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Quote:oh yeah thats what i meant anywaybasilisk gaze should be fine, just dont use the proc and save a 5 slot on the power for the lockdown proc, the proc in basilisks gaze is fairly negligible
4 slot baslisks to get to the -recharge then slap a lockdown in on the 5th slot. thanks for translating for me
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really? not basilisks gaze? My character can really use the recovery, recharge and defense for only a few slots investment.
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i was going to put gaze of the basilisks in for the -recharge. Is it worth it to put in things like damage procs or lockdown, or does this work like a pulsed aura (every 10 second proc?)
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well.. Ill respond to my own post since noone gave me a build critique.
I am 25 now with my second namesake (first was a dark/rad defender). I have to say, radiation defenders on teams absolutely trivializes content, especially if you're grouped with another debuffing set. I teamed with a delightful archery/poison corrupter last night, Dryad Knight. Between the two of us, we had our team thinking they could just jump into piles of mobs on +4/8 before the green clouds appeared on the mobs and then they started splitting off into different directions.. basically, they became like a bunch of unruly hyperactive children due to our lended overconfidence. hearing things like "wow my attacks hit really hard!" "I feel like a regen scrapper!" "We ought to turn up the difficulty..." make my defendering little heart feel good, and reminded me why i like defendering in the first place all over again!
I usually see that as a good thing, since it gives me a chance to use fallout.
Solo, it is a difficult set to do anything higher than base difficulty due to the extreme costs of running choking cloud + toggles + attacking. However, this is likely because I only have one slot in my attacks so far, so i need to use them more often than i would had i balanced out my slotting better. I can solo with absolute safety, but then again, its base difficulty and that is to be expected.
I expect that once I get the slotting balanced out and start to slot in some IO's it will really shine. -
i know i can probably drop vengeance and fallout and something else for tough and weave to be a little more sturdy, but the question is do i need to? cause i sure love fallout and vengeance, it makes me feel happy when people die!
http://boards.cityofheroes.com/showt...=1#post3963904 -
got to 20 tonight with it. wow, do i get aggro. on the plus side, it sounds and looks neat and is fun to play. solo is slow with only 2 attacks, but i have the 2 vet attacks so it fills the chain, plus i get to redraw all the time
i just wish i didnt have to redraw after healing. -
does this have enough survivability? I will be spamming aoes to reduce defenses and resists and this tends to get a heapload of aggro.
main goal: heavy debuffs for team support, perma am/leadership for team buff support.
http://www.cohplanner.com/mids/downl...DA7F00A414E95D
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Beam Rifle
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(3), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5)
Level 1: Single Shot -- FrcFbk-Rechg%(A), Decim-Build%(31), Decim-Acc/Dmg/Rchg(31), Decim-Acc/Dmg(31), Decim-Dmg/EndRdx(33), Decim-Acc/EndRdx/Rchg(33)
Level 2: Radiation Infection -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(7), DarkWD-ToHitDeb/Rchg(7), DarkWD-ToHitdeb/Rchg/EndRdx(9), Achilles-ResDeb%(9), Achilles-DefDeb(11)
Level 4: Cutting Beam -- Achilles-ResDeb%(A), Posi-Acc/Dmg/EndRdx(11), Posi-Acc/Dmg(13), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(15)
Level 6: Enervating Field -- EndRdx-I(A), EndRdx-I(17)
Level 8: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(17), Efficacy-EndMod/Rchg(19), Efficacy-EndMod/Acc/Rchg(19), Efficacy-EndMod(23)
Level 10: Disintegrate -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(21), Decim-Dmg/EndRdx(33), Decim-Dmg/Rchg(34), Decim-Acc/EndRdx/Rchg(34)
Level 12: Fly -- EndRdx-I(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(23)
Level 16: Aim -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(25)
Level 18: Choking Cloud -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Acc/EndRdx/Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Rchg/Hold(29), Lock-%Hold(29)
Level 20: Lancer Shot -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(34), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(36)
Level 22: Lingering Radiation -- TmpRdns-Acc/Slow(A), P'ngTtl-Acc/Slow(37)
Level 24: Mutation -- RechRdx-I(A)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(37), RedFtn-Def(37), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(39)
Level 28: Assault -- EndRdx-I(A)
Level 30: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(40)
Level 32: EM Pulse -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(40), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(42)
Level 35: Piercing Beam -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(42), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43)
Level 38: Overcharge -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(43), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45)
Level 41: Power Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(46), RechRdx-I(50)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(46), RctvArm-ResDam/EndRdx(46), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50)
Level 47: Fallout -- Det'tn-Dmg/Rchg(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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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(48), EndMod-I(48)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:- 7.5% DamageBuff(Smashing)
- 7.5% DamageBuff(Lethal)
- 7.5% DamageBuff(Fire)
- 7.5% DamageBuff(Cold)
- 7.5% DamageBuff(Energy)
- 7.5% DamageBuff(Negative)
- 7.5% DamageBuff(Toxic)
- 7.5% DamageBuff(Psionic)
- 6.13% Defense(Smashing)
- 6.13% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 9.25% Defense(Energy)
- 9.25% Defense(Negative)
- 3% Defense(Psionic)
- 4.56% Defense(Melee)
- 6.13% Defense(Ranged)
- 3% Defense(AoE)
- 6.75% Max End
- 4% Enhancement(Heal)
- 27% Enhancement(Accuracy)
- 76.25% Enhancement(RechargeTime)
- 61.04 HP (6%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 5%
- MezResist(Held) 5%
- MezResist(Immobilize) 16.55%
- MezResist(Sleep) 5%
- MezResist(Stun) 5%
- MezResist(Terrorized) 7.2%
- 20% Perception
- 17% (0.28 End/sec) Recovery
- 7.25% Resistance(Fire)
- 7.25% Resistance(Cold)
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Anyone care to share tips on how to reliably use this? I don't like waiting for my zombie to die in order to use it, and it doesn't seem to work if i dismiss it. (Or maybe it does and i just couldnt get it to!)
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Quote:this is because those procs wont work in a pet. the only pet procs that work afaik are % to damage and the chance to build up from the pet IO set.I've tried putting Chance to -Recovery. This is like the most USELESS thing in the game. I can't notice what it does to the enemies so I thought maybe it has its use in pvp. I asked my friend to go to Warburg with me and he said he can't notice anything. So don't even bother using this proc.
I've also tried Chance to -Recharge. This is really hard to tell on the mobs. It's only 25%. There is no "graphic" that shows -recharge is slower. I put it in Lich and Grave Knights just to test it and I also can't notice any meaningful difference. Maybe it is better in pvp...? -
Quote:not necessarily since the apostrophe isn't a native use in english for anything other than conjunctions, which ignore the apostrophe. d'jinn isn't an english word, it is islamic in origin. so they revert to the native pronunciation, which ignores the d' altogether, making the word just sound like Jinn, or Gin. (http://dictionary.reference.com/browse/djinn)Is the apostrophe usually ignored phonetically in english? Probably not the right place to ask, but I'm having a hard time searching the interwebz for that answer.
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Quote:This is perfect! I think I will try elec/SD scrapper (i hear shield isnt as good on a brute because it caps the shield charge attack and for some reason the defense isnt as good?) to go with her storm themeNo, Shield Charge is knockDOWN, not knockback. It is a great power. Lighting Rod is also knockdown. So is Thunderstrike. So the foes spend a lot of time on their backsides and not being thrown all over the place. This helps mitigate damage. (Of course, low level foes and Clockwork are weak to knocks, so they get knocked back.) And even if foes do get knocked back, Shield has such a good aggro aura that the foes usually run back into melee. (I have two Shield scrappers at 50 and a tank at 43. Shield is a great set.
My favorite scrapper that I have is my Elec/Shield because I can do the double whammy of Build-Up/Lightning Rod/Shield Charge to wipe out large groups. I think Fire actually does more damage, but I really enjoy that double whammy. He also has a great name -- he is dressed in an Orange vest, khaki pants and a white short-sleeve shirt, and named "Ohm Depot."
My other Shield scrapper is pretty good, too. He is Broadsword/Shield -- Parry makes it very easy to softcap because Parry takes care of melee defense, so you only need to build for Ranged and AoE. His name is "Bull Shield," and had that name long before Minotaur head became available. -
yeah - i love stormers too, i have an ill/storm, a plant/storm and a robot/storm. but, i dont want to steal her thunder
i was just trying to think of the top things that make an ice/storm unhappy. my short list from when ive played with her is nemesis (they ice skate on the dang slick) and getting crowd controlled.
so im trying to figure out something complementary that can handle nemesis and keep her from getting crowd controlled. i think something to absorb the alpha so she can do her magic is in order. Defenders cant absorb an alpha of nemesisso i think a brute would be in order.
dont /shield or shielders do lots of knockback? I know storm does knockback, but its a pain to herdicane and provoke them all back together once you knock em. -
Title says it all - my sister started playing again and has an ice/storm controller, late 30s. What would be the best thing to go with it? i was thinking either a brute for dps/help with bosses or maybe a buffer type character. But I havent played ice/storm! So what do you ice/stormers secretly rejoice over when you see a particular combo join your team?
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sorry i was at work - here we go. I already had a prior post but i wrote the subject wrong.
http://www.cohplanner.com/mids/downl...0FFF027046EF13 -
I had a seperate post i put this in cause i read the sticky after posting and saw i wrote the subject wrong.
how do you do on endurance with all those toggles? i feel a little short of breath just looking at em!
here is my data link
http://www.cohplanner.com/mids/downl...0FFF027046EF13 -
very light on defense, geared mainly to being able to actually run everything. end heavy! two token heals. Too many procs? too little defense? thoughts?
Hero Plan by Mids' Hero Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Entangle -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(3), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7)
Level 1: Gale -- ExStrk-Dam%(A)
Level 2: Strangler -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(7), BasGaze-Acc/Rchg(9), BasGaze-Rchg/Hold(9)
Level 4: Roots -- TotHntr-Dam%(A), Posi-Dam%(11), Posi-Acc/Dmg(11), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(15)
Level 6: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow(A)
Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Conf(17), CoPers-Conf/EndRdx(17), CoPers-Conf/Rchg(19), CoPers-Acc/Conf/Rchg(19), CoPers-Acc/Rchg(21)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), S'fstPrt-ResDam/Def+(21), S'fstPrt-ResKB(23), RctvArm-ResDam(23), RctvArm-ResDam/EndRdx(25), RctvArm-EndRdx/Rchg(25)
Level 12: O2 Boost -- Heal-I(A)
Level 14: Spore Burst -- FtnHyp-Plct%(A), FtnHyp-Acc/Sleep/Rchg(15), FtnHyp-Sleep(29), FtnHyp-Sleep/EndRdx(29), FtnHyp-Acc/Rchg(31)
Level 16: Freezing Rain -- Achilles-ResDeb%(A), Posi-Dam%(31), LdyGrey-%Dam(33), ImpSwft-Dam%(33), ShldBrk-%Dam(33), RechRdx-I(34)
Level 18: Vines -- BasGaze-Rchg/Hold(A), BasGaze-Acc/Rchg(34), BasGaze-Acc/Hold(34), BasGaze-Acc/EndRdx/Rchg/Hold(36)
Level 20: Hurricane -- DampS-ToHitDeb(A), DampS-ToHitDeb/EndRdx(36), DampS-ToHitDeb/Rchg/EndRdx(36)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 24: Super Speed -- EndRdx-I(A)
Level 26: Carrion Creepers -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(37), ImpSwft-Dam%(37), TotHntr-Dam%(39), Posi-Dam%(39)
Level 28: Thunder Clap -- Acc-I(A)
Level 30: Spirit Tree -- RechRdx-I(A)
Level 32: Fly Trap -- Achilles-ResDeb%(A), BldM'dt-Dmg/EndRdx(39), BldM'dt-Dmg(40), BldM'dt-Acc/Dmg(42), BldM'dt-Acc(42), BldM'dt-Acc/Dmg/EndRdx(42)
Level 35: Tornado -- Achilles-ResDeb%(A), LdyGrey-%Dam(43), ShldBrk-%Dam(43), ExRmnt-EndRdx/Dmg/Rchg(43), ExRmnt-Dmg/EndRdx(45), ExRmnt-Acc/Dmg/Rchg(45)
Level 38: Lightning Storm -- Apoc-Dam%(A), Thundr-Acc/Dmg(40), Thundr-Dmg/EndRdx/Rchg(40), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/Rchg(50)
Level 41: Ice Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(46), Thundr-Dmg/EndRdx/Rchg(46), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(48)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(48), RedFtn-Def/Rchg(48), RedFtn-Def(50), RedFtn-EndRdx(50)
Level 47: Ice Storm -- Posi-Dam%(A)
Level 49: Hibernate -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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(27), EndMod-I(27)
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Set Bonus Totals:
11% DamageBuff(Smashing)
11% DamageBuff(Lethal)
11% DamageBuff(Fire)
11% DamageBuff(Cold)
11% DamageBuff(Energy)
11% DamageBuff(Negative)
11% DamageBuff(Toxic)
11% DamageBuff(Psionic)
3% Defense(Melee)
3% Defense(Smashing)
3% Defense(Lethal)
6.75% Defense(Fire)
6.75% Defense(Cold)
20.5% Defense(Energy)
20.5% Defense(Negative)
3% Defense(Psionic)
17.38% Defense(Ranged)
7.69% Defense(AoE)
1.8% Max End
45% Enhancement(Accuracy)
56.25% Enhancement(RechargeTime)
4% Enhancement(Confused)
8% FlySpeed
8% JumpHeight
8% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Confused) 2.5%
MezResist(Held) 2.5%
MezResist(Immobilize) 5.8%
MezResist(Sleep) 2.5%
MezResist(Stun) 4.15%
MezResist(Terrorized) 2.5%
23.5% (0.39 End/sec) Recovery
5.36% Resistance(Fire)
5.36% Resistance(Cold)
8% RunSpeed -
very light on defense, geared mainly to being able to actually run everything. end heavy! two token heals. thoughts?
Hero Plan by Mids' Hero Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Entangle -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(3), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7)
Level 1: Gale -- ExStrk-Dam%(A)
Level 2: Strangler -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(7), BasGaze-Acc/Rchg(9), BasGaze-Rchg/Hold(9)
Level 4: Roots -- TotHntr-Dam%(A), Posi-Dam%(11), Posi-Acc/Dmg(11), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(15)
Level 6: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow(A)
Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Conf(17), CoPers-Conf/EndRdx(17), CoPers-Conf/Rchg(19), CoPers-Acc/Conf/Rchg(19), CoPers-Acc/Rchg(21)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), S'fstPrt-ResDam/Def+(21), S'fstPrt-ResKB(23), RctvArm-ResDam(23), RctvArm-ResDam/EndRdx(25), RctvArm-EndRdx/Rchg(25)
Level 12: O2 Boost -- Heal-I(A)
Level 14: Spore Burst -- FtnHyp-Plct%(A), FtnHyp-Acc/Sleep/Rchg(15), FtnHyp-Sleep(29), FtnHyp-Sleep/EndRdx(29), FtnHyp-Acc/Rchg(31)
Level 16: Freezing Rain -- Achilles-ResDeb%(A), Posi-Dam%(31), LdyGrey-%Dam(33), ImpSwft-Dam%(33), ShldBrk-%Dam(33), RechRdx-I(34)
Level 18: Vines -- BasGaze-Rchg/Hold(A), BasGaze-Acc/Rchg(34), BasGaze-Acc/Hold(34), BasGaze-Acc/EndRdx/Rchg/Hold(36)
Level 20: Hurricane -- DampS-ToHitDeb(A), DampS-ToHitDeb/EndRdx(36), DampS-ToHitDeb/Rchg/EndRdx(36)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 24: Super Speed -- EndRdx-I(A)
Level 26: Carrion Creepers -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(37), ImpSwft-Dam%(37), TotHntr-Dam%(39), Posi-Dam%(39)
Level 28: Thunder Clap -- Acc-I(A)
Level 30: Spirit Tree -- RechRdx-I(A)
Level 32: Fly Trap -- Achilles-ResDeb%(A), BldM'dt-Dmg/EndRdx(39), BldM'dt-Dmg(40), BldM'dt-Acc/Dmg(42), BldM'dt-Acc(42), BldM'dt-Acc/Dmg/EndRdx(42)
Level 35: Tornado -- Achilles-ResDeb%(A), LdyGrey-%Dam(43), ShldBrk-%Dam(43), ExRmnt-EndRdx/Dmg/Rchg(43), ExRmnt-Dmg/EndRdx(45), ExRmnt-Acc/Dmg/Rchg(45)
Level 38: Lightning Storm -- Apoc-Dam%(A), Thundr-Acc/Dmg(40), Thundr-Dmg/EndRdx/Rchg(40), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/Rchg(50)
Level 41: Ice Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(46), Thundr-Dmg/EndRdx/Rchg(46), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(48)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(48), RedFtn-Def/Rchg(48), RedFtn-Def(50), RedFtn-EndRdx(50)
Level 47: Ice Storm -- Posi-Dam%(A)
Level 49: Hibernate -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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(27), EndMod-I(27)
------------
Set Bonus Totals:- 11% DamageBuff(Smashing)
- 11% DamageBuff(Lethal)
- 11% DamageBuff(Fire)
- 11% DamageBuff(Cold)
- 11% DamageBuff(Energy)
- 11% DamageBuff(Negative)
- 11% DamageBuff(Toxic)
- 11% DamageBuff(Psionic)
- 3% Defense(Melee)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 6.75% Defense(Fire)
- 6.75% Defense(Cold)
- 20.5% Defense(Energy)
- 20.5% Defense(Negative)
- 3% Defense(Psionic)
- 17.38% Defense(Ranged)
- 7.69% Defense(AoE)
- 1.8% Max End
- 45% Enhancement(Accuracy)
- 56.25% Enhancement(RechargeTime)
- 4% Enhancement(Confused)
- 8% FlySpeed
- 8% JumpHeight
- 8% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 5.8%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.15%
- MezResist(Terrorized) 2.5%
- 23.5% (0.39 End/sec) Recovery
- 5.36% Resistance(Fire)
- 5.36% Resistance(Cold)
- 8% RunSpeed
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i show in mids that it says 15% endurance and accepts recovery enhancements, but the power itself shows nothing in the description about doing anything to recovery. does it give endurance back or not?
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Quote:The rarely seen 'Drop-Brute', that pulverises it's foe's by landing on them, spikes and stones first. It tends to suffer it it misses, due to not being able to move very fast after the initial impact and, more importantly, landing on its head.
It's prefered method of attack is simply using flips to land it's bodymass on mobs. Why use weapons when you can fall on them?
if that was a type of brute, i would TOTALLY play it.
I would start an all female vg for it named "las luchadoras" and run around body slamming everything in sight. -
got it
I found the wiki page that sorts out sets based on what they give you, so going back to the drawing board!
thank you for all of your patience, guys! -
Quote:so positional defense works differently for tanks than say a super reflexes AT, or a Force Fielder? I was under the impression that if it is ranged, it checks ranged defense, no matter what type of damage it is, and the same for AOE.Last time I saw a breakdown of damage by type, IIRC Psi and Toxic were about 5% of the total. It may seem like more when you're faced with it, but they are quite uncommon. In addition, the only attacks that ranged and AoE damage will help with on on a Ice tank are ranged/AoE fire, psi and toxic attacks that have no smashing or lethal component; further reducing the usefulness of slotting for positional defense types. And remember that some psi attacks don't even have a positional component, so Psi typed defense or resistance is all that will help you there.
You're welcome to slot any way you like, of course, but IMO you'd have a much better, rounded character by taking advantage of Ice Armor's strengths rather than going for this "belt and suspenders" approach.
What strengths are you speaking of specifically in ice? Chilling embrace is slow capped with one SO, so i cant really slot that a great deal more. Do you mean energy absorption? Should i slot it more heavily for defense? or make it drain more endurance? Help me out here, cause I am not seeing what is unique i guess.
I cant really find a way to get fire defense any higher, which is why i stuck in permafrost - i may not have high defense, but i have 35% resist with it, which is better than nothing.
With this revised build, my fire defense and resist are more balanced, and I pick up about 2-5% more defense overall.
This is all moot, really, because some of the enhancements in here are ridiculously expensive and I have no decent farmer.
However, at the ripe old age of 22, it is a very solid tanking combo, and I am comfortable holding aggro off my team and not dying easily.
Without further ado, the new build:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Dark Melee
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
Level 1: Frozen Armor- (A) Red Fortune - Endurance
- (3) Red Fortune - Defense/Endurance
- (5) Red Fortune - Defense/Recharge
- (9) Red Fortune - Defense
- (11) Red Fortune - Endurance/Recharge
- (15) Red Fortune - Defense/Endurance/Recharge
- (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (3) Mako's Bite - Chance of Damage(Lethal)
- (7) Mako's Bite - Accuracy/Damage
- (9) Mako's Bite - Damage/Endurance
- (15) Mako's Bite - Accuracy/Endurance/Recharge
- (17) Mako's Bite - Damage/Recharge
- (A) Doctored Wounds - Recharge
- (5) Doctored Wounds - Heal
- (7) Doctored Wounds - Heal/Endurance
- (11) Doctored Wounds - Endurance/Recharge
- (13) Doctored Wounds - Heal/Recharge
- (13) Doctored Wounds - Heal/Endurance/Recharge
- (A) Endurance Reduction IO
- (A) Jumping IO
- (A) Endurance Reduction IO
- (A) Razzle Dazzle - Chance of Immobilize
- (A) Kismet - Accuracy +6%
- (A) Regenerative Tissue - +Regeneration
- (A) Scirocco's Dervish - Accuracy/Recharge
- (17) Scirocco's Dervish - Accuracy/Damage/Endurance
- (19) Scirocco's Dervish - Damage/Recharge
- (19) Scirocco's Dervish - Damage/Endurance
- (21) Scirocco's Dervish - Accuracy/Damage
- (25) Scirocco's Dervish - Chance of Damage(Lethal)
- (A) Jumping IO
- (A) Red Fortune - Defense
- (21) Red Fortune - Endurance
- (23) Red Fortune - Defense/Endurance
- (25) Red Fortune - Defense/Recharge
- (27) Red Fortune - Endurance/Recharge
- (27) Red Fortune - Defense/Endurance/Recharge
- (A) Energy Manipulator - Chance to Stun
- (23) Energy Manipulator - EndMod/Recharge
- (29) Energy Manipulator - EndMod
- (A) Siphon Insight - Chance for +ToHit
- (31) Siphon Insight - ToHit Debuff
- (31) Siphon Insight - Accuracy/ToHit Debuff
- (31) Siphon Insight - Accuracy/Recharge
- (33) Siphon Insight - ToHit Debuff/Endurance/Recharge
- (33) Siphon Insight - Accuracy/Endurance/Recharge
- (A) Efficacy Adaptor - EndMod
- (29) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (34) Efficacy Adaptor - EndMod/Accuracy
- (34) Gift of the Ancients - Defense/Recharge
- (36) Gift of the Ancients - Defense
- (36) Gift of the Ancients - Defense/Endurance
- (A) Trimuphant Insult - Taunt/Recharge
- (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (39) Gaussian's Synchronized Fire-Control - To Hit Buff
- (40) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (A) Theft of Essence - Healing
- (33) Theft of Essence - Accuracy/Endurance/Healing
- (39) Theft of Essence - Healing/Recharge
- (39) Theft of Essence - Chance for +Endurance
- (40) Theft of Essence - Accuracy/Endurance/Recharge
- (42) Theft of Essence - Accuracy/Healing
- (A) Scirocco's Dervish - Accuracy/Damage
- (37) Scirocco's Dervish - Damage/Endurance
- (37) Scirocco's Dervish - Accuracy/Damage/Endurance
- (42) Scirocco's Dervish - Damage/Recharge
- (42) Scirocco's Dervish - Chance of Damage(Lethal)
- (43) Scirocco's Dervish - Accuracy/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (43) Impervium Armor - Resistance/Endurance
- (45) Impervium Armor - Psionic Resistance
- (48) Impervium Armor - Resistance
- (A) Scirocco's Dervish - Accuracy/Recharge
- (43) Scirocco's Dervish - Damage/Recharge
- (45) Scirocco's Dervish - Damage/Endurance
- (48) Scirocco's Dervish - Accuracy/Damage
- (50) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Mako's Bite - Chance of Damage(Lethal)
- (45) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (46) Mako's Bite - Accuracy/Damage
- (46) Mako's Bite - Damage/Endurance
- (46) Mako's Bite - Damage/Recharge
- (50) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Gift of the Ancients - Defense/Recharge
- (48) Gift of the Ancients - Defense/Endurance
- (50) Gift of the Ancients - Defense
- (A) Energy Manipulator - Chance to Stun
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
------------
Set Bonus Totals:- 15.5% DamageBuff(Smashing)
- 15.5% DamageBuff(Lethal)
- 15.5% DamageBuff(Fire)
- 15.5% DamageBuff(Cold)
- 15.5% DamageBuff(Energy)
- 15.5% DamageBuff(Negative)
- 15.5% DamageBuff(Toxic)
- 15.5% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 10.8% Defense(Fire)
- 10.8% Defense(Cold)
- 10.5% Defense(Energy)
- 10.5% Defense(Negative)
- 11.1% Defense(Psionic)
- 7.38% Defense(Melee)
- 18% Defense(Ranged)
- 18.6% Defense(AoE)
- 1.8% Max End
- 36% Enhancement(Accuracy)
- 15% Enhancement(RechargeTime)
- 9% Enhancement(Heal)
- 9% FlySpeed
- 112.4 HP (6%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- MezResist(Held) 6.6%
- MezResist(Immobilize) 11%
- MezResist(Terrorized) 2.2%
- 12% (0.2 End/sec) Recovery
- 46% (3.6 HP/sec) Regeneration
- 8.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 13.1% Resistance(Negative)
- 1.26% Resistance(Toxic)
- 4.26% Resistance(Psionic)
- 9% RunSpeed
- 2% XPDebtProtection
-
Quote:figured that having two endurance recovery powers available with short cooldowns would negate the need for a superslotted stamina, especially considering the endurance drain is not entirely massive, even running all the toggles.Not sure why you've decided to build for defense from Psi and Toxic; those damage types are a tiny percentage of the attacks you'll face in your career as a tank, and you're playing against Ice Armor's strengths.
However, if you're set on doing this, why aren't you taking Weave? That will further your goal a heck of a lot more than taking Permafrost. It's also a little alarming how underslotted Stamina and Health are. If your quest for positional defense makes you unable to cover the basics like slotting Health, perhaps you should rethink things.
psi is rikti - toxic is arachnos - not at all a tiny percentage. besides, i said "i am building for ranged and aoe defense" - this layers the defenses already inherent in ice, providing a cushion not only against psi and toxic, but other damage types, as well.
i also recover 20% of my health every 8 seconds with siphon life. i don't think slotting up health a good deal more would be as useful as slots that could be used elsewhere.
to the second poster - thanks for the tip. it does help a little to have an extra attack (not much, but a little!) -
no idea what i am doing, really. just trying to get defense to ranged/aoe as high as possible to cover that psionic/toxic hole. coincidentally, that also gave me high defenses in general. Not sure how pricy this would be, some of the more "fun" ones that are difficult to get, i would farm for. Note: I currently kill as slowly as molasses. Mobs only die when they get so absolutely bored they just lay down on the floor, hoping i go away. Also note that shadow maul is pretty when it is blue.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Dark Melee
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
Level 1: Frozen Armor- (A) Red Fortune - Endurance
- (3) Red Fortune - Defense/Endurance
- (5) Red Fortune - Defense/Recharge
- (9) Red Fortune - Defense
- (11) Red Fortune - Endurance/Recharge
- (15) Red Fortune - Defense/Endurance/Recharge
- (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (3) Mako's Bite - Chance of Damage(Lethal)
- (7) Mako's Bite - Accuracy/Damage
- (9) Mako's Bite - Damage/Endurance
- (15) Mako's Bite - Accuracy/Endurance/Recharge
- (17) Mako's Bite - Damage/Recharge
- (A) Doctored Wounds - Recharge
- (5) Doctored Wounds - Heal
- (7) Doctored Wounds - Heal/Endurance
- (11) Doctored Wounds - Endurance/Recharge
- (13) Doctored Wounds - Heal/Recharge
- (13) Doctored Wounds - Heal/Endurance/Recharge
- (A) Endurance Reduction IO
- (A) Jumping IO
- (A) Endurance Reduction IO
- (A) Razzle Dazzle - Chance of Immobilize
- (A) Kismet - Accuracy +6%
- (A) Regenerative Tissue - +Regeneration
- (A) Scirocco's Dervish - Accuracy/Recharge
- (17) Scirocco's Dervish - Accuracy/Damage/Endurance
- (19) Scirocco's Dervish - Damage/Recharge
- (19) Scirocco's Dervish - Damage/Endurance
- (21) Scirocco's Dervish - Accuracy/Damage
- (25) Scirocco's Dervish - Chance of Damage(Lethal)
- (A) Jumping IO
- (A) Red Fortune - Defense
- (21) Red Fortune - Endurance
- (23) Red Fortune - Defense/Endurance
- (25) Red Fortune - Defense/Recharge
- (27) Red Fortune - Endurance/Recharge
- (27) Red Fortune - Defense/Endurance/Recharge
- (A) Energy Manipulator - Chance to Stun
- (23) Energy Manipulator - EndMod/Recharge
- (29) Energy Manipulator - EndMod
- (A) Siphon Insight - Chance for +ToHit
- (31) Siphon Insight - ToHit Debuff
- (31) Siphon Insight - Accuracy/ToHit Debuff
- (31) Siphon Insight - Accuracy/Recharge
- (33) Siphon Insight - ToHit Debuff/Endurance/Recharge
- (33) Siphon Insight - Accuracy/Endurance/Recharge
- (A) Efficacy Adaptor - EndMod
- (29) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (34) Efficacy Adaptor - EndMod/Accuracy
- (34) Gift of the Ancients - Defense/Recharge
- (36) Gift of the Ancients - Defense
- (36) Gift of the Ancients - Defense/Endurance
- (A) Trimuphant Insult - Taunt/Recharge
- (33) Trimuphant Insult - Chance to Disorient
- (34) Trimuphant Insult - Taunt
- (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (39) Gaussian's Synchronized Fire-Control - To Hit Buff
- (40) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (A) Trimuphant Insult - Taunt/Recharge
- (39) Trimuphant Insult - Taunt
- (39) Trimuphant Insult - Chance to Disorient
- (40) Theft of Essence - Accuracy/Endurance/Recharge
- (42) Theft of Essence - Accuracy/Healing
- (42) Theft of Essence - Accuracy/Endurance/Healing
- (A) Scirocco's Dervish - Accuracy/Damage
- (37) Scirocco's Dervish - Damage/Endurance
- (37) Scirocco's Dervish - Accuracy/Damage/Endurance
- (42) Scirocco's Dervish - Damage/Recharge
- (43) Scirocco's Dervish - Accuracy/Recharge
- (43) Scirocco's Dervish - Chance of Damage(Lethal)
- (A) Aegis - Psionic/Status Resistance
- (45) Impervium Armor - Psionic Resistance
- (46) Impervium Armor - Resistance/Endurance
- (50) Impervium Armor - Resistance
- (A) Scirocco's Dervish - Accuracy/Recharge
- (43) Scirocco's Dervish - Damage/Recharge
- (45) Scirocco's Dervish - Damage/Endurance
- (46) Scirocco's Dervish - Accuracy/Damage
- (48) Scirocco's Dervish - Chance of Damage(Lethal)
- (50) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Mako's Bite - Chance of Damage(Lethal)
- (45) Mako's Bite - Accuracy/Damage
- (46) Mako's Bite - Damage/Endurance
- (48) Mako's Bite - Damage/Recharge
- (48) Mako's Bite - Accuracy/Endurance/Recharge
- (50) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Energy Manipulator - Chance to Stun
- (A) Steadfast Protection - Resistance/+Def 3%
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
------------
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)
- 11.8% Defense(Smashing)
- 11.8% Defense(Lethal)
- 10.8% Defense(Fire)
- 10.8% Defense(Cold)
- 10.5% Defense(Energy)
- 10.5% Defense(Negative)
- 14.3% Defense(Psionic)
- 9.25% Defense(Melee)
- 18% Defense(Ranged)
- 18.6% Defense(AoE)
- 1.8% Max End
- 36% Enhancement(Accuracy)
- 15% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 9% FlySpeed
- 112.4 HP (6%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- MezResist(Held) 6.6%
- MezResist(Immobilize) 11%
- MezResist(Terrorized) 2.2%
- 12% (0.2 End/sec) Recovery
- 46% (3.6 HP/sec) Regeneration
- 6.28% Resistance(Fire)
- 3.78% Resistance(Cold)
- 9.38% Resistance(Negative)
- 1.26% Resistance(Toxic)
- 7.26% Resistance(Psionic)
- 9% RunSpeed
- 2% XPDebtProtection