Syntax42

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  1. Quote:
    Originally Posted by Roderick View Post
    You could be right: I was going by memory. However, the rest of what I posted still stands, and even if the DDR was 0, the defense would be better than not having anything to fall back on when your main formof protection fails - And /SR really has no backup plan.
    SR has 95% defense debuff resistance when slotted properly, which means they can effectively ignore debuffs. However, to-hit buffs on the enemies affect sets like SR and SD more than other sets that include more than just defense for mitigation.
  2. Your 32.5% global recharge bonus isn't as much as you think it is. Hasten gives 70% when it is active. Achieving perma-Hasten and running the best attack chains requires about 110% additional global recharge.

    I know that much recharge would mean you sacrifice your defense, so consider some other tricks to gaining recharge without giving up defense. The most obvious would be to use Luck of the Gambler global recharge bonuses (you have have up to 5 in a build) that you can easily obtain through alignment merits. The second is a bit trickier. Aim for 32.5% S/L and E/N defenses. You have to use a small inspiration to soft cap, so any defense you obtained through sets to go from 32.5% to what you are at now will be effectively wasted in most situations.

    Your toggles are poorly slotted. Sets for set bonuses would be preferred, but frankenslotting would be better than what you have now. Frankenslotting is when you slot IOs from different sets in order to more efficiently reach the ED cap. For example, Dark Embrace is enhanced with 42.40% end reduction and 58.48% resistance after ED. If you were to slot it with the Resistance/Endurance IOs from Aegis, Titanium Coating, Impervium Armor, and Reactive Armor, you would get 95.19% endurance discount and 56.13% resistance enhancement. Attempting to go past 55% resistance enhancement is heavily affected by ED and is generally considered a waste of slots. See the Paragon Wiki page for the full explanation on Enhancement Diversification.
  3. Quote:
    Originally Posted by untoldhero View Post
    i played around with your build alittle bit to get you close to softcap on S/L and one purp from E/NE ill have another go soon my son is making this hard for me sory man. Hopfully this will push you more in the right direction?
    I think it would be better to have S/L and E/N at the same level. It is probably not possible for both to be at 45%, so aim for 32.5% on both. Encounters like Neuron, Lord Recluse, and tanking groups of enemies can have a good mix of S/L and energy damage. Arachnos are one enemy group that really mixes it up. If you want to soft cap energy, your defense spent on going from 32.5% to 45% S/L would be wasted when you use an inspiration. Leave both at 32.5% so you can fit more recharge in the build.


    One thing I didn't notice before in the first build was the 3% resistance IO. That one may not be needed. With the tier 4 Cardiac, you have 88.7% resistance to S/L without the 3 billion spent on a marginally-useful IO. At 88.7%, you would be one set bonus away from 90%. I see 5 Call to Arms in a power that takes pet recharge would work. If they aren't expensive, 5 Gladiator's Strikes in a ST melee attack would also work.
  4. Energy defense is just as important as S/L defense. You should try to get both categories to 32.5%. Incarnate content has a lot of critters that do pure energy damage.
  5. Super Reflexes takes a while to become tough enough to stay alive solo. Willpower is decent right away, and has enough regeneration to tank well at higher levels. Stacking defense on Willpower will likely result in a character that can take more of a beating than Super Reflexes can. In addition, Willpower will heal back the damage you do to yourself by using Energy Transfer, if you choose to take it.

    The only advantage Super Reflexes has is capped defense debuff resistance.
  6. Syntax42

    Help with brute.

    Did you try reading the guides in the sticky? At the very least, that can get you started.
  7. It sounds like you are trying to plan a build out without using Mids'. Get it at http://www.cohplanner.com/ so you can see what IO sets work in different powers.

    Post a build and we can see about improving it from there. Please don't use the long forum export. Please include the data chunk.
  8. Quote:
    Originally Posted by Infini View Post
    Also... take the time to go Red and pick up Soul Mastery for Darkest Night. Four slotted with Dark Watcher you get some nice bonuses and the power will give off a 15% tohit debuff to stack with your defense. In addition, it has a 21% damage debuff which will stack with Chilling Embraces 14% damage debuff. However it's pretty taxing on the blue bar so Cadiac Alpha is recommended for this route.

    Only way I can see not going this route is concept reasons...
    To-hit debuffs are heavily resisted by AVs. A +4 AV resists 85% of the debuff.

    Gloom is one of the best single-target attacks available to Tankers in terms of damage per activation time, so going Soul Mastery will at least get you something useful for all situations.
  9. Quote:
    Originally Posted by Infini View Post
    Softcap S/L/E/N defense, which is pretty easy if you take tough/weave and CJ or hover. After that, +hp/regen/recharge.
    This, and try to get Hoarfrost perma'ed if you can afford the recharge bonuses. Alignment merits will help you get Luck of the Gambler recipes which you can use, or sell to buy other recipes. Basically, anyone can easily afford all but purple recipes with alignment merits.
  10. I think the confuse wore off before you could press the KO Blow button. I have been affected by confuses outside of the BAF trial and I was able to directly attack teammates. The BAF trial confuse seems like a low magnitude, short duration confuse, but I haven't actually looked at the power info.
  11. If you want to stand up to Lord Recluse, capping energy resistance helps a lot. The Cardiac Alpha can get you a good chunk of resistance that you need, then a few sets can get you the rest of the way. Here is my build that I use right now. Hopefully it gives you some ideas for improving your build.

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  12. Quote:
    Originally Posted by UberGuy View Post
    It will stack on a given target four times, total, no matter how many people apply it to them. These debuffs work similarly to how the Achilles Heel proc does, which is that they grant the target a temp power, and the target uses that temp power (involuntarily) to debuff themselves. Powers like this have a limit on number of copies one can have in place, and in this case the limit would be 4. So no matter how many people apply the temp power to them, they can't stack more than four at once.
    I have seen people saying it was 4 per person, too. That's where my confusion originated from.

    Basically, it sounds like the Judgment slot is not very good on trials because AVs will be fully debuffed in seconds. It also sounds like it is a very good idea to make more than one Judgment ability so your team can cover every debuff.
  13. Are you trying to get S/L and E/N defenses or melee/ranged/AoE? You have quite a mix and you didn't reach 32.5%.

    Adding Maneuvers to your build would also help with stacking defense. It basically counts as one set bonus worth of defense if you enhance it.

    Stamina is underslotted and Consume and Dark Consumption are overslotted. At most, they need recharge and accuracy.

    Titanium Coating is not a very good set. Many sets give more defense per slot.

    Blazing Aura needs endurance reduction. Obliteration is not a good set for that toggle.

    Temperature Protection is overslotted. Some people don't take it, but it makes a decent mule for a KB protection or 3% defense IO.

    If you value recharge more than defense, you can back your defense goal down to 20%. On a Fiery Aura Tanker, you aren't expected to be able to tank everything in the game, so aiming for more damage through recharge bonus is fine.

    Why did you pick the Pyre Mastery pool? Physical Perfection can help with endurance issues. Gloom is one of the best single-target attacks available to Tankers, and Soul Mastery has an AoE attack similar to Fire Ball. I'm not saying Pyre Mastery is bad, but there are other options to consider. If you picked it for thematic reasons, that's fine too.

    Please use short forum export with the data chunk. The long version adds a lot of extra text that is annoying to scroll past. Most people use Mids' to look at builds, so the link and data chunk are all you really need to post.
  14. I still haven't found an answer to my question about the Interface procs from someone who has one. I keep reading that they only stack 4 times. Is that 4 times per person, or 4 times is the max on one critter? If the latter is true, and everyone goes Reactive, teams and leagues will miss out on other good debuffs.
  15. I went for Cardiac so I can cap my non-S/L resistances. It makes a huge difference when you take half the damage from Lord Recluse's energy attacks.

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  16. If you want survivability, concentrate on getting to 32.5% S/L and E/N defenses, or melee/ranged/AoE. That puts you within 1 small inspiration of the soft cap, and gives you enough defense to stay alive in most situations without using inspirations. For incarnate content with higher to-hit, you would be in range of being buffed to the higher soft cap by teammates. By going to 32.5% and not 45%, you can fit more recharge in the build and cover more defense categories. If you go for just S/L, you will be very weak against Praetorian Clockwork in the I19 and I20 content.

    Post a build and we can improve it from there.
  17. Syntax42

    Elec/DM ?

    Quote:
    Originally Posted by KingLeo07 View Post
    um you do realize that stealth is not actually giving you that much def. besides that why would i want stealth on my tank? It would give me no benifit cuz i would never run it. I understand what you are saying just dont see much i like in your build.
    Again, the more mitigation you have, the better you will be at surviving the toughest fights. Stealth got me from 29% or so to 32.5%. The plan was to use a small defense inspiration (can be purchased from vendors) when I needed full mitigation. Without Stealth, I would be at 41.5% defense with an inspiration. Stealth made the difference between getting hit 5% of the time, or getting hit 8.5% of the time. That is basically like taking 70% more damage.

    Also, that 3.8% defense from Stealth is equivalent to one set bonus in every category of defense that I'm going for. In this case, I would need three IO sets to make up the defense that I would lose by not running Stealth.

    My personal view on tanks is that mitigation is king. Damage is less important because your team can take care of that better than you can. The empath or thermal will have a much easier time keeping you healed if you take less damage, so self-healing should not be given a higher priority than mitigation. If you die, your team will likely go down without someone who can survive the beating that you couldn't take. No AT is as tough as a Tanker. Building a Tanker for anything but mitigation means you are giving up on performing your primary role that a team expects you to do. I'm not saying DPS Tankers are completely bad, because there are situations where DPS Tankers are good to have. I am saying that mitigation should be more valuable to you than a little recharge or damage if you really want to tank on a team.

    You don't have to go with positional defenses. That build I presented was just to show you how it could be done. You could go with 32.5% S/L and E/N defense and be less protected against rare damage types, but still get the job done with more recharge for your self-heal. I hope you reconsider using the Cardiac Alpha on teams because it really will make that much of a difference. Electric Armor can be almost as tough as Stone Armor to take down with the right build. Invulnerability used to be the go-to set that everyone recommended, but I saw a thread yesterday with an Invulnerability Scrapper complaining about being weak in the new content. The lack of resistance to energy damage is probably making most Invulnerability Tankers feel somewhat squishy.
  18. Quote:
    Originally Posted by Blue_Centurion View Post
    I am not talking about an entire league of strong characters doing a Master run. I am talking about one or two individuals misreading the badge description, thinking if they can get ten of these things they will get a badge.
    It seems like you just don't understand how the encounters work. The temp powers go to random people in the group, so nobody will be able to hoard them. There is also a supply crate that spawns on a timer in case you didn't get enough grenades or acid during that phase of the trial. Nobody can really get ten, then force the team to fail.
  19. Quote:
    Allow no Mindwashed Prisoners to escape
    No griefing possible here. If you fail to stop prisoners, you don't get that badge.
    Quote:
    Never disable a Guard Tower
    Guard towers are optional and probably won't impact your ability to complete the trial unless you are going for the next badge. Still no griefing possible.
    Quote:
    Defeat Siege & Nightstar without moving them
    No griefing possible if you want the badge.
    Quote:
    Defeat Siege & Nightstar while none of their reinforcements are alive
    DPSing the reinforcements instead of the AVs would not get you the badge if you failed to kill the AVs. Again, no griefing possible to obtain a badge.
    Quote:
    Destroy a Weapons Cache and an Incubation Pod within 2 seconds of each other
    These are somewhat optional, but griefing wouldn't get you the badge.
    Quote:
    Complete the Lambda Sector Incarnate Trial having acquired 10 Pacification Grenades and 10 Molecular Acids but using none of them
    I don't see how you could defeat Marauder without using pacification grenades. Maybe it will be possible with an amazing team later, when everyone is level-shifted. Still, you can't get this badge through griefing. Your team would have to agree on it beforehand.


    So, what were you talking about Blue Centurion? None of the badges are obtainable by sabotaging your team, from what I can tell.
  20. You won't be able to run in ultra mode with all the fancy graphics, but you should be able to play CoH at the lowest settings if it plays WoW at the lowest settings.
  21. The didn't want people using Shivans, nukes, and other overpowered temporary powers in these trials. I can only guess that it is difficult to code it so only certain temporary powers would not function, so they turned them all off.
  22. From what I have observed, someone being afk and not clicking the "enter" button has caused my team to get booted every time. It explains the times we zone in then get booted immediately, but not the times we have been booted in the middle of a trial. However, the trials that did get booted while in progress has open slots which meant someone could have queued for a in-progress trial and been afk.
  23. It definitely sounds like you need to install the right drivers first.
  24. Syntax42

    Elec/DM ?

    Quote:
    Originally Posted by KingLeo07 View Post
    I was thinking that going with Spirit would be pretty good be cause the boost to heals with 20% of my hp in siphon life every 3-4 sec and perma or near perma energize and perma hasten.
    Which do you think is better? Taking 100 damage and healing 100, or taking 50 damage and healing 50? They sound the same, but what happens if damage goes up? You could take 200 damage and heal 100, or take 100 damage and heal 50. The first scenario ends up with 50 less HP than the second. That's 50 more HP your healer has to heal.

    While that was completely hypothetical, you can run a survivability analysis to show which Alpha ability really lets you take more of a beating. Without running the numbers on your build, I can easily predict that the higher mitigation will help immensely.

    If you were to tank Lord Recluse with 80% S/L resistance, then go back with 90%, you would wonder how you lived with 80%. Taking double the damage means you have to put out double the healing. The recharge Alpha just doesn't double healing, but the Cardiac Alpha can almost halve the S/L damage you take. Remember that S/L is the most common damage in the game, with energy shortly behind.


    Your build should have 32.5% S/L and E/N. Fire and cold damage are relatively rare, especially at 50. You are missing a lot of energy defense. Don't neglect it just because you have 90% resistance. Things will still kill you easily if you don't layer your mitigation.

    Here is my Electric Armor / Dark Melee build that I never got around to making. It reaches 32.5% positional defenses instead. That protects you against almost every attack in the game, including toxic attacks.
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