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Posts
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Joined
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Quote:i think the range limit idea is interesting, but the problem is there are encounters where you need to be able to taunt things outside of that range. flying stuff comes to mind specifically.Still reading the thread but wanted to throw my hat into the mix
Why is it wrong to think of Tankers as slow and 'weak' (offensively)? I sort of embraced that idea when I made my 2 tankers, a SD/DM and Inv/KM. That is, they aren't *literally* slow and weak, but conceptually they kind of are. Literally, they're just easy.
When I make one, in most cases of an average size spawn (somewhere between the +1/x6 and +3/x3 settings) there is usually no danger of death from a single encounter. Even in larger encounters (or encounters combined with other encounters), there's usually no struggle not to die if you know how to build right. Only in extreme cases vs specialized foes (or foes that exploit a weakness in your armor) do you face the thread of being defeated.
I can't really say what would fix Tankers or what their problems really are. I can only say, I like my Tanks because they're easy. When I play my Scrappers, I have to try to stay alive (or go the extra mile to make diffuse that issue) and on Brutes, it's the same. I can be killed unless I focus on making them survivable.
So I'll turn around the interrogation and ask some other questions about Tanker concepts:
-Do you feel Tankers are 'easy'? If so, in what ways?
-What ways would you consider a Tanker 'hard'? Do they counter balance any of the 'easy' aspects at all?
-Would any buffs you're looking to gain make being a Tanker 'easier'? Or perhaps have negative counters to try to keep the AT's difficulty balanced.
Just to answer some of my own questions:
-Yes, I think Tankers are easy. To tank, they take a very straight forward approach. Just hit things and get hit. Tanking defenders, MMs, controllers and the like aren't as simple and take more management.
-The only thing I'd consider hard about a Tanker is defeating lots of weaker foes with few AoEs or harder fewer foes AoE-centric sets. Their ease of use vs difficulty defeating foes...can't really say..
-Well, if Tankers got any buffs, making them 'easier' versions of their counterparts would be something...I'd say, if a Scrapper or Brute is trying to tank, it should be inherently difficult for them without focused effort while a Tanker should be able to do it in his sleep.
Range is something that might be adjustable without literally improving or nerfing the stats of an AT. Why not do something like limit Brute dmg and taunt auras to 8ft, Scrappers to 6ft and boost Tanker's to 15ft? Just a thought... -
Quote:See, I actually read that and see your point. It does color the argument significantly. Thanks for bringing it to our attention and re-explaining it!Maybe you're right.
On the other hand, he never addresses that.
He didn't address it the other times I've brought it up, and I have brought it up. Others have brought it up, and he doesn't address it then either.
Even though those points are being specifically addressed at his argument.
He can't address it because it shows that Tankers really do have more going for them then he would like to admit, and that Brutes are not close to them in mitigation.
Just tired of the same poster posting the same thing repeatedly (everywhere, in other sub-forums, even on topics that have nothing to do with Tankers in the first place) while specifically ignoring other very important points, and they are being ignored and glossed over on purpose.
I'm not sure how you are supposed to have a reasoned debate with a person like that.
If he ever once acknowledged any of those things as important to this discussion, I would really be amazed.
He can't really, because his entire argument relies on people believing:
This statement is the one he makes repeatedly, it relies on a fictional scenario where everyone is always playing "at the caps".
It then ignores all of the other times you are playing not at the caps and also ignores that there are other secondaries for Brutes except for the 3 that can actually hit the HP cap.
His scenario ignores what is the likely scenario for the vast majority of this game, my opinion is that he ignores it on purpose. -
I dont have a taunt effect in my burn or ice patch powers. this explains a whole lot in hindsight with my grouping and inability to aggro with them!
i dont know if any other powers are missing the +400. -
Quote:Why would you expect anyone to listen to what you have to say after you say something like this?Some things you omitted on purpose, because you always omit them to make your case look better - which is basically just lying.
I stopped reading there. Doubt it's my loss. Maybe if you want to chime in on what has so far been a mature, logical debate with a well-reasoned counterpoint, you should do so without stooping to sounding like a crybaby first? -
about the 16 mob cap thing. I would like to know why it is 16 mobs when there are more than 16 mobs crammed into a tiny area for 8 man teams anyway. I can pull some of them, but inevitably, more than my aggro cap comes and eats up my team.
to the guy posting earlier saying we are whiny brute haters, id say from looking at these posts that no, we really arent. what i am seeing people ask for is more hp and more defense to define our role in a game that has ever-narrowing gaps in defense between the AT's.
Everyone can softcap. Tankers need to be able to do more defense wise than just "soft cap more cheaply." -
let tankers slot taunt io's in their damage auras.
make taunt hit more targets - i could swear it used to hit half the room, and now it seems like it hits 3 guys, tops.
a toggle that allows us to go "berzerk" - become a brute, but with penalties to hp, damage, the like. no fury mechanism, so we cant reach the peak damage potential of a brute. no crits, so we cant get the damage burst that a scrapper, and soon to be stalker, can, but if we choose we can solo more quickly.
but i would worry that asking them to change the tanker class could mean they end up nerfing something.. again..
maybe make our godmodes crashless, and everyone else's has a crash. (can i has my permaunstoppable back?) -
ah thanks, mids didnt show electrifying fences to have -kb, just -fly. good to know. i calculate that endurance wouldnt be much of an issue with obliterates. i guess i can swap those for another set though, but ill lose 6% s/l defense if i do i think.
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Hi again! i scratched my invuln/ma tank because i felt like it was taking a million years to clear things solo and i have always loved the look of ice melee, just not the stats on it. then i learned they had buffed it by reading the old patch notes.
so, I am trying to run a fire/ice tank. This is my proposed build - I actually am level 29, and missing the purple set (of course) and the kinetic combats. I have found in groups that want to really ramp up the difficulty, i struggle greatly. i was trying to tank for a full group fighting a longbow mission on +2 and found myself wondering if rise of the phoenix wont be part of my attack chain later on.someone suggested i post my build and see if i can get help, so here i am.
the stealth is in there as a lotg mule, and because i was out of slots for something really useful. i could probably put fiery embrace in there instead for fun.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Ice Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-EndRdx/Rchg(11)
Level 1: Frozen Fists -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 2: Ice Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(37)
Level 4: Healing Flames -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(42)
Level 6: Frost -- Mocking-Taunt/Rng(A), Mocking-Acc/Rchg(7), Mocking-Rchg(9), Mocking-Taunt/Rchg(11), Posi-Acc/Dmg(15), Posi-Acc/Dmg/EndRdx(42)
Level 8: Blazing Aura -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(9), Oblit-Dmg(17), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(43)
Level 10: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
Level 12: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(15)
Level 14: Super Jump -- Zephyr-ResKB(A), Winter-ResSlow(50)
Level 16: Taunt -- Zinger-Dam%(A), Zinger-Taunt/Rchg/Rng(40), Zinger-Acc/Rchg(42), Zinger-Taunt/Rng(46), Zinger-Taunt(48), Zinger-Taunt/Rchg(48)
Level 18: Burn -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(19), Oblit-Dmg(19), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(23)
Level 20: Ice Patch -- RechRdx-I(A)
Level 22: Kick -- FrcFbk-Rechg%(A)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam/Rchg(31)
Level 26: Consume -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(27), Mocking-Acc/Rchg(27), Mocking-Rchg(36)
Level 28: Freezing Touch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(31), BasGaze-Acc/EndRdx/Rchg/Hold(31), BasGaze-Acc/Rchg(33)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Rchg+(34)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 35: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(37)
Level 38: Frozen Aura -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg(39), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(40), CSndmn-Heal%(40)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Rchg(45), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(46)
Level 44: Ball Lightning -- Posi-Dmg/Rng(A)
Level 47: Stealth -- LkGmblr-Rchg+(A)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(43), EndMod-I(46)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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ok. i posted my proposed build over in tanks, but i still will run into the random emergency afk problem - at least until my baby decides to sleep for longer periods of time!
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Ah, the problem I was having was the longbow nullifiers spam -res and -recharge, so my shields arent shielding for enough and my heal takes a million years to come back. arachnos also give me trouble because i cant mitigate flyers - they dont flop on the ice patch. they also have a nasty amount of energy and psychic damage that i dont get enough protection from.
The character is level 29, i can build her to get 35% s/l defense and add more slow resist, but it just doesnt feel sturdy enough to me.
this was +2 on a team of 8.
there is also the problem of me having a small baby, who still wakes up to eat every hour while im playing at night. i have to go afk randomly and with no warning - which is fine for soloing that character - cause who cares if i die? but if i just jumped into a big pack of mobs and suddenly have to run off, i can wipe the team. I had to quit playing my dark defender for this reason, and so im looking for something a little less essential to team survival but still team friendly.
earth/thorn dominator seems nice - thorntrops actually says they do the same damage as rain of fire? that seems crazy. fire/storm corrupter seems good too. both soloable, both classes the team doesnt absolutely rely on to survive. well.. the storm, they do rely on, they just usually dont know it because 90% of teams are ignorant of the mighty awesomeness of storm! -
im thinking of maybe fire/storm corrupter. freezing rain + rain of fire sounds fun, ill just need to slot alot of recovery ios.
I will be saving a controller slot for dark/time so i can out dark-defend my dark defender.
dominators could maybe do it, but i am not so keen on ice as a dominator set. earth might be ok, as earth/thorns/fire or earth/fire/fire... but i dont know diddly about making a good dominator! -
I love casting ice patch and burn. I want to do it all day long! Only problem is, i am a stinky bad tank. Maybe it's fire, maybe it's me, but groups expect me to hop into +2/+8 longbow and live, and i just found myself wondering if i shouldn't have rise of the phoenix already! I also have to afk occasionally to take care of a sleepy hungry baby, and doing that as a tank is a bad idea - especially if you have to mid fight.
So, I want to play something else that does burn patch / ice patch. The only things I can think of are AR/Ice blaster, or maybe AR/cold corrupter or cold/ar defender? AR/storm or storm/AR might do it too.
Am i missing any other knockdown - aoe spam combos out there?
And why do only tanks get ice melee? its a great set! -
I don't have the patience to try and find it, but there is a quote from a dev somewhere that's about a month old on crash nukes, and how they are revisiting and reconsidering them.
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Quote:1. no, mainly because i had trouble with a few of the more recent nvidia drivers not installing properly. also, it wasn't doing it before they fixed whatever was causing the flickering.Several questions,
1. Have you tried rolling back video drivers to an earlier version.
2. What are you doing in CoH when the crashes occur?
3. If your video card is running hot, have you tried using manual GPU fan settings to make the fan run at higher settings?
4. Does your case have places to add more case fans?
Somewhat off topic, but did you register the card with EVGA? It has a lifetime warranty if you did, its possible that the card is having issues and may require an RMA.
2. the most recent times i had logged in at a door mission and went inside, cast ice patch and then burn. but generally its about 5 minutes after i start up, it has happened when i got invited to a team, while i was moving around, while i was standing, and on all sorts of characters.
3. yes, i use evga precision to keep the fan at around 70(rpm?) while running anything graphically intensive. in my experience with this particular card, that keeps its temp at mid 70c. I have come to the conclusion that if it is going to overheat, it will do it no matter what the fan is at, but if it isn't going to overheat, the fan can be at baseline speed with no issues. I'm just kind of hoping to break the fan or something, so i can definitely rma it. we dust our rigs including the fans on cards and whatnot monthly, and last time it did it i applied arctic silver thermal paste on it, but i haven't noticed a difference, other than idle temps sit at 35c which is nice, i guess.
4. i have this case http://store.antec.com/Product/enclo...5-15260-0.aspx. i don't have a card fan, but i am not sure that would really matter, since sometimes it sits at 75c with COH running in ultra, and just minutes before i would've had to reboot it since the temp shot up to 100c after 5 minutes of being in game. I know the heat is my card - I've run eurosoft on everything in my rig, and ive documented the same behavior in many other 3d applications.
i did find a quick and dirty work around. every other reboot it would get a wild hair up its *** and overheat, so i stopped rebooting and just put it on standby when it was behaving. this fixed the problem! I am hesitant to RMA it since I am not sure they will see it malfunction. our last step is going to be swapping my hubby's card with mine, since we have identical cards, just mine was bought more recently than his. if it overheats in his, we can rma it and hope EVGA doesn't give me a stinky replacement.
but yeah back on topic, its been crashing in coh and it definitely isn't a heating issue for me, for once -
I am also having this happen, usually about 5 minutes after entering game. runs fine on my
husband's rig and we have identical parts. i know my graphics card tends to overheat (nvidia gtx 260, known issue with my model), but it isn't actually this - i run evga precision to monitor my heat, since rebooting usually makes it stop - and im not seeing excessive (85+) heat before or after these crashes.
I hear a sound loop when it crashes.
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DxDiag gathered at November 18, 2011 17:00 (-05:00)
Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.110622-1506)
System Manufacturer: System manufacturer
System Model: System Product Name
BIOS: Phoenix - AwardBIOS v6.00PG
Central Processor: AMD Phenom(tm) II X4 940 Processor (4 CPUs), ~3.0GHz
Memory: 4096MB
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C Drive: (WDC WD800AAJS-22L7A0 ATA Device) 46713MB out of 76316MB (61%) free
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Windows directory location: C:\Windows
DirectX: DirectX 11
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Display Notes: No problems found.
Sound Notes: No problems found.
No problems found.
Input Notes: No problems found.
Monitor:
Monitor's Max Resolution: (blank)
Video Device Name: NVIDIA GeForce GTX 260
Manufacturer / Chip: NVIDIA / GeForce GTX 260
Video Memory: 2668 MB
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BIOS Manufacturer: Phoenix Technologies, LTD
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Registry Information for Current User
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3D Resolution: 1920x1080 (Not using renderscale)
Full Screen: Yes
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Character Texture Level: Very High
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Entity Detail Level: 1.000
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Installation Directory: C:\Program Files (x86)\NCsoft\City of Heroes
Mod files in the Data directory
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Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.110622-1506)
Language: English (Regional Setting: English)
System Manufacturer: System manufacturer
System Model: System Product Name
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Processor: AMD Phenom(tm) II X4 940 Processor (4 CPUs), ~3.0GHz
Memory: 4096MB RAM
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Windows Dir: C:\Windows
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DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
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DxDiag Notes
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Display Tab 1: No problems found.
Sound Tab 1: No problems found.
Sound Tab 2: No problems found.
Input Tab: No problems found.
---------------
Display Devices
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Card name: NVIDIA GeForce GTX 260
Manufacturer: NVIDIA
Chip type: GeForce GTX 260
DAC type: Integrated RAMDAC
Device Key: Enum\PCI\VEN_10DE&DEV_05E2&SUBSYS_12573842&REV_A1
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WHQL Logo'd: Yes
WHQL Date Stamp:
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Rank Of Driver: 00E62001
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Sound Devices
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Description: Speakers (2- High Definition Audio Device)
Default Sound Playback: Yes
Default Voice Playback: Yes
Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0888&SUBSYS_10438321& REV_1001
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Static/Strm HW Mix Bufs: 1, 0
Static/Strm HW 3D Bufs: 0, 0
HW Memory: 0
Voice Management: No
EAX(tm) 2.0 Listen/Src: No, No
I3DL2(tm) Listen/Src: No, No
Sensaura(tm) ZoomFX(tm): No
Description: Digital Audio (S/PDIF) (2- High Definition Audio Device)
Default Sound Playback: No
Default Voice Playback: No
Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0888&SUBSYS_10438321& REV_1001
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Other Files:
Driver Provider: Microsoft
HW Accel Level: Basic
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Date and Size: 11/20/2010 05:44:23, 350208 bytes
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Disk & DVD/CD-ROM Drives
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Free Space: 46.7 GB
Total Space: 76.3 GB
File System: NTFS
Model: WDC WD800AAJS-22L7A0 ATA Device
Drive: E:
Free Space: 19.8 GB
Total Space: 76.3 GB
File System: NTFS
Model: WDC WD800JD-00LSA0 ATA Device -
Maybe post your build so people can help you reach whatever your goal is. you ought to be able to at least hit the defense softcap as an ice/ice tank, and then hitpoint cap.
-
Can you do me one for martial arts?
I am debating with someone on the merits of thunder kick as an attack cause I see the attack chain as quick enough recharging as to be replaceable entirely with gloom, and only used in the beginning of a fight, assuming you dont have 4 other people with -resistance debuffs on the team. -
Good catch on the extra /endurance/ for the toggles, I didn't check that. Changed them to the appropriate enhancement and added winter's gift, which I don't have, but maybe i can get one for Christmas. Hint hint, ncsoft!
I'm still not slotting up thunder kick though. Resistance debuffs only stack 4 times, and if recall Bruising is a -20% resist debuff. It's great solo, but usually when I am teamed there are debuffers to cover that spot. If there aren't, I would stick it in my chain only once, to land the debuff.
The two makos in Storm and Cobra are to get the end and recharge into the green. Without the acc/end/recharge and acc/dmg/end/recharge makos my attack chain will recharge slower and be more expensive.
I did sneak a lotg into tough hide. You could certainly shift your slots around to put more in thunder kick by taking out the lotg and taking a slot out of storm kick - i just dont think thunder kick is as good in a chain as gloom, with the exeption of slapping the resistance debuff on in the front of the chain as needed.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Martial Arts
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Thunder Kick -- Acc-I(A)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal(15)
Level 4: Storm Kick -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Acc/Dmg(7), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(15)
Level 6: Cobra Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Acc/EndRdx/Rchg(19)
Level 8: Unyielding -- Aegis-ResDam/EndRdx/Rchg(A), Aegis-ResDam/EndRdx(9), Aegis-ResDam(21), S'fstPrt-ResDam/Def+(21)
Level 10: Warrior's Provocation -- Mocking-Taunt(A), Mocking-Taunt/Rchg(23), Mocking-Rchg(23), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(25), Mocking-Taunt/Rng(27)
Level 12: Super Jump -- Winter-ResSlow(A)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), Aegis-ResDam/EndRdx/Rchg(37)
Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def/EndRdx(31), LkGmblr-Rchg+(31)
Level 20: Focus Chi -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(39)
Level 22: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(34)
Level 24: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(29), Aegis-ResDam/Rchg(34)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/Rchg(33), LkGmblr-Rchg+(36)
Level 28: Crippling Axe Kick -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(33), Mako-Dam%(34), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dmg/EndRdx(42), Mako-Acc/EndRdx/Rchg(50)
Level 30: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(37)
Level 32: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(36), RctvArm-ResDam/Rchg(37)
Level 35: Dragon's Tail -- FrcFbk-Rechg%(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Rchg(39), Oblit-Dmg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40)
Level 38: Eagles Claw -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(43), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(45), Mako-Dam%(46)
Level 41: Gloom -- Thundr-Acc/Dmg/Rchg(A), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Acc/Dmg(45), Thundr-Dmg/EndRdx(50)
Level 44: Darkest Night -- EndRdx-I(A)
Level 47: Dark Obliteration -- Posi-Dmg/EndRdx(A), Posi-Acc/Dmg(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(46), EndMod-I(46)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:- 9% DamageBuff(Smashing)
- 9% DamageBuff(Lethal)
- 9% DamageBuff(Fire)
- 9% DamageBuff(Cold)
- 9% DamageBuff(Energy)
- 9% DamageBuff(Negative)
- 9% DamageBuff(Toxic)
- 9% DamageBuff(Psionic)
- 16.13% Defense(Smashing)
- 16.13% Defense(Lethal)
- 15.5% Defense(Fire)
- 15.5% Defense(Cold)
- 14.25% Defense(Energy)
- 14.25% Defense(Negative)
- 3% Defense(Psionic)
- 9.56% Defense(Melee)
- 16.13% Defense(Ranged)
- 9.25% Defense(AoE)
- 1.8% Max End
- 46.25% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 34% Enhancement(Accuracy)
- 4% FlySpeed
- 175.7 HP (9.38%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- MezResist(Held) 9.35%
- MezResist(Immobilize) 22%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 4.5% (0.08 End/sec) Recovery
- 30% (2.34 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 19% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1442;677;1354;HEX;| |78DA6594C97612411486ABA14802210984306560CA4C0CC281BD66D6084A12F79C3| |65648434B728078CCD285CFE0C2D90770E3F41ECEAE7C0287BD03DEF47F8DC9E93E| |07BEAEBFEBDEFBD7ADEA2EDD5AF63E5BBB7D4E68DE25536FB52A57F5465D355D25B| |D6A6C8BA3AB9B7E31A89565B5A31A2D95B9D8B87960365453BF669846FB30CA8F4B| |CA542A53D29B6D43372B0BCD764B78CB7B7B66A6A8F47DA351EDB306AB4675B74D2| |38F35DADA57EABADFBAA5AC46CB40CAF0CABEB19D596C1EB455656BEFC0AC94F456| |5B350F23E466927E6FDDF4A71DF9EB38458A6EA6A570C4987150268963529C0F09B| |E3A420C137252BCA3780DF152BBA4599ABC0C7A8ACC12D87F055CA03C4EC4B89C9B| |8488145D65B06703F46E09ABA6D700FB6BE022C5BAE0C1E52A43EBDA007D9B4C8E1| |DE49841035E3F90D76E5E6B771E6BEAC9628D43056618FA12D571731DF7AEC38A0F| |19CC1B60A4C6AC83C32618A6ADEEE53EF58E382D4D23AD8FB5BE0E5DC249CA00DC3| |8060AA83A9C0527F2E8D427B2E0D75C9663FF10B4D180667528E6C338160457C871| |0015B4C03D72129062EA3E28A956906B05394F82E39301F00DD50AF39C30776394B| |B93CC819F694E94E744FFE5F183E3EC63957C8C70E74676D0F9C42E98AC83E33570| |B60AE678873E52FE31CE3FC6A731C6A771824FE37B9A13E739717E369E3A3D678D3| |CA4D843EA8EC3EAE95487F90B9CFEC9FC8D5D9BFE035E08E1CD388A9DDC39ED33CD| |EB48B3DF33BC8E795ED7366DF60CC7CE3CE6D8471CF384639E321FF0DA1F825FBC4| |2CC615D622E094D51BE0CF2C9CC0B68679F335F325F719ED76088F63ACB79B2419C| |A7AF9EE3B75468D6E9FB7E525947D7BED966FDF8AF38B4BBE8CF7C429CE2A83CF15| |5B0A266E5F137A593B63DCDDA949C4DC9DB94824D29DA94B2E4B2C7FEDD3EFAD240| |E9FC05A594DF4A| |-------------------------------------------------------------------|
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OK. I think I understand what I am trying to do a little better here. This build assumes 60% is the incarnate softcap (i read that somewhere?) and I have no idea what the tanker HP cap is. But where I didn't build for defense, I built for hp and then recharge.
It doesn't have perma dull pain, but I think if i swapped Focus Chi out for hasten it would be close to perma (17 sec down time, assuming no kinetic procs). But, you would lose a teensy bit of melee defense. (I like focus chi so I can make sure my disorients land on the peskier mobs (sappers, etc).
The soul mastery is there to replace thunder kick in my chain with gloom and also to pull with darkest night (i was one of those herding dark defenders, i love that power). -25% damage on top of the defense plus resists ought to make me one tough cookie indeed.
I hope this looks ok! Thanks for all the advice and especially the psionic defense advice. I didn't try to get my psi defense up really, though. I just rolled with what I had and I'm hoping the positional defenses will help out there, as they would end up being naturally higher with how I've slotted it. Though, this time instead, I did't focus on positional as I have seen the error of my ways!
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Martial Arts
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Thunder Kick -- Rope-EndRdx/Stun(A)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal(15)
Level 4: Storm Kick -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Acc/Dmg(7), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(15)
Level 6: Cobra Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(19)
Level 8: Unyielding -- Aegis-ResDam/Rchg(A), Aegis-ResDam/EndRdx(9), Aegis-ResDam(21), S'fstPrt-ResDam/Def+(21)
Level 10: Warrior's Provocation -- Mocking-Taunt(A), Mocking-Taunt/Rchg(23), Mocking-Rchg(23), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(25), Mocking-Taunt/Rng(27)
Level 12: Super Jump -- Empty(A)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), Aegis-ResDam/Rchg(37)
Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def/EndRdx(31), LkGmblr-Def/Rchg(31)
Level 20: Focus Chi -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(39)
Level 22: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/Rchg(34)
Level 24: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(29), Aegis-ResDam/Rchg(34)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/Rchg(33), LkGmblr-Def/EndRdx(36)
Level 28: Crippling Axe Kick -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(33), Mako-Dam%(34), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dmg/EndRdx(42), Mako-Acc/EndRdx/Rchg(50)
Level 30: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(37)
Level 32: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(36), RctvArm-ResDam/Rchg(37)
Level 35: Dragon's Tail -- FrcFbk-Rechg%(A), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Acc/Dmg(39), Sciroc-Dmg/Rchg(40), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Rchg(40)
Level 38: Eagles Claw -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(43), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(45), Mako-Dam%(46)
Level 41: Gloom -- Thundr-Acc/Dmg/Rchg(A), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Acc/Dmg(45), Thundr-Dmg/EndRdx(50)
Level 44: Darkest Night -- EndRdx-I(A)
Level 47: Dark Obliteration -- Posi-Dmg/EndRdx(A), Posi-Acc/Dmg(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Combat Jumping -- DefBuff-I(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(46), EndMod-I(46)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 16.13% Defense(Smashing)
- 16.13% Defense(Lethal)
- 17.06% Defense(Fire)
- 17.06% Defense(Cold)
- 14.25% Defense(Energy)
- 14.25% Defense(Negative)
- 3% Defense(Psionic)
- 9.56% Defense(Melee)
- 16.13% Defense(Ranged)
- 12.38% Defense(AoE)
- 1.8% Max End
- 34% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 18.75% Enhancement(RechargeTime)
- 4% FlySpeed
- 175.7 HP (9.38%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- MezResist(Held) 9.35%
- MezResist(Immobilize) 22%
- MezResist(Terrorized) 2.2%
- 4.5% (0.08 End/sec) Recovery
- 40% (3.12 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 3.13% Resistance(Negative)
- 19% RunSpeed
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I feel stupid, because this whole time I thought layered defense meant the game would check twice against every attack, like gloom would give you a negative check and a ranged check.
now that i enlightened myself, I'm gonna rework it to have soft capped defense and then focus on recharge for perma dull pain, once I get close to that, I will go for hp then regen.
Sheesh how embarassing!! -
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I'd need to slot 35% in psi defense bonuses to soft cap it, wouldn't I? That would be like 17 sets or something, 6 slotted.
It seems easier to get about 38% to ranged and call it a day! I won't enjoy getting that 3rd kinetic set - and i really wish i had room for haste. end might be an issue.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Martial Arts
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(5)
Level 1: Thunder Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal(15), Dct'dW-Heal/EndRdx/Rchg(27)
Level 4: Storm Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(9), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(15)
Level 6: Cobra Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(19)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(23)
Level 10: Warrior's Provocation -- Mocking-Taunt(A), Mocking-Taunt/Rchg(23), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(25), Mocking-Taunt/Rng(27)
Level 12: Super Jump -- Empty(A)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(31)
Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/Rchg(31)
Level 20: Focus Chi -- Rec'dRet-ToHit(A)
Level 22: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/Rchg(34)
Level 24: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/Rchg(36)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/Rchg(33), LkGmblr-Def/EndRdx(36)
Level 28: Crippling Axe Kick -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(33), Mako-Dam%(34), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dmg/EndRdx(42), Mako-Acc/EndRdx/Rchg(50)
Level 30: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(37), Aegis-ResDam/Rchg(37)
Level 32: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(37), Aegis-ResDam/Rchg(39)
Level 35: Dragon's Tail -- FrcFbk-Rechg%(A), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Rchg(40), M'Strk-Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 38: Eagles Claw -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(43), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(45), Mako-Dam%(46)
Level 41: Gloom -- Thundr-Acc/Dmg/Rchg(A), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Acc/Dmg(45), Thundr-Dmg/EndRdx(50)
Level 44: Darkest Night -- EndRdx-I(A)
Level 47: Dark Obliteration -- Posi-Dmg/EndRdx(A), Posi-Acc/Dmg(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Combat Jumping -- DefBuff-I(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(46), EndMod-I(46)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 20.5% Defense(Smashing)
- 20.5% Defense(Lethal)
- 15.5% Defense(Fire)
- 15.5% Defense(Cold)
- 17.38% Defense(Energy)
- 17.38% Defense(Negative)
- 3% Defense(Psionic)
- 11.75% Defense(Melee)
- 17.69% Defense(Ranged)
- 9.25% Defense(AoE)
- 3.6% Max End
- 4% Enhancement(Heal)
- 16% Enhancement(Accuracy)
- 11.25% Enhancement(RechargeTime)
- 4% FlySpeed
- 203.8 HP (10.88%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- MezResist(Held) 9.35%
- MezResist(Immobilize) 18.15%
- MezResist(Terrorized) 2.2%
- 4.5% (0.08 End/sec) Recovery
- 30% (2.34 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 19% RunSpeed
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Data chunk!
Code:Yeah i only 4 slotted the first two attacks, reason being that i will only use storm kick to refresh the defense buff it provides, and not use thunder kick at all. Since I am not going for an "optimal dps chain" which for scrapper would be tk-sk-cak or something along those lines, but more for gaining aggro, my attack chain would be wildly different and putting in Thunder kick would actually (i believe) net me less single target dps. I would imagine tanking with this melee set would have a following chain: Dragon's tail, storm kick (for buff), Eagle's claw (on the highest threat, eg. sapper, what have you), taunt, Cobra strike (second highest threat), crippling axe kick (back to first highest threat), Dragon's tail.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1443;674;1348;HEX;| |78DA6594496FD35014859F1DA7218DD334B44DD22149930EE940D346B087CE2D6AA| |442BB8F4C655A532BA99C14D1250BF68090D8F00B00B161FA1FCCC382354205FE41| |B8C9390A205B713EBFEB77CF3DF73DDBE55B2BE6B3F5DB1795662EBB56BD5ED9B5A| |A87B6172C5BFBCE9E6A1D213933885656ECEB76B56E1737AB378FDDAAED59D71CD7| |699C0CF276D9766DBB58B6BC8663B99545AF5157E676ADE616B76CEBC8A9EE47DB8| |33567FFA021A308466E6B186F5F8BAC5377A0995C3D72F68A4BDE71C3AEECD48EDD| |4AD9AA376CEF24257626E47C13963FAD65B0195019B9481B4ACF82664E5830D4501| |EBC94503C64EEB6206F286317CC5D05A777C0B7A2AB5157CB20DFC88267A8D74DFD| |45D10D706E80BA5D57C002F54AD47F27BA41783082ABD4DBA4DE3AD8BB466E801F2| |42744FD106B0FD153819EE6E86559BC84A91F7675A54AB20E07E0E40D70C601E70E| |C1F79210A17E84BA3DD4ED61BD12F593F21C44A1AF45BF207FFC2BF8517462D4895| |127C5FC51E6E7A8FB49E6C6DB0BDC0CC64D61CA506763648FD6D6EBEF0613113015| |0597A4C73EF6D8E761AFFBAB60A2068EA6D57FD4C4F70072D440530E159048126EB| |56412599309F0B3B81BC43D7DB01F55677AC938B8262E86E962F82E62230FC87B60| |E63ED9722134A4661ABAC134BBCCB0CB1CBB1C8F8193ECB66082AB522FCB0EB2B3D| |05B97589E1EF277B00B63A77ABB87B1EFE40F709C397B01BC392D9D8947AABD1BDF| |4CA5A610D3A71ECBFC3E79139E904F415BF266596BF635B4CE3D275F902FC1B957E| |086F82B32A7C81D9AE78ECD1F915C9B129990355AC01AA9850C62A7DD9DB75169ED| |DDFBF56FE4329EA99FBE59BFFF4674ED21D6471F856617396274BE0AF26B654D1B9| |D6F4A73C67777C11729F922E77D910BBEC8962FB26DB06CC77FB857BE2C8834FF00| |C410DA70| |-------------------------------------------------------------------|
That chain leaves you with no time to waste putting out a thunder kick.
Now soloing, you do put out thunderkick - but only for the -resist debuff. I am looking hard at putting thunderstrikes in gloom and using it instead of thunder kick - and only putting on that -res debuff as needed.
So, that's why i 4 slotted those two attacks. I will revisit Storm kick and gloom and slot them more, since for a single target, you are right, I will need more damage in my attack chain.
However, from pure numbers standpoint - I don't want to be smashing with tons of damage. If I wanted that, I'd go be a brute or scrapper. -
In the downtime, I came up with Invuln/MA as a new tank combo I would like to try.
My goal was to try and get softcapped defenses, focusing on ranged defense to shut the invuln Psi Hole. I Can only get to 35% with one mob in range (I don't like building for packs of mobs, what if I have to tank a lonely AV?) Also, I certainly won't win any kill speed contests, and I don't have uber recharge bonuses. This might hurt me since I am 80 seconds shy of perma dull pain. If I wasn't so sucky at building, I'd find a place to shovel in Hasten. Maybe I should drop focus chi?
I suck at ordering things around and have stuff placed at weird levels, like combat jumping on the end there as an "oh yeah, I forgot!" power. Anyone care to polish this up? I have all of the io's in here already except 2 of the kinetic combats from a scrapper i tried but didn't like (i'd rather be sturdy than kill things quick, i quite like tanking!).
Datalink:
http://www.cohplanner.com/mids/downl...34FF00C410DA70
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Martial Arts
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(27)
Level 1: Thunder Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(5), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx/Rchg(11)
Level 4: Storm Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/EndRdx/Rchg(40), KntkC'bat-Dmg/Rchg(50)
Level 6: Dull Pain -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(9), Mrcl-Heal/Rchg(11), Mrcl-EndRdx/Rchg(17), Mrcl-Heal/EndRdx/Rchg(17)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(46)
Level 10: Warrior's Provocation -- Mocking-Taunt/Rng(A), Mocking-Taunt(13), Mocking-Taunt/Rchg/Rng(39), Mocking-Taunt/Rchg(43), Mocking-Acc/Rchg(46)
Level 12: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam(15), RctvArm-ResDam/EndRdx/Rchg(50)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37)
Level 16: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam/Rchg(34)
Level 18: Invincibility -- RedFtn-EndRdx/Rchg(A), RedFtn-EndRdx(19), RedFtn-Def(19), RedFtn-Def/EndRdx(21), RedFtn-Def/Rchg(23), RedFtn-Def/EndRdx/Rchg(25)
Level 20: Cobra Strike -- Stgr-Acc/Stun/Rchg(A), Stgr-Acc/Rchg(21), Stgr-EndRdx/Stun(23), Dmg-I(33), Dmg-I(33)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(39)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def/Rchg(43)
Level 28: Crippling Axe Kick -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(29), Enf'dOp-EndRdx/Immob(29), Enf'dOp-Acc/EndRdx(31), Dmg-I(31)
Level 30: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(31), RedFtn-Def/Rchg(34), RedFtn-EndRdx(37), RedFtn-Def/EndRdx/Rchg(39), RedFtn-EndRdx/Rchg(40)
Level 32: Focus Chi -- RechRdx-I(A)
Level 35: Dragon's Tail -- FrcFbk-Rechg%(A), Erad-Acc/Dmg/EndRdx/Rchg(36), Erad-Dmg(36), Erad-Dmg/Rchg(36), RechRdx-I(37)
Level 38: Gloom -- Decim-Build%(A)
Level 41: Darkest Night -- DisWord-ToHitDeb(A), DisWord-ToHitDeb/Rchg(42), DisWord-ToHitDeb/Rchg/EndRdx(42)
Level 44: Dark Obliteration -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46)
Level 47: Eagles Claw -- Stgr-Acc/Rchg(A), Stgr-Acc/Stun/Rchg(48), Stgr-Acc/EndRdx(48), Dmg-I(48), Dmg-I(50)
Level 49: Combat Jumping -- DefBuff-I(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(3), EndMod-I(7)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run -
i have a rad/beam defender that works really well. you dont redraw to throw down the toggle debuffs. you only redraw to heal (which you dont need to do that much of with debuffs properly placed) and to do lingering radiation, which is really only needed on an AV, assuming you dont have time people with you.
so that leaves you free to blast away as things choke on your clouds of radioactive goodness. also the -resist and -defense make your damage quite nice, and then the -def and -res of your beam cones stack on top of this. all in all, if i spent a goodly chunk of money on my build (i need to get 2 lotg and some recovery procs, choking cloud is expensive to run), i can get +145% damage out of it as a defender. I imagine corrupter would see much more pleasant numbers.
here is my build, but i warn you its more for defendering, light on personal defense and missing a single target attack. i group alot, and spend time throwing down debuffs and then attacking with the debuff beam attacks.
build link:
http://boards.cityofheroes.com/showthread.php?t=276824