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You will likely get help if you make your own build then ask for advice on it. Learning to make builds is something everyone should understand. It helps you understand the game's mechanics better.
Look at some other Shield Defense builds and read the threads. You can frequently copy the build and adapt it to work with your chosen secondary set.
If you want, I will make a build for you for 250 million influence. -
If your squishies are dying, bring only characters with high defense, or have a good bubbler or two. Multiple tanks are a good idea, too. One can block the cave and slow or stop a lot of the ambushes. If you have one for each ambush group, you won't need to worry about high defenses on every character.
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Lag is a bad term to use because it can mean many things. Do you mean latency, or ping? That refers to your internet connection. Do you mean framerate, which is caused by your CPU/GPU usually? Do you mean stuttering, which is caused by programs accessing the hard drive?
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Quote:Most defense debuffs are 7.5%. As a SR Scrapper, you should have 95% defense debuff resistance just by enhancing your powers. That means those debuffs will only do .375% each, making the chances for the next defense debuff to land only barely higher. You don't need to have more than a 1% buffer because of your high DDR.Defense - I remember that I liked having more than 45% Defense, such that I could take one Defense debuff and still be capped, having the ITF in mind. Are there other considerations that I should take into account now? I've heard something about Praetorian DE, and don't things in the new TFs have extra To-Hit? How much Defense do you think I should be going for?
Quote:Regen, Resistance - I'm fairly confident that I'll still have Tough and will be slotting Health strongly, but aside from that what should I keep in mind regarding my secondary forms of protection? It should be noted that I'll be taking Body Mastery and won't take Aid Self. Yeah, I know, but it's just not going to happen on this particular character.
Quote:Accuracy - is 95% for +4s still a worthy goal? What goes into figuring how much Accuracy I need for a given mob?
Also, you can take Focused Accuracy since you will be taking the Body Mastery pool. That is a good place to put 6 Gaussian's for the set bonus.
Quote:Recharge - When I last visited this character I was using the BF -> AV -> PS chain. Now with merits and other shinies, I should be able to work some LotGs into my build. Is there something else I should be keeping in mind here? How about perma-Hasten? -
Quote:This didn't make a lot of sense to me.Stone armor is by a good margin the toughest tanker primary, due mainly to granite, earth's embrace, and rooted working in concert.
Out of granite a stoner can achieve 'acceptable' survivability based upon capped S/L resist, with granite/rooted/earth as the 'plant and survive' option.
Mastering stone armor is a simple matter of a good build and bein' fast to swap from mode to mode.
Stone Armor can't cap S/L resistance when outside of Granite Armor. It can soft-cap S/L and E/N defenses, and have around 35% S/L resistance.
I never swap out of Granite Armor when tanking. I know this is a matter of playstyle, but it is very effective for team-play. With enough set bonuses adding to psionic defense, it is easy to see why turning Granite Armor off is something you will never have to do, except when you travel outside of missions.
Earth's Embrace is very hard to perma when in Granite. I use it mostly as an emergency heal, although I have only used it once.
OP: It is not really a good idea to compare Granite to other Tier 9 armor powers. It is better to look at it as another toggle. The other Tier 9's are temporary boosts to the Tanker while Granite Armor is something that can be left on.
On the survivability side, it is the only set that can cap all but one category of resistances, all the time. On top of that, it is easy to soft-cap defenses for all but your weakness (psionic). Even more of a bonus is the decent regeneration from Rooted. The only set that I have found that can come close to a Granite Tanker's survivability is Electric Armor, and only after assembling a decent IO set build. -
I think you can answer that question. Add up the endurance costs of your attack chain, then divide by the total time it takes to do the attack chain. Mids' can be set up to show Arcanatime. If your endurace cost per second for attacks, added to the cost per second of toggles is greater than your recovery then you will lose endurance at the same rate as the difference.
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The only time a Shield Tanker can be more durable than a resistance-based set is under heavy defense debuffing scenarios. A well-built Shield Tanker can have 95% DDR, and rarely drop below 90% mitigation. A capped S/L resistance tanker could drop below 90% mitigation when defense drops below 0%. That said, I think you will get more mileage out of the Electric Tanker than a Shield Tanker.
I would suggest covering your defenses better. Try to get 32.5% S/L and E/N, or melee+ranged+AoE. With a balanced defense scheme, you could potentially tank anything in the game. A small purple gets you to the soft cap if you don't have a teammate who can buff your defenses.
I made this build with that idea in mind. It uses Dark Melee because that is the only primary set I could figure that offers any power that would have any real impact on an AV fight. I am referring to the heal, Siphon Life. I made a Stone Tanker instead, so this build has not seen a character to put it on.
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I skip escort missions and any others that force me to take a lot of time. Except for the carnie phase shift, none of the enemy groups slow me down. I don't feel like spending the 30 minutes per tip mission that they seem to expect us to take.
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I find it silly to ask for Alpha slot advice. You can swap them out more conveniently than respeccing. As long as you don't go past the 2nd tier, you won't lose anything you can't just farm to get more of.
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Energy is the next most common damage type after S/L but you didn't have room for Crystal Armor in your build. I suggest making two builds: one for Granite tanking and the other without Granite. For tanking psionics in Granite, you can easily get enough defense (Weave + Maneuvers + a couple set bonuses) to soft cap psionic defense with a medium purple. That only requires 20%. It is probably possible to reach 32.5% psionic defense, too.
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If you want to tank AVs, you need more than just resistance. Otherwise, your team's healer will struggle to keep you alive and may not be able to keep the DPS alive. Stack enough defense and you will be able to tank almost anything. It may be a good idea to use a 2nd build since you have a fairly complete farming build there.
You can go for 32.5% melee/ranged/AoE defenses, or 32.5% S/L and E/N. Either one will put you within one small purple inspiration of getting to the soft cap. ITF has a lot of defense debuffs, but some defense is better than none. -
You won't. Future content is going to increase in levels, most likely. If you want to run current content after being level-shifted, you will see a benefit, but it would be unwise to plan your build around being a level 60 fighting level 54's because everyone will want to run level 60 content by then.
From this post, the defense equation is: Bounded[ NetToHit = (InherentAttackAccuracy) * (1 + AccuracyEnhancement) * Bounded[ BaseToHit + ToHitBuffs - ToHitDebuffs - (Defense - DefenseDebuffs) ] ]
Enemy accuracy and to-hit modifiers can be found here. -
This might get a better answer in the technical issues forum.
My best guess is your DNS server isn't working right, or the CoH website was down when you tried. If it still isn't working, try using a different DNS server. You can find a free one at OpenDNS.com with instructions on how to use it. -
Take a look at other Willpower builds on the forums. Maybe those can provide you with some guidance. This build is too far from anything I would make for me to make suggestions on how to improve it.
The easiest way to survive just about anything is to add enough defense that you almost never get hit. For power sets with little or no starting defense, reaching 32.5% then relying on a small purple inspiration is the best way to go.
After you have adequate defense, an attack chain will help you kill things more efficiently. I'm not sure what the top DPS attack chain is for BS. Look for attack chain threads to learn how to figure it out. -
Quote:ELA has almost capped S/L resistance. Does that mean he doesn't need S/L defense, too? Energy is the next most common damage type after S/L. Taking 1% damage is a lot less than taking 10% damage, and usually means the difference between living or dying when tanking Lord Recluse.Normally, I'd also recommend trying to soft-cap S/L/E/NE, but ELA is kind of a different case, IMO. Since ELA has capped resistance to energy damage and very high resistance to end drain (the main reasons you want E/NE defense in the first place) I would go for soft-capped S/L only. I think 32.5% should be fine for E/NE/F/C under the circumstances.
OP: You don't need F/C defense because it is a rare damage type. You would be better off with 3 Eradication's in some of your PBAOE powers so you can reach 32.5% E/N. That would also free up your single-target melee attacks for more Kinetic Combat sets so you can reach 32.5% S/L. I prefer melee/ranged/AoE defense because it covers psionic and toxic damage, which can be a killer in certain situations. I posted a build in another ELA thread that reaches 32.5% positional defenses. Consider looking at it to help you with your character if you decide to switch your defense types. -
Quote:Due to the ease of hitting the soft cap on Shield Defense, you are left with many slots to add extra set bonuses to the character. As I mentioned in the second post, it only takes one set bonus to hit the soft cap, basically. Generally, the most effective set bonuses are +recharge. You can try to get more HP, but you will likely have enough and get plenty from adding +recharge. Resistance sets are not worth it. Recovery bonuses are also not very effective. So, as a Shield Tanker, you end up with more than enough recharge to keep Hasten on all the time.Hasten, in my own opinion, is more of an additional panic button or to be hit before a tough fight than something you should hit every time it's up. That being said it's very, very useful and I highly recommend it if you can spare the power slot. If you cannot fit it in, or just don't want it, it's skippable.
The only people you must run a three slotted Hasten are Stone Armour Tankers and Brutes because of the -Rech it their powers.
Also recommended for Kinetic Melee to get the best out of Power Siphon.
Perma-Hasten should not be a goal for every build. Some builds need other bonuses to perform well. In those builds, your usage of Hasten would be preferred. -
Anything that doesn't have a heal pairs well with Dark Melee. Anything that does have a heal pairs well, too. Willpower and Invulnerability are easy to make them into tough tankers at early levels. Is that what you are looking for, or do you want something tough for 50?
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The critical points for defense are at 20%, 32.5%, and 45%. Obviously, 45% is soft capped. At 32.5%, a small purple inspiration gets you to the soft cap. At 20%, a medium or 2 smalls gets you soft capped. Anything in between those is somewhat wasted. At 40%, you will likely use a small purple to cut incoming damage in HALF for the harder fights. That means all your defense from 32.5% to 40% is wasted because that much is now over the soft cap. That defense could have been global recharge instead, improving your survivability through healing more often.
Reaching 45% in every category seems very difficult, and may not be possible with the budget you are aiming for. You have several options. You can go for 45% S/L and E/N. That covers almost all damage. You could go for 32.5% in all categories and depend on a small purple to soft cap. You could also go for 32.5% positional defenses and be protected against toxic attacks and most psionic attacks. Any of those would be more efficient and give you room to put more global recharge in your build so you can heal more often. -
Around 2000 is a good amount for SD. If you are dying due to running out of HP before the fight is over, you probably need more healing or more defense. Aid self is a popular choice for /SD Scrappers. Post your build if you want advice on it.
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Quote:If you are in a public area, your level shift may not be the one causing the mapserver to crash. When the mapserver crashes, anyone in that zone gets the mapserver disconnect. All you can conclude from this is that your level shift probably works fine and someone else probably crashed those popular public zones.I completed a RSF on my shield tank.. crafted the rare boost after I exited the map.. no issues.. within 30 minutes I joined a team that was running a STF.. completed it.. No issues.. went to AP to go to the market.. then went to stand under the atlas statue to look at what was needed for the last tier boost.. DC'd twice while looking that up. Went to steel canyon.. DC'd twice as well..
If you are going to test something that can crash a zone, do it in a private instance. -
I made this build with the tier 4 cardiac alpha in mind so it could get very close to the S/L resist cap. It achieves 32.5% defense to melee/ranged/AoE, which is one small purple inspiration away from soft capping.
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Quote:I was somewhat serious. IO sets are getting harder to afford for new players. The ones that have run speed in them seem to be especially expensive lately. Also, run speed doesn't do you any good if you have to get over a 3-foot wall that most other players can jump over.I hope you're being sarcastic here, because my stone tank didn't take Teleport until level 49. Instead, I used a variety of runspeed IOs to increase my mobility.
Something that should be mentioned is that if you 3-slot Swift with level 50 IOs, it almost completely negates the run speed penalty of Granite Armor. Set bonuses after that just improve the running speed with Rooted + Granite on. -
Quote:I do realize that S/L set bonuses provide melee defense and vice versa. It is simply less efficient to use a set that provides more melee defense than S/L, if you are going for S/L defense. Considering the defense gained in the categories you are going for, per slot expended, determines how efficient it is to use a certain set. For example, a Gaussian's set is not very efficient in the OP's build. He appeared to be going for S/L defense or melee, which he would be gaining 1.25% or 2.5% defense. There are plenty of 3.75% defense sets for 6 slots if he wanted that instead. It is just a matter of picking the right set. I'm not saying you should never use inefficient sets to gain defense. They should just be the last sets you slot in the build if you are just barely short of your defense goal.First off focusing on which defense type is generally good advice. However s/l and melee are not an either/or proposition. Slotting kin combats for 3.5 s/l happens to give you 1.88 melee as a by product. On a tank that has plenty of pbaoes in which to slot Oblit such as a fire/ss it makes sense to slot for s/l in the ST attacks.
Second you really only need 2 pools to hit softcap on a FA. I've done it twice using only Combat Jumping, and Weave in addition to IOs.
Finally I have to take exception to that last remark. While it may not be possible to be an unsupported main team tank and also do enough damage to solo AVs, there is no reason whatsoever to have to choose between personal damage output and survivability.
Just to give you something to compare to here is one of the builds for my fire/ss/pyre.
I sacrificed nothing in terms of damage and he main tanks just fine. It could be softcapped to 4 dmg types with the addition of a pvp IO and a few tweaks but this does the job just fine for me.
Your build is a perfect example that proves my other point. It completely lacks global recharge bonuses because you went for defense bonuses. I'm sure it does DPS fine, but a build with global recharge would be able to use damage powers more often, thus doing more DPS. -
Thanks. I forgot to mention this. I thought every Stone Tanker automatically knew that Teleport was mandatory.