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Posts
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I've been meaning to give ELM a try, since it's one of the few secondaries I've played all the way through. But having no experience with it, I was wondering what other Tanker fanatics have found to be a good primary to go with it.
I know ELA could stack the -end with it, but I'm about to finish taking an ELA/SM tank to 50 and would prefer to level up something else. Any suggestions? -
Quote:Well, resist bonuses from IO's are laughable. Not to mention, difficult to work in. But. . .I would like to beef up my shields but as it stands right now I generally don't have a major issue with dying.
Quote:I am not as concerned with maxing health or what not but more interested in resisting stat effects such as holds, mez, elemental damage etc.
Basically, if you increase your HP by 20%, you've effectively increased your resist by the same amount. And you're regen goes up by HP/Sec. Those two together with a fast recharging heal will make you feel pretty godly.
As for resisting mez. . . why? You already get protection. Resist won't be noticeable for you. The only thing you need help with would be KB, which you can get from a few IOs. Get three of them, and you're covered.
Now you've got me thinking about a build for my Fire/Fire who's been on the shelf for a while. Can't wait to get home and try it out! -
Quote:Well, if you want more helpful advice, you'll have to help us out first. What is it you're going for? More HP? More recharge? More defense? Throw us a bone. No one's going to take the time to make a build when there's a chance you'll come back and say "Oh no, but I wanted this bonus". I don't mind messing around in mid's for other people's benefit, I just don't want it to be a wasted effort.the main reason im asking for help is because I am just not a numbers man by any means. sure I could go for full sets of the most expensive purps but there arent enough slots to do that and so question of how many slots to do per power and what parts of purp sets to use. just not something that is easy for me to fallow.
as for my power selection, its there for a reason. I have been playing this toon for over 4 years. next month I will be getting my 51 mo vet badge. so I do know how to handle my tank. Its not what you have, its what you do with what you have. so for any one like Darkness3221 out there just consider yourself ignored, I'm only interested in civilized responses.
Also, why Purples? Just for the sake of having them? Because you can do quite a lot, if not sometimes more, with non-purple sets.
BTW, you're power selection I can work with, but the slotting and ignoring the rule of five? You get one hand-slap, sir! -
Quote:IO sets only offer resistance when it comes to immobilize. Nothing really offers protection.Thanks for the information so far.
So there is no IO alternative or another alternative to Combat Jumping in my case ?
Your options are:
1. Combat Jumping - Offers a little defense as well, and if you want go with Tough/Weave, this can do a decent amount of mitigation when stacked with your resists.
2. Burn - Does damage and makes foes run away. Depending on your secondary, you can always use knockdown to keep them in the fire. -
Quote:Not bad. Now... what about SM instead of SS?
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Sorry, Coldmed, you misunderstood. When I said some of us have more to do with ourselves, I meant in real life. I can see where this wouldn't have occured to you.
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Yeeeeeah. Granted, we can all farm/play the market/buy inf if we choose to, but some of us have more to do with ourselves and would prefer to get some gameplay in too. I don't see much of a need for Phys Perf, on a ELA. Endurance isn't an issue by any means.
I just want to bring in enough mitigation that a 1 min recharge on my heal will be plenty to make up for anything that gets through. Res bonuses are laughable, so some defense with good HP bonuses seems like it should be enough to get the job done.
Now, high Melee defense is always nice. That in and of itself should provide a lot more mitigation than res bonuses ever could. -
Okay, I've decided to hurdle the fence a little. Taking advice for S/L defense into consideration, I've put more effort into that and also managed to hit 20% HP bonus. Defense will look like this: 34% S/L, 22% F/C and 26% E/N. I've taken Tough/Weave, so even though S/L def isn't capped, it's certainly going to mean a lot of mitigation for S/L/E, which is a big part of the game. Put that with 2253 on health, and it should be pretty durable. Here's the build:
[edit] I know most will say 20% defense is laughable, but in my experience with ELA (up to lvl 32), popping one purple seems to carry a lot of weight. Hence the effort on E/N/F/C def to that point.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
iTaunt: Level 50 Science Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Stone Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Hero Profile:
Level 1: Charged Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(3), Aegis-ResDam(3), S'fstPrt-ResDam/Def+(7)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx(13)
Level 2: Conductive Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(5), Aegis-ResDam(5)
Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 6: Static Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(7), Aegis-ResDam(9)
Level 8: Hurdle -- Jump-I(A)
Level 10: Grounded -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(46)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21)
Level 16: Energize -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/Rchg(17), Mrcl-Heal/EndRdx/Rchg(17), Mrcl-Heal(19), RechRdx-I(19)
Level 18: Health -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(21), Numna-Heal/EndRdx/Rchg(40)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(29)
Level 22: Lightning Field -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(25), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(27), P'Shift-EndMod/Acc(29), Efficacy-EndMod/Acc(37)
Level 24: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(25), Zinger-Taunt/Rchg/Rng(48), Zinger-Acc/Rchg(48), Zinger-Taunt/Rng(50), Zinger-Dam%(50)
Level 26: Power Sink -- Insult-Dsrnt%(A), Insult-Taunt/Rchg(31), Insult-Taunt(31), P'Shift-Acc/Rchg(31), P'Shift-EndMod/Acc/Rchg(40), P'Shift-EndMod/Rchg(45)
Level 28: Fault -- Mocking-Taunt(A), Mocking-Taunt/Rchg(33), Mocking-Taunt/Rchg/Rng(33), Mocking-Acc/Rchg(33)
Level 30: Stone Mallet -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Acc/Dmg/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Acc/EndRdx/Rchg(36), Mako-Dmg/Rchg(43)
Level 32: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 35: Tremor -- C'ngBlow-Acc/Rchg(A), C'ngBlow-Dmg/EndRdx(36), C'ngBlow-Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-Acc/Dmg/Rchg(37), Erad-Dmg/Rchg(46)
Level 38: Seismic Smash -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Acc/Dmg/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Acc/EndRdx/Rchg(40), Mako-Dmg/Rchg(48)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
Level 44: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(45), S'dpty-Def(45)
Level 47: Lightning Reflexes -- Run-I(A)
Level 49: Power Surge -- RechRdx-I(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:- 24.3% Defense(Lethal)
- 12.4% Defense(Fire)
- 12.4% Defense(Cold)
- 16.1% Defense(Energy)
- 16.1% Defense(Negative)
- 3% Defense(Psionic)
- 13.6% Defense(Melee)
- 14.3% Defense(Ranged)
- 7.69% Defense(AoE)
- 379.5 HP (20.3%) HitPoints
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When it comes to mitigation, I've always found pure resist to be bit. . . lacking. Even if there's a heal thrown in for good measure. I don't want to get into a def vs. res argument, let's just call it my opinion.
That said, I was wondering if anybody has any luck with bonuses on their ELA. I'm caught between giving moderate defense to all (20-30%), or going with lots of +HP. Whenever I get an FF defender on the team, I notice a huge leap in mitigation, and that's about the same defense as what I'm shooting for. But I wasn't sure if a lot of HP would end up doing the same or not.
Thanks in advance for any input. -
Just spit-balling here, but this will put you at 41% Melee, 27% Ranged, and 43% AoE. You'll also have an EPS gain of 3.02, with good end discount on nearly all powers. And mag 8 KB protection. The power selection should fit most people's playstyles.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Dark-Stone: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(3), Aegis-EndRdx/Rchg(3), Aegis-ResDam/EndRdx/Rchg(5), Aegis-ResDam(5), S'fstPrt-ResDam/Def+(7)
Level 1: Stone Fist -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(11)
Level 2: Murky Cloud -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(17), Aegis-EndRdx/Rchg(19), Aegis-ResDam/EndRdx/Rchg(19), Aegis-ResDam(21)
Level 4: Heavy Mallet -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(17)
Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(23)
Level 8: Dark Regeneration -- Theft-Acc/EndRdx/Heal(A), Nictus-Acc/EndRdx/Rchg(23), Mrcl-EndRdx/Rchg(25), Mrcl-Heal/EndRdx/Rchg(25), Mrcl-Heal/Rchg(27), Dct'dW-EndRdx/Rchg(27)
Level 10: Hurdle -- Jump-I(A)
Level 12: Cloak of Darkness -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(29), GftotA-Def/EndRdx/Rchg(29), GftotA-Def(31)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 16: Health -- Heal-I(A)
Level 18: Obsidian Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(33), Aegis-EndRdx/Rchg(33), Aegis-ResDam/EndRdx/Rchg(33), Aegis-ResDam(34)
Level 20: Stamina -- EndMod-I(A), EndMod-I(34), P'Shift-End%(34)
Level 22: Taunt -- Zinger-Taunt/Rchg(A)
Level 24: Death Shroud -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), EndRdx-I(37)
Level 26: Oppressive Gloom -- Acc-I(A)
Level 28: Fault -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(48), Mocking-Acc/Rchg(48), Mocking-Rchg(50)
Level 30: Boxing -- Empty(A)
Level 32: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(37), Aegis-EndRdx/Rchg(39), Aegis-ResDam/EndRdx/Rchg(39)
Level 35: Tremor -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-%Dam(50)
Level 38: Seismic Smash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(42)
Level 41: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(42), GftotA-Def/EndRdx/Rchg(42), GftotA-Def(43)
Level 44: Stone Mallet -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(45), T'Death-Dmg/Rchg(45), T'Death-Acc/Dmg/EndRdx(45), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(46)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- EndMod-I(A), EndMod-I(50)
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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:- 16% DamageBuff(Smashing)
- 16% DamageBuff(Lethal)
- 16% DamageBuff(Fire)
- 16% DamageBuff(Cold)
- 16% DamageBuff(Energy)
- 16% DamageBuff(Negative)
- 16% DamageBuff(Toxic)
- 16% DamageBuff(Psionic)
- 14.9% Defense(Smashing)
- 14.9% Defense(Lethal)
- 23.3% Defense(Fire)
- 23.3% Defense(Cold)
- 6.13% Defense(Energy)
- 6.13% Defense(Negative)
- 3% Defense(Psionic)
- 23% Defense(Melee)
- 9.25% Defense(Ranged)
- 24.9% Defense(AoE)
- 5.4% Max End
- 18% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
- 147.6 HP (7.88%) HitPoints
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 13.8%
- MezResist(Immobilize) 11%
- MezResist(Stun) 4.4%
- 6.5% (0.11 End/sec) Recovery
- 5% Resistance(Fire)
- 20% RunSpeed
- 10% XPDebtProtection
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Ah, I see. Thanks for the info, at least I know now it's intentional.
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I've been running a pair of DM/SD brutes lately for grins and giggles. One of the most enjoyable parts of the pair is simultaneously popping SD and then SC in a large crowd. It was during these times that I noticed an odd behavior with Shield Charge. After a certain point in damage bonus, each Brute was hitting the same damage on SC as the other.
At level 50, with fully saturated Soul Drain and AAO, and running at about 90% Fury, both Brutes were doing the same damage (in this case 480). It struck me as odd, because that's not anywhere near the damage cap (only around 300%), and there's no way both Brutes have the same damage bonus going at all times (given Fury's nature). And even in situations when an outside damage bonus would occur on top of the 300%(FS, Assault, etc.), there was always the same damage of 480. During this time, all other attacks would see increased damage when Shield Charge did not.
So, is there a different damage cap applied to SC? Is there something I'm not taking into account? Am I seeing things? What's the deal? -
This is what I'm aiming for. All I need is a Hect, and I'll be complete. So, after i16 comes out I guess.
Siphon Life -- HO:Nucle(A), HO:Nucle(36), Numna-Heal/Rchg(36), HO:Golgi(36), Dct'dW-Heal/Rchg(37), Hectmb-Dmg/Rchg(42)
66% Acc, 94% Dmg, 33% End Red, 83% Heal, 83% Rech. -
Having played the game for nearly 4 years now, I've garnered my fair share of 50s. But over half of them are tanks. Why? Because I love the "in-the-thick-of-it" feel of tanking. I like taking a beating and dishing it back out.
Set Combos I've Used:
Ice/EM - My proudest, most fun, tanking achievement. And my first. Great durability, fast paced, and great boss killer. And that was before IOing him out.
Stone/SS - Insane durability and not too slow when Hasten and Rage are up.
Ice/DM - Def with To-Hit debuffs. Capped Def for S/L/E/N with IOs. Two heals, two end-recovery powers, and Hibernate. Nuff said.
Shield/DM - My AV killer, in training. IO'd to cap'd positional def, 200 damage bonus when fully saturated AAO and Soul Drain, and plenty of recharge. Great for boss killing or AoE.
DA/Ice - Contranker Extradonaire. Insane amounts of control tools to go on top of hi resistance and the best heal in the game. Though, currently respecing to have more defense.
Fire/Fire - AoEasy.
Inv/Axe - Of all the tanks I have, this one's worked my patience the most. It's not really the survival so much as the lack of "fun tools." That's strictly my opinion, and not fact.
Shield/Mace - Smashtastic!
WP/SS - Highly durable and hard to slow down.
ElA/Stone - My planned tank for i16. It should prove to be very fun.
And despite what the vocal minority may lead people to think, I've never had issues of damage output with my tanks. Only the DM/Ice, and that's becuase I chose a control route. -
Spitballed this together, but it didn't seem too bad. +541 HP and 118% regen. Your defense also ends up being pretty nice for exotics with your S/L resistance being very high. Should be pretty durable.
Oh, and with no one in range its 55 HPS. One person makes it 83. And full groups put you at 133.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Max Regen: Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/Rchg(3), Numna-Heal/EndRdx(3), TtmC'tng-ResDam(5), TtmC'tng-ResDam/EndRdx(5), TtmC'tng-ResDam/Rchg(7)
Level 1: Shadow Punch -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(36), Mako-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 2: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(7), Numna-EndRdx/Rchg(9), Mrcl-Heal/EndRdx(9), Mrcl-Heal/Rchg(11), Mrcl-Heal/EndRdx/Rchg(11)
Level 4: Smite -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(37), Mako-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 6: Combat Jumping -- SprngFt-Jump(A), SprngFt-EndRdx(19), SprngFt-EndRdx/Jump(21)
Level 8: Indomitable Will -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(21), S'dpty-EndRdx/Rchg(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/Rchg(25), LkGmblr-EndRdx/Rchg(25)
Level 10: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(15), Numna-Heal(17)
Level 12: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(13), Efficacy-EndMod/EndRdx(13), Efficacy-EndMod/Acc(15)
Level 14: Super Jump -- SprngFt-Jump(A), SprngFt-EndRdx(17), SprngFt-EndRdx/Jump(19)
Level 16: Siphon Life -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(39), Mako-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 18: Taunt -- Zinger-Taunt/Rchg(A)
Level 20: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(31), TtmC'tng-ResDam(31), TtmC'tng-ResDam/EndRdx/Rchg(33)
Level 22: Heightened Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(27), S'dpty-EndRdx/Rchg(27), LkGmblr-Def/EndRdx(29), LkGmblr-Def/Rchg(29)
Level 24: Hurdle -- Jump-I(A)
Level 26: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(48)
Level 28: Soul Drain -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dmg/EndRdx(34)
Level 30: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31)
Level 32: Shadow Maul -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(42), Erad-Acc/Dmg/Rchg(42), Erad-Acc/Rchg(42), Sciroc-Acc/Dmg/EndRdx(43), Sciroc-Dmg/EndRdx(50)
Level 35: Dark Consumption -- P'Shift-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(43)
Level 38: Midnight Grasp -- T'Death-Dmg/EndRdx/Rchg(A), T'Death-Acc/Dmg/EndRdx(43), P'ngS'Fest-Acc/Dmg(45), P'ngS'Fest-Dmg/Rchg(45), P'ngS'Fest-Dmg/EndRdx(45)
Level 41: Strength of Will -- S'fstPrt-ResDam/Def+(A)
Level 44: Boxing -- Empty(A)
Level 47: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(48), Aegis-ResDam(48)
Level 49: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(50), S'dpty-Def(50)
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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:- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 10.5% Defense(Energy)
- 10.5% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 6.75% Defense(Ranged)
- 4.56% Defense(AoE)
- 3.6% Max End
- 5% FlySpeed
- 541.1 HP (28.9%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- MezResist(Immobilize) 19.3%
- MezResist(Sleep) 4.4%
- MezResist(Stun) 2.2%
- 4% (0.07 End/sec) Recovery
- 118% (9.23 HP/sec) Regeneration
- 10% RunSpeed
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Nice! Being able to not worry about levels anymore is really going to help our team out. Now, Posi says lowbies can still get into RWZ when SK'd through a team. But this wouldn't make low level Co-Ops a possibility, would it? I think out of zone mechanics would prevent that.
Also, one suggestion: Would it be possible to choose to SK/EX to within 2 levels of the mission owner? This would still leave the 5 level range, but would also allow less/more challenge for people to choose from.
Let's say a pick-up group heads into a mission, the mission owner is a bit of a shy guy and only does Heroic. But others on the team who are lower feel capable of taking on something more challenging. Being able to SK a little lower would help.
Great update all around! -
Quote:there is an article in the player guides on why softcapping def is, as far as survivability goes, the best thing you can possibly do for mitigation. The basic gist is, 40-45% mitigates as much damage as the first 40%.
Agreed. Some people prefer resist, some prefer defense. In my experience, defense is superior. It's just an opinion, but it's the one I go for. If there's anything better, it would be layered mitigation. This build isn't for soloing AVs, so with a decent team, there should be enough support to survive anything that makes it through the defense and resist. And of course, there's always Unstoppable. -
This is sad. Somehow I made changes to an Inv/Ice tank build and slipped that in. Well, the correct changes are now on the correct build. I'm just going to pretend that never happened. Pretty much the same values though. Just the one defense in CJ since I wanted my attacks more wisely enhanced.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Invy: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Battle Axe
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(21), S'fstPrt-ResDam/Def+(45)
Level 1: Beheader -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(43), S'ngH'mkr-Dmg/Rchg(43), S'ngH'mkr-Dmg/EndRdx/Rchg(43)
Level 2: Dull Pain -- H'zdH-Heal/EndRdx(A), H'zdH-EndRdx/Rchg(7), H'zdH-Heal/Rchg(13), H'zdH-Heal/EndRdx/Rchg(15), H'zdH-Heal(15), Dct'dW-Rchg(42)
Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(7), RctvArm-EndRdx/Rchg(25)
Level 6: Hurdle -- Jump-I(A)
Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), DefBuff-I(9)
Level 10: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13)
Level 12: Gash -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(17), S'ngH'mkr-Dmg/Rchg(37), S'ngH'mkr-Dmg/EndRdx/Rchg(40), F'dSmite-Acc/EndRdx/Rchg(48)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17)
Level 16: Health -- Heal-I(A)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(19), HO:Cyto(19)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23), Aegis-ResDam/EndRdx(46), Aegis-ResDam/EndRdx/Rchg(50), Aegis-EndRdx/Rchg(50)
Level 24: Swoop -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(25), S'ngH'mkr-Dmg/EndRdx/Rchg(40), S'ngH'mkr-Dmg/Rchg(45), F'dSmite-Acc/EndRdx/Rchg(48)
Level 26: Tough Hide -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(27), S'dpty-EndRdx/Rchg(27), S'dpty-Def/EndRdx/Rchg(45), S'dpty-Def(48)
Level 28: Whirling Axe -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(29), M'Strk-Dmg/Rchg(29), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(33)
Level 32: Unstoppable -- Aegis-EndRdx/Rchg(A), Aegis-ResDam/Rchg(33), Aegis-ResDam/EndRdx/Rchg(33)
Level 35: Cleave -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
Level 38: Pendulum -- C'ngBlow-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Dmg(39), C'ngBlow-Dmg/EndRdx(39), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(50)
Level 41: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(46), RctvArm-EndRdx/Rchg(46)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Hasten -- RechRdx-I(A)
Level 49: Build Up -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:- 18% Defense(Smashing)
- 18% Defense(Lethal)
- 17.1% Defense(Fire)
- 17.1% Defense(Cold)
- 15.5% Defense(Energy)
- 15.5% Defense(Negative)
- 3% Defense(Psionic)
- 13.3% Defense(Melee)
- 13.9% Defense(Ranged)
- 17.1% Defense(AoE)
- 3.6% Max End
- 3% Enhancement(Heal)
- 3% Enhancement(Accuracy)
- 119.5 HP (6.38%) HitPoints
- MezResist(Confused) 1.65%
- MezResist(Held) 2.75%
- MezResist(Immobilize) 12.1%
- MezResist(Sleep) 3.3%
- MezResist(Stun) 3.3%
- 2.5% (0.04 End/sec) Recovery
- 4% (0.31 HP/sec) Regeneration
- 1.89% Resistance(Fire)
- 1.89% Resistance(Cold)
- 10% RunSpeed
-
Quote:Did you realize you had Invincibility set to 10 enemies in range? Your numbers with only one are 37%; well short of the soft cap. While technically Invinc can buff off of 10 mobs, in practice unless you're tanking Rikti Monkeys you'll be doing well to actually get 6 or 7 in range at once... and facing an AV when you need your def the most you'll only have one.
Oh, I wouldn't slot Unstoppable with anything but a recharge or possibly two, it already takes you way over the 90% res cap unslotted. And I'd add a third slot to Stamina.
Combat Jumping really doesn't offer enough def to justify slotting for it so that will free up two slots. Fire/Cold damage isn't prevelant enough to justify slotting for the def; I'd stop the passives at 4 Reactive Armor. Likewise for Tough Hide; the Serendipity really isn't giving you any bonuses you need; I'd leave it at 3 common defense IO's.
Just to give you a priority list for defense, your most important one is Smash/Lethal; get this one to the soft cap. The next one to worry about is Energy/Negative and the least important is Fire/Cold. Plan your defenses accordingly and you'll be most survivable. Remember than Elemental damage is extremely rare; that's why Resist Elements is the most skippable power in the set.
CMA, the input is appreciated, but I think you're getting a little ahead of yourself. Yes, I am aware I have Invinc set to 10. Thats why I stated the numbers with no one in range as well. To be honest, if all I'm tanking is one person (even an AV), then 37% def with a min 30% resist towards damage is going to be a fair amount of mitigation. Especially with Dull Pain. Only Psi damage will be a threat.
Also, I'm aware of the S/L, E/N and F/C rankings most people go by. IMO, it's somewhat skewed, because NE damage isn't that common. I feel like I run into Fire damage fairly often, to justify the defense.
CJ, while not a huge amount, is still quite helpful. If people are willing to spend millions on +Def IOs, then a couple of slots for enven more defense seems more than reasonable. The slotting for Unstoppable is the way it is for bonuses. But, I did catch a Rule of 5 error, so three slots came out of Unstoppable and one each went to Freezing Touch, GIS and Forst(for enhancement values). So thanks for helping bring that to my attention, even if unintentionally.
The Serendipities are for the F/C bonus. Let's just agree to disagree on that one.
Here's the latest tweak.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Arctic Defender: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Ice Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(21), S'fstPrt-ResDam/Def+(45)
Level 1: Frozen Fists -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(43), S'ngH'mkr-Dmg/Rchg(43), S'ngH'mkr-Dmg/EndRdx/Rchg(43), F'dSmite-Acc/EndRdx/Rchg(45)
Level 2: Dull Pain -- H'zdH-Heal/EndRdx(A), H'zdH-EndRdx/Rchg(7), H'zdH-Heal/Rchg(13), H'zdH-Heal/EndRdx/Rchg(15), H'zdH-Heal(15), Dct'dW-Rchg(42)
Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(7), RctvArm-EndRdx/Rchg(25)
Level 6: Hurdle -- Jump-I(A)
Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), DefBuff-I(9), DefBuff-I(19)
Level 10: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13)
Level 12: Frost -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Acc/Dmg/EndRdx(17), Det'tn-Dmg/Rchg(37), Det'tn-Dmg/EndRdx(40), Det'tn-Acc/Dmg(48), CtlSpd-EndRdx/Rchg/Slow(48)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17)
Level 16: Health -- Heal-I(A)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(19), HO:Cyto(40)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23), Aegis-ResDam/EndRdx(46), Aegis-ResDam/EndRdx/Rchg(50), Aegis-EndRdx/Rchg(50)
Level 24: Ice Patch -- RechRdx-I(A), RechRdx-I(25)
Level 26: Tough Hide -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(27), S'dpty-EndRdx/Rchg(27), S'dpty-Def/EndRdx/Rchg(45), S'dpty-Def(48)
Level 28: Freezing Touch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(29), S'ngH'mkr-Dmg/Rchg(29), S'ngH'mkr-Dmg/EndRdx/Rchg(34), F'dSmite-Acc/EndRdx/Rchg(34), F'dSmite-Acc/Dmg/Rchg(34)
Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(33)
Level 32: Unstoppable -- Aegis-EndRdx/Rchg(A), Aegis-ResDam/Rchg(33), Aegis-ResDam/EndRdx/Rchg(33)
Level 35: Greater Ice Sword -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(36), S'ngH'mkr-Dmg/Rchg(36), S'ngH'mkr-Dmg/EndRdx/Rchg(36), F'dSmite-Acc/EndRdx/Rchg(37), F'dSmite-Acc/Dmg/Rchg(37)
Level 38: Frozen Aura -- C'ngBlow-Acc/Rchg(A), C'ngBlow-Dmg/EndRdx(39), Erad-Acc/Dmg/Rchg(39), Erad-Dmg(39), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(50)
Level 41: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(46), RctvArm-EndRdx/Rchg(46)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Hasten -- RechRdx-I(A)
Level 49: Build Up -- RechRdx(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:- 16.1% Defense(Smashing)
- 16.1% Defense(Lethal)
- 16.1% Defense(Fire)
- 16.1% Defense(Cold)
- 15.5% Defense(Energy)
- 15.5% Defense(Negative)
- 3% Defense(Psionic)
- 9.56% Defense(Melee)
- 13.9% Defense(Ranged)
- 15.2% Defense(AoE)
- 3.6% Max End
- 3% Enhancement(Heal)
- 3% Enhancement(Accuracy)
- 119.5 HP (6.38%) HitPoints
- MezResist(Confused) 1.65%
- MezResist(Held) 2.75%
- MezResist(Immobilize) 15.4%
- MezResist(Sleep) 1.65%
- 2.5% (0.04 End/sec) Recovery
- 4% (0.31 HP/sec) Regeneration
- 1.88% Resistance(Energy)
- 10% RunSpeed
- 1% XPDebtProtection
-
Some excellent feed back, everybody. I've tweaked accordingly from what was suggested. I've moved up Frost and moved Taunt back. This is a respec build, so the HO's are a great idea. And with patience, HOs don't have to be too much to spend on.
I've also shuffled things around, and managed to get 50% defense to all but Psi. (27% when no one's around). If anybody seems a blaring mistake, let me know!
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Invy: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Ice Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(21), S'fstPrt-ResDam/Def+(45)
Level 1: Frozen Fists -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(43), S'ngH'mkr-Dmg/Rchg(43), S'ngH'mkr-Dmg/EndRdx/Rchg(43), F'dSmite-Acc/EndRdx/Rchg(45)
Level 2: Dull Pain -- H'zdH-Heal/EndRdx(A), H'zdH-EndRdx/Rchg(7), H'zdH-Heal/Rchg(13), H'zdH-Heal/EndRdx/Rchg(15), H'zdH-Heal(15), Dct'dW-Rchg(42)
Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(7), RctvArm-EndRdx/Rchg(25)
Level 6: Hurdle -- Jump-I(A)
Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), DefBuff-I(9), DefBuff-I(19)
Level 10: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13)
Level 12: Frost -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Acc/Dmg/EndRdx(17), Det'tn-Dmg/Rchg(37), Det'tn-Dmg/EndRdx(40), Det'tn-Acc/Dmg(48)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17)
Level 16: Health -- Heal-I(A)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(19), HO:Cyto(40)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23), Aegis-ResDam/EndRdx(46), Aegis-ResDam/EndRdx/Rchg(50), Aegis-EndRdx/Rchg(50)
Level 24: Ice Patch -- RechRdx-I(A), RechRdx-I(25)
Level 26: Tough Hide -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(27), S'dpty-EndRdx/Rchg(27), S'dpty-Def/EndRdx/Rchg(45), S'dpty-Def(48)
Level 28: Freezing Touch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(29), S'ngH'mkr-Dmg/Rchg(29), S'ngH'mkr-Dmg/EndRdx/Rchg(34), F'dSmite-Acc/EndRdx/Rchg(34)
Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(33)
Level 32: Unstoppable -- Aegis-EndRdx/Rchg(A), Aegis-ResDam/Rchg(33), Aegis-ResDam/EndRdx/Rchg(33), RctvArm-ResDam/Rchg(34), RctvArm-ResDam(37), RctvArm-EndRdx/Rchg(48)
Level 35: Greater Ice Sword -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(36), S'ngH'mkr-Dmg/Rchg(36), S'ngH'mkr-Dmg/EndRdx/Rchg(36), F'dSmite-Acc/EndRdx/Rchg(37)
Level 38: Frozen Aura -- C'ngBlow-Acc/Rchg(A), C'ngBlow-Dmg/EndRdx(39), Erad-Acc/Dmg/Rchg(39), Erad-Dmg(39), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(50)
Level 41: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(46), RctvArm-EndRdx/Rchg(46)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Hasten -- RechRdx-I(A)
Level 49: Build Up -- RechRdx(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:- 16.1% Defense(Smashing)
- 16.1% Defense(Lethal)
- 16.1% Defense(Fire)
- 16.1% Defense(Cold)
- 15.5% Defense(Energy)
- 15.5% Defense(Negative)
- 3% Defense(Psionic)
- 9.56% Defense(Melee)
- 13.9% Defense(Ranged)
- 15.2% Defense(AoE)
- 3.6% Max End
- 3% Enhancement(Heal)
- 3% Enhancement(Accuracy)
- 119.5 HP (6.38%) HitPoints
- MezResist(Confused) 1.65%
- MezResist(Held) 2.75%
- MezResist(Immobilize) 12.1%
- MezResist(Sleep) 1.65%
- 2.5% (0.04 End/sec) Recovery
- 4% (0.31 HP/sec) Regeneration
- 1.88% Resistance(Energy)
- 10% RunSpeed
- 1% XPDebtProtection
-
I'm creating a build for a friend's Inv/Axe tank. My main focus has been defense, while not sacrificing enhancement value. I also wanted to keep it affordable for the most part as well. Anyway, long story short, is it ok what I've done with Invincible for bonus reasons? Even with low defense slotting, it hits the soft cap in a full group (hovers around 30% with none).
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Invy: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Battle Axe
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(21), S'fstPrt-ResDam/Def+(46)
Level 1: Beheader -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(43), S'ngH'mkr-Dmg/Rchg(43), S'ngH'mkr-Dmg/EndRdx/Rchg(43), F'dSmite-Acc/EndRdx/Rchg(45)
Level 2: Dull Pain -- H'zdH-Heal/EndRdx(A), H'zdH-EndRdx/Rchg(7), H'zdH-Heal/Rchg(13), H'zdH-Heal/EndRdx/Rchg(15), H'zdH-Heal(15), Dct'dW-Rchg(42)
Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(7)
Level 6: Hurdle -- Jump-I(A)
Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), DefBuff-I(9), DefBuff-I(45)
Level 10: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13)
Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(17), Mocking-Taunt/Rchg/Rng(48), Mocking-Acc/Rchg(50), Mocking-Taunt/Rng(50), Mocking-Rchg(50)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17)
Level 16: Health -- Heal-I(A)
Level 18: Invincibility -- Mocking-Taunt(A), Mocking-Taunt/Rchg(19), Mocking-Taunt/Rchg/Rng(19), Mocking-Acc/Rchg(37), Mocking-Taunt/Rng(40), DefBuff-I(40)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(46)
Level 24: Swoop -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(25), S'ngH'mkr-Dmg/Rchg(25), S'ngH'mkr-Dmg/EndRdx/Rchg(34), F'dSmite-Acc/EndRdx/Rchg(37)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(27), DefBuff-I(27)
Level 28: Whirling Axe -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(29), Sciroc-Acc/Dmg(29), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Rchg(45)
Level 30: Gash -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(31), S'ngH'mkr-Dmg/Rchg(31), S'ngH'mkr-Dmg/EndRdx/Rchg(31), F'dSmite-Acc/EndRdx/Rchg(33)
Level 32: Unstoppable -- Aegis-EndRdx/Rchg(A), Aegis-ResDam/Rchg(33), Aegis-ResDam/EndRdx/Rchg(33)
Level 35: Cleave -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37)
Level 38: Pendulum -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40)
Level 41: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(46)
Level 44: Conserve Power -- RechRdx(A)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Build Up -- RechRdx(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:- 19.9% Defense(Smashing)
- 19.9% Defense(Lethal)
- 16.4% Defense(Fire)
- 16.4% Defense(Cold)
- 15.5% Defense(Energy)
- 15.5% Defense(Negative)
- 3% Defense(Psionic)
- 11.4% Defense(Melee)
- 13.9% Defense(Ranged)
- 15.8% Defense(AoE)
- 5.4% Max End
- 3% Enhancement(Heal)
- 18% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
- 63.2 HP (3.38%) HitPoints
- MezResist(Confused) 1.65%
- MezResist(Held) 5.5%
- MezResist(Immobilize) 12.1%
- 1.5% (0.03 End/sec) Recovery
- 30% (2.35 HP/sec) Regeneration
- 9.38% Resistance(Negative)
- 5% RunSpeed
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Quote:Dude, sensitive much? First, you need to point out where Kruunch said he HAD a fire/kin. He only stated that one could farm faster. And he only claimed to have the Scrapper. He hasn't gone back on anything.krunchs point was my tank cant do squat against a fire.kin..which apparently he doesnt even have now
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and like i said....its not a regular mish..its not boss farming...its just minions and lts.
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is a.e...2nd is storm palace..and ill come up with a 3rd one as well...farmers challenage it'll be called.
oh and krunch i wont bother talking about how you lamed up about the fire/kin and changed your toon...however you got 2 months to .l. one..you can get it in two days so get to work son. now that your on the block...put up or get out.
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oh and the reason i use a.e. is faster lvling...when you HAVE money...you buy them at whatever price..you dont rely on drops..thats why
Second, saying your mission is Min and Lts only still doesn't say much. With customized critters, they could still be uber deadly. You're fire tank could be rendered impotent by minion critters maxed out on Rad debuffs and packing full Sonic Blast. If your map has toons with high mez protection, then yes, you'd be able to outdo a fire/kin. It's easy to brag if you've stacked the deck. Also, its pretty suspicious to list all 3 challenges out, without offering your opponent to choose a setting for you to bring your tank.
Now, you could be called out for "laming up" yourself. Because only now have you mentioned that this is farming for PL. Which means needing a different farm tactic entirely from doing it for drops/money. Most people refer to PLing as "PLing" not "farming." But that's rhetoric, so I won't hold you to it so much. Would you be able to say you can farm for drops faster? Which is probably what most people in the thread have been concerned with.
On a side note, thanks for buying things at whatever price. I'm sure you've helped pay for builds of mine without me having to do much work myself. Though, I hope you're not the reason in-game emails are so littered. After all, if all you've been doing is PL and done little for inf itself, one has to wonder. . . -
Quote:well only one way to prove it krunch
my fire tank vs your fire/kin.
i have my farm mish that i will let you into and we'll see how you like it...no worries though its only lt's and miniions...nothing else.
but ill can tell you you wont survive it
soon as test opens up we can head on over and try it.
then when you return from your hospital trip maybe your fire/kin can show me how much better you are at farming the storm palace
Hey now, he also said his Spines/Fire would run circles round you. Don't back down from that.
And depending on the build of your AE farm, they might as well be EBs.
And why are we talking about AE farms so much? I mean, tickets are nice, but there's no Purples from tickets.
edit: prolly should have scrolled down to see Kruunch's response. -
Quote:Well, having played on teams where tanks take turns herding up groups so that the team moves non-stop to continuous fishes in barrels, I can assure you, tank stacking isn't an issue. The amount of XP flow in a situation like that is a beautiful thing. And on the plus side, no one complains about the "wait here while I herd" syndrome.There actually IS an issue with "why have more than one tank on a team?" A single Tank can handle just about anything, and adding a second or third is superfluous at best. Unlike say, an extra defender or controller or Blaster who help serve to multiply their individual effects, having multiple tankers actually takes AWAY from the one. Even if it's just a perception, it's a wide-spread one
If teams find a second tank to be superfluous, it's because we're not doing enough to show them its not. Instead of trying to come up with overly complicated answers to fix a problem that isn't there, we should instead be actively forming teams with 2-3 tanks and showing them how it works. -
Quote:Oh, I see. So they need to know the "secrets" of how to PL for it to be legit. Gotcha.There is a difference between the people that did it in PI last weekend, that at least had to know how to get to PI, how to get a PI farm arc or find a farmer willing to farm you etc etc and the people that just log in to Atlas Park, sign up to a maniac lvl 54 boss slam and walk a few metres to the AE and never leave it for the whole weekend (except to make new toons).
Oooor, there's absolutely no difference.