Syntax42

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  1. It can be more difficult to port a build between Tanker and Brute because they have different values for their armor sets. The set bonuses and armor values will not add up to a desirable amount of defense, most of the time. It may send you far over the soft cap.

    The build you posted uses PvP sets when they aren't really adding much (besides cost) to the overall build. If you really want a DPS Willpower Tanker, look for some Willpower builds on these forums. It is generally easier to fit more global recharge in a build when you aim for 32.5% defenses instead of 45%, so try to find one like that.

    Please don't use long forum export in Mids'. It adds a lot of unnecessary text to scroll past. Most people will use Mids' to look at your build because you can't figure them out in your head just by reading the text. Short forum export with the data chunk is preferred.
  2. Quote:
    Originally Posted by Atomic_Funk View Post
    I would be pairing it with SS either way, so would you recommend INV over Elec for a first tank, or would both do the job come end game?
    Invulnerability will be easier to level up, but Electric will be better for end-game content with a decent investment in IO sets. So far, the most common enemy in incarnate content has been Praetorian Clockwork which do primarily energy damage. Smashing and lethal are also major threats, and Electric Armor can come very close to capping those resists as well.


    I don't know if Granite Armor should be excluded from the "no Tier 9's" demand. It can be left on permanently, unlike the others.
  3. The biggest reason you shouldn't slot IOs early is that they don't make much of a difference until you get an entire build together. There are some exceptions, like knockback protection for some power sets that lack it, and +recovery uniques. The most sought-after bonuses are recharge and defense. It is difficult to obtain a meaningful amount of either of those until you have reached 50 and have all of your slots and powers available.

    If you have the INF and time, go for it and slot some IO sets. You can respec later to fix your build if you decide on something else when you hit 50.
  4. Syntax42

    Storm Kick DPA

    Your math may be right, but single-power DPA isn't the same as an attack chain's DPA. Maybe in PvP, it matters, but I wouldn't have a clue since I don't PvP or care anything about it in this game.

    Here is a DPS Spreadsheet that may be more useful for you.

    Edit: Also, factor in other buffs a powerset has. For example, Dark Melee can come very close to perma'ing their build-up power.
  5. Long forum export takes up a lot of unnecessary space that is annoying to scroll past. Most people use Mids' to look at the builds anyways. The link and data chunk are the only important parts of the export. I could be wrong and there could be people trying to look at the wordy builds and add set bonuses and invention enhancement values manually.

    Ranged damage and non-S/L attacks are probably what is killing you. You should try to even your defenses out. I suggest going for 32.5% (instead of 45%) so you can use a small inspiration to soft cap while still being able to fit recharge bonuses in the build. You can go for S/L and E/N or melee+ranged+AoE. The first will likely cost you fewer slots, but not cover the rarer damage types.

    Your toggles are underslotted for endurance reduction. The Cardiac Alpha should help you a lot if you don't want to change the slotting.
  6. Long forum export takes up a lot of space. Most people use Mids' to look at the builds anyways. The link and data chunk are the only important parts of the export. I could be wrong and there could be people trying to look at the wordy builds and add set bonuses and invention enhancement values manually.


    I went with Dark Melee because the healing is the only thing that reliably increases survivability when tanking AVs. I planned on teaming only, and never soloing, too. Here is what I came up with, which is somewhat similar to your approach. I hope it helps you improve your build, because there isn't anything specific that I could suggest for you to change.

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  7. Purple control sets are not too expensive. I went all-out for recharge, and could only fit a little more if I could afford purple damage sets. Perma-Benumb, Heat Loss, and Disruptor pet are very nice to have.

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  8. Quote:
    Originally Posted by ClawsandEffect View Post
    Recharge and Damage bonuses.

    I'm presuming those numbers are for a perma-Granite build. If that's teh case, you will be wanting more recharge and damage because both of those things take a significant hit in Granite Armor.
    Chasing damage set bonuses is a wasted effort. At best, a few purple sets offer 4% bonuses, while most damage bonuses are in the 3% and below range. If you manage to get ten sets (about 35 slots used, or half of your slots) you would have around 35% damage bonus and just barely negate Granite Armor's penalty. It is much easier to team with a Kinetics person and have Fulcrum Shift send you to the damage cap.



    The OP's build is fine, but a lot could be improved. Your armor powers are underslotted, so it would be ill-advised to play this build outside of Granite Armor. It is much easier to make a build that focuses on Granite Armor and another build for DPS or soloing. It would also help to know your goals before offering specific suggestions for improving your build.
  9. Dark Melee is the most versatile set and pairs well with anything. It has a great heal, endurance management, and the best build-up power for those seeking damage. While it lacks control and AoE, your taunt aura and other taunts should be fine for keeping things focused on you and not attacking teammates.
  10. Stone Armor can be an endurance hog with 4 toggles to run. Physical Perfection would be nice to have, and you can get a cone AoE attack that knocks enemies down.
  11. Your defense toggles should have endurance reduction. Read about Enhancement Diversification. Basically, you shouldn't have more than 3 standard IOs or SOs worth of one enhancement type in a power.

    Combat jumping is over-slotted. You aren't getting much benefit by going past 2 slots.

    Your toggles should have endurance reduction if you are worried about it.

    Procs should be in attacks you use more than once in your chain. Someone posted the optimal attack chain in a recent KM build, or you can look here: http://boards.cityofheroes.com/showthread.php?t=255725

    You can calculate your endurance consumption from your attack chain. Add up the total endurance use of your attacks then divide by the total Arcanatime (Mids' can be set to display this in the options) animation times of your attacks. That will give you endurance per second of your attack chain. Add that to your end use displayed by Mids' and compare to your total recovery. My guess is you will find that slotting for recovery bonuses isn't doing you much good.
  12. Quote:
    Originally Posted by Shatterghost View Post
    Currently all of my click Regen powers are slotted 50/50 for both Regen and Recharge, what I'm seeing here is that I need to forgo some of the heal slots for recharge, and go ahead and bring him over to villain side and play Gwidows patron arc to unlock the soul PPP and get him shadow meld.
    That slotting is correct for SO enhancements. The recharge we were referring to was a global recharge set bonus from slotting inventions. Get Mids' to help you plan out your build from http://www.cohplanner.com.

    You don't have to do Ghost Widow's arc. Any patron arc will unlock all of the patron pools.
  13. Quote:
    Originally Posted by Mega_Jamie View Post
    And while not the discussion for this place, raising the base to-hit of content is the perfect remedy for the "everybody can soft-cap" approach to IOs, which both invalidate (except for DDR) Defence sets and defensive buffing sets.
    The problem with that is the defense-based Tanker sets won't be able to mitigate enough to stay alive with just SOs. In the past, devs have said that the game will be balanced around SOs and they wanted all content to be able to be completed by teams with only SOs. I hope that stance isn't changing and I hope the increased to-hit is only on pets and summons like I have read about I20, until now. I will be very disappointed if I struggle to survive on my high-defense characters.
  14. An Achilles Heel proc would be nice in Freezing Rain. It looks fine, otherwise.

    You don't have to be a Villain to use Villain Epic Pools, nor do you have to be a Hero to use Hero Ancillary Pools. You do have to be a Villain or Rogue to unlock Villain Epic Pools, but you can switch and respec as much as you like after they are unlocked. That said, Scorpion Shield is a very nice power to have.
  15. The game only takes your highest defense category into account. If an attack does smashing + energy ranged damage, it will only look at ranged if that is your highest. You only need to soft cap either typed or positional defenses. You could probably make your build much cheaper by getting rid of the Gladiator's.

    The only new content (I18/I19) that has higher to-hit so far is the Battle Maiden fight. I doubt the devs are changing the base to-hit on all incarnate content because then they would have to buff all defense sets to make up for that. Changing things up for an encounter or two just keeps people on their toes and makes them think about what type of team to form.
  16. I'm no expert on KM and I haven't done the math for every power set's optimal attack chain. Since you will be using Body Blow twice in your chain, focus on putting procs in that power.
  17. I didn't go into as much detail as I should have. Werner pointed out specific powers that you should have. Reaching 20% defense should mostly require Weave and Combat Jumping, along with a Steadfast Protection 3% defense. Adding another pool power like Stealth or Maneuvers would get you to about 14% defense. The rest can be done with a few sets.
  18. Knowing what your goals are for the character would help a lot.

    If you are aiming to do DPS, a Scrapper or Brute would be better. If you are wanting to tank almost anything, your defenses should be more spread out so you can cover the most common damage types: S/L and energy. If you only want to farm, you may only need fire defense because you should be playing against fire-based critters in Architect Entertainment.

    High amounts of melee and S/L defense doesn't do you much good. Most melee attacks have S/L damage in them, and the game only looks at your highest defense value. Avoid using sets that give more S/L defense than melee if you are going for melee defense, and the other way around. Basically, pick one, not both.

    Gaussian's is a good set if you are going for positional defense, but very inefficient per slot spent if you are going for typed defense.
  19. As promised, here is a Super Reflexes skeleton build. For your build, swap in the Claws set and put Gaussian's somewhere else, like in Focused Accuracy.

    There are other ways to hit the soft cap. This just shows a simple and an efficient method that can be done using any melee power set. Instead of using the set bonuses, another pool power (like Stealth or Maneuvers) can be used to reach the soft cap. I'm not suggesting that you build your build directly from this. You may want the powers at different levels.

    In your case, Hover can be stacked with Combat Jumping and you won't need the set bonuses. You may need more defense IOs in your toggles to reach the soft cap. Start with one more LOTG in Weave after slotting Hover.

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  20. Quote:
    Originally Posted by Supanig View Post
    So I have a scrapper that I made and the build had to be done manually. I usually search the forum for the build and then try to improve but there was none for me to do that for this build.
    There are plenty of Super Reflexes builds on the forums. The melee sets are usually interchangeable.

    You went pretty far past the soft cap (45%) on ranged defense and left AoE a bit short of the soft cap. Slotting your set powers, Weave, Combat Jumping, and adding a Steadfast 3% defense and Gaussian's set should put you within one set bonus of the soft cap on all positions. The rest of your slots can then go towards recharge. You don't need a big buffer to absorb defense debuffs because Super Reflexes hits 95% defense debuff resistance easily.

    You broke the rule of 5's on Luck of the Gambler sets and Global Recharges. You can't have more than 5 of the same set bonus in PvE.

    You have too many attacks. You should only need 3 to make an attack chain if you get enough recharge. You will need Hasten in your build. Quick Strike is your lowest DPS power (aside from AoEs and the ranged attack) and should not be in the build at all. Focused Burst is lower DPS than Quick Strike and you probably won't need it. Your attack chain should probably be something like Concentrated Strike -> Body Blow -> Smashing Blow -> Body Blow.

    Repulsing Torrent should be skipped. Take Energy Torrent from Body Mastery if you want a similar power. It won't knock enemies away from the fight and prevent other teammates from AoEing, plus it does more damage.

    Practiced Brawler need recharge, not that Hami-O you have in it. It is your status protection power and should be left on auto-cast. You don't need the knockback protection IOs. Practiced Brawler takes care of that.

    Elude should not be slotted with more than recharge, or a single mule. You don't even need Elude since you will be at the soft cap. Some people may keep it for fighting Devouring Earth or Nemesis, but they are not a major part of any level 50 task forces.



    Edit:

    Here is a Super Reflexes skeleton build I just made.

    There are other ways to hit the soft cap. This just shows a simple and an efficient method that can be done using any melee power set. Instead of using the set bonuses, another pool power (like Stealth or Maneuvers) can be used to reach the soft cap. I'm not suggesting that you build your build directly from this. You may want the powers at different levels. The Gaussian's set does not have to go in Power Siphon. It can also go in Tactics or Focused Accuracy if you choose to take one of those.

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  21. The easiest way to make any character not feel so squishy is to pile on the defense. This is usually done through a combination of IO sets and pool powers, and usually comes at the expense of other set bonuses, like recharge and +max HP. If you feel inclined to go that route, your DPS will likely be lower than the alternative route due to not being able to run the top attack chain.

    Regeneration is unique in that Moment of Glory does not have a crash, and its recharge can be reduced to around 60 seconds. By itself, you won't stay alive, but Going Rogue gave Scrappers access to Villain Epic Pools. The Soul Mastery pool (still fits your theme, I'm guessing) has Shadow Meld, which is a shorter recharging, weaker version of Moment of Glory. By going all-out on recharge, you can cycle Shadow Meld -> Moment of Glory -> Shadow Meld with a slight delay where you're vulnerable. This can also help you keep Soul Drain up all the time for maximum DPS. In addition, other set-defining powers like Reconstruction and Instant Healing are up more often, further increasing your survivability.

    Search the forums. You should be able to find some Regeneration builds that use the method described above. Or, you can give it an attempt on your own. Either way, people on these forums can help you optimize your build.
  22. Quote:
    Originally Posted by mauk2 View Post
    In actual play on teams, ideal attack chains mean diddly-squat.
    I have noticed a lot more of a difference in AV killing speed when I do my top DPS chain on my Scrapper instead of watching my team fight. A sub-optimal DPS chain may be 1/2 to 3/4 of a top DPS chain. Good Scrapper DPS makes a lot more of a difference than a Scrapper who is soft capped to S/L. Teams generally have more than enough defense buffs, but lack AV killing speed due to low-end Scrapper builds or not enough resistance debuffs.

    When fighting packs of enemies, AoE is all that really matters. Ideal attack chains are pointless with targets dying fast. The important fight for a single-target damage set Scrapper is the AV or EB.
  23. Quote:
    Originally Posted by SteelDominator View Post
    Thnx for the input and good to know about uploading builds to forums. I was hoping for more input so far the combination of the last 2 replies has help greatly. With Focused accuracy...couldnt this also be acheived with Build up?
    Yes. It is up to you where you decide to put the Gaussian's set. Some people take Conserve Power, but I think it is worthless because you shouldn't run out of endurance when you have Physical Perfection, Stamina, and the two +recovery uniques.
  24. Syntax42

    Dual Bladez/???

    Willpower used to be the most popular choice for pairing with Dual Blades. It is a set that doesn't require any active button-pushing, unlike Regeneration. It is fairly easy to reach high survivability with Willpower, and easily reaches 32.5% defenses (1 small inspiration to soft cap) so you can fit plenty of recharge and +max HP in your build. You can skip the Tier 9 and the self-rez in Willpower.
  25. It looks like you posted your build twice. Also, the long forum export is not necessary. Most people use the data link or data chunk to view the build in Mids'.

    You should only need 45% defense. With Active Defense double-stacked, you will have over 80% defense debuff resistance. With 2-3 Membranes in Active Defense, you can hit 95% defense debuff resistance.

    The most efficient way to hit 45% defense on a Shield Tanker is to slot your toggles and Weave, add Combat Jumping, a Steadfast Protection 3% defense, and a Gaussian's set. That leaves plenty of slots for adding recharge, +max HP, or regeneration bonuses, which should be taken in that priority.

    Deflection should be slotted for resistance as well as defense.

    True Grit should be slotted for healing first, then resistance if you have the extra slots.

    Against All Odds does not need taunt enhancements. It holds aggro fine, even on a Scrapper. One endurance reduction is enough.

    Taunt power has some nice sets, and a 4-slot recharge bonus from one set. It is nice to slot, but optional if you use the slots elsewhere.

    Phalanx Fighting gives 5% unenhanceable defense with no allies nearby. You will often be tanking with no allies (other melees) in range, so don't depend on that portion to hit the soft cap. Therefore, only slot a Luck of the Gambler: Global Recharge or Kismet: To-Hit in Phalanx Fighting.

    Grant Cover is required if you want to hit 95% defense debuff resistance.

    One With the Shield is overslotted. Also, it is a crashing power, meaning you lose 90% of your HP when it ends. Don't depend on it, and don't turn it on when planning your build. Many people don't even take it, unless to slot a 3% defense IO.

    Total Focus is your second best attack for both total damage and damage per second, but you didn't even slot it.

    I would suggest dropping the Leadership pool completely. Assault doesn't add much damage, especially with Against All Odds already buffing your damage. You won't need Maneuvers to soft-cap. Picking up Aid Self might help you stay alive when tanking solo. Some people don't like the interrupt. It does take some practice to use it well.

    You didn't take an epic pool. Focused Accuracy is a good place to slot the Gaussian's set, and Physical Perfection adds more endurance recovery.


    Here is a skeleton build for you, if you feel like building off of it. Just change the melee set to your choice and pick or rearrange the powers to get your desired attacks in. After that, add recharge, HP, and regeneration set bonuses as you see fit.

    Code:
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