Lockdown though is also good for this. -
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Quote:I agree with this!I don't think they should nerf rage or SS because SS is fun as it is, and I play the game to have fun. In fact, I play all games to have fun.
Devs should not nerf fun :[
Rage is balanced as it is; it's the only damage buff that can actually get you killed:
-Def crash if you're not paying attention and don't stack Rage
-End crash will drop your toggles if you're not paying attention to the End bar
Rage makes SS a unique and fun set, therefore is fine as is.
I wish people would spend more time trying to make sets unique and fun instead of making them all the same!
This is City of Heroes/Villians not City of Bland!!
Vanila is fine as an Ice cream not as a game. -
Quote:In regards to Char/RoF I go with Char to hold Sappers - just in case they get lucky.While I am here my next question is about ancillaries. Either Blaze or Body. Body has end mod powers which would help as I run out of end with all toggles on. Still, Blaze has fireballs!
If I take Blaze am I better off with Char or Ring of Fire?
Thanks!
EDIT: also, the wiki says that Body Mastery's Energy Torrent is minor damage. The blaster version is moderate damage? Are they that different or is the an inconsistency?
RoF is better as a set mule as they are a lot cheaper. -
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Quote:Super Speed combined with Stealth (makes you inivisible) should allow you to do this.While grinding my Dp/Cold Corr (after my 2nd faceplant ) i started thinking what can i do to minimize my end use an stay a live at the same time an it hit me .. Nothing !!!!! lol . an i figured out what would be a great secondary for a Dp cor . bubbles !! they would allow me to wade in to mobs an use my teir 9 ( i think ) but since corrs dont have FF i will never know. I was wondering Does any one know why Corruptors dont have FF ?
I'm not familiar with the DP nuke but I've seen other nukes used this way; provided that it doesn't nolify the mobs at the start of a lenghy animation. -
With Hasten and SO's, Rage will be available again before it expires. If you click Rage it will be stacked and the -Def will not be applied when the current Rage expires. Monitor your defense and run some tests if you like.
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Quote:SO's and Hasten will allow you to stack Rage and therefore completely negate the -Def in the crash. It's impossible to avoid the End crash andHow much more fair do you want ? You can bypass the defense crash completely with IOs or drop it to a once every four minutes or so crash with hasten and just SOs.
-Damage period.