abnormal_joe

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  1. Just wanted to post my thanks here to the tanking community while I still can.

    Some of you for inspiring me to try the AT.
    Some for teaching me *how* to tank.
    Some for making me laugh.
    And some for posting such blatant idiocy that I felt compelled to go out and level something just to make a point.

    After all whats the point of being a hero without a good nemesis or three?

    Twas a pleasure chatting and teaming with you fine folks over the years. Feel free to drop me a line to gloat over past glories or just hang out. I can always be reached via the Repeat Offenders forum.
  2. Quote:
    Originally Posted by Dechs Kaison View Post
    I do intend to fill out the guide with specific tactics. The next revision should be done this week to include all of that. Instead of diagrams, I plan to eventually have demonstrative videos of these tactics. It's one of the reasons I've put this on my blog, rather than the forums. I will be able to embed videos into the guide itself.
    Glad to hear your adding the videos. That was something I got a lot of requests on over the years from coalition mates, and in feedback to my tanking guide a couple issues ago.
    Some things you just cannot describe in words all that well.
    Never had the time to do it myself sadly.
  3. I ran a dark/db tank to 50 and really did not care for it. Just seemed a mismatch.
    I do still have a bs/dark scrap that went with presence and it worked quite well.
    A few friends have run dark/stone tanktrollers that are very effective.
    You could run a dark/stone/presence and have the best of both worlds.
    Stacked stuns (OG, Fault, etc)Stacked fears (CoF, Invoke Panic, etc)

    I was planning to run the combo as a brute this time around but I'll post the build since it would be essentially the same for a tank barring a few power order differences.....


    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Crystal.Death: Level 50 Mutation Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Dark Armor
    Power Pool: Presence
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Stone Mallet -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(42)
    Level 1: Dark Embrace -- ResDam-I(A), ResDam-I(5), S'fstPrt-ResKB(43)
    Level 2: Heavy Mallet -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(25), T'Death-Dam%(42)
    Level 4: Murky Cloud -- ResDam-I(A), ResDam-I(5), S'fstPrt-ResKB(46)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(27), GSFC-Build%(40)
    Level 8: Death Shroud -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(43)
    Level 10: Obsidian Shield -- ResDam-I(A), ResDam-I(11), S'fstPrt-ResKB(46)
    Level 12: Fault -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(13), RzDz-Acc/EndRdx(37), RzDz-Stun/Rng(37), RzDz-Acc/Stun/Rchg(40)
    Level 14: Challenge -- Acc-I(A)
    Level 16: Dark Regeneration -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(17), M'Strk-Dmg/Rchg(17), M'Strk-Acc/EndRdx(23), M'Strk-Acc/Dmg/EndRdx(29), M'Strk-Dmg/EndRdx/Rchg(43)
    Level 18: Seismic Smash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(29), T'Death-Dam%(42)
    Level 20: Cloak of Darkness -- Krma-ResKB(A), Ksmt-ToHit+(50)
    Level 22: Intimidate -- HO:Endo(A), HO:Endo(48)
    Level 24: Invoke Panic -- HO:Endo(A), HO:Endo(48)
    Level 26: Super Speed -- EndRdx-I(A)
    Level 28: Cloak of Fear -- HO:Endo(A), HO:Endo(46)
    Level 30: Boxing -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(31), RzDz-Acc/EndRdx(31), RzDz-Stun/Rng(31), RzDz-Acc/Stun/Rchg(34)
    Level 32: Tremor -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Oppressive Gloom -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(36), RzDz-Acc/EndRdx(36), RzDz-Stun/Rng(36), RzDz-Acc/Stun/Rchg(37)
    Level 38: Soul Transfer -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(39), RzDz-Acc/EndRdx(39), RzDz-Stun/Rng(39), RzDz-Acc/Stun/Rchg(40)
    Level 41: Superior Conditioning -- P'Shift-End%(A)
    Level 44: Physical Perfection -- P'Shift-End%(A), EndMod-I(48), EndMod-I(50)
    Level 47: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 49: Weave -- DefBuff-I(A), DefBuff-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(45), P'Shift-End%(45)
    Level 4: Ninja Run
    ------------
    Set Bonuses:
    Touch of Death
    (Stone Mallet)
    • MezResist(Immobilize) 2.75%
    • 22.49 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
    Steadfast Protection
    (Dark Embrace)
    • Knockback (Mag -4), Knockup (Mag -4)
    Touch of Death
    (Heavy Mallet)
    • MezResist(Immobilize) 2.75%
    • 22.49 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
    Steadfast Protection
    (Murky Cloud)
    • Knockback (Mag -4), Knockup (Mag -4)
    Gaussian's Synchronized Fire-Control
    (Build Up)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 28.11 HP (1.875%) HitPoints
    • 2.5% (0.042 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Obliteration
    (Death Shroud)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
    Steadfast Protection
    (Obsidian Shield)
    • Knockback (Mag -4), Knockup (Mag -4)
    Razzle Dazzle
    (Fault)
    • 2% (0.033 End/sec) Recovery
    • 22.49 HP (1.5%) HitPoints
    • 2% Enhancement(Stun)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
    Multi Strike
    (Dark Regeneration)
    • MezResist(Sleep) 1.65%
    • 0.945% Resistance(Fire,Cold)
    • MezResist(Stun) 1.65%
    • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
    • 1.875% Defense(Melee), 0.938% Defense(Lethal), 0.938% Defense(Smashing)
    Touch of Death
    (Seismic Smash)
    • MezResist(Immobilize) 2.75%
    • 22.49 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
    Karma
    (Cloak of Darkness)
    • Knockback (Mag -4), Knockup (Mag -4)
    Razzle Dazzle
    (Boxing)
    • 2% (0.033 End/sec) Recovery
    • 22.49 HP (1.5%) HitPoints
    • 2% Enhancement(Stun)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
    Obliteration
    (Tremor)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
    Razzle Dazzle
    (Oppressive Gloom)
    • 2% (0.033 End/sec) Recovery
    • 22.49 HP (1.5%) HitPoints (Exceeded 5 Bonus Cap)
    • 2% Enhancement(Stun)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
    Razzle Dazzle
    (Soul Transfer)
    • 2% (0.033 End/sec) Recovery
    • 22.49 HP (1.5%) HitPoints (Exceeded 5 Bonus Cap)
    • 2% Enhancement(Stun)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
    Steadfast Protection
    (Tough)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
  4. With the defense that build has you really don't need much in the way of healing.
    And ageless covers the recharge needs nicely. Of course if you want to build for flat out damage output with no consideration for mitigation you will definitely want hasten in there.
  5. Quote:
    Originally Posted by MachineSlave View Post
    Could i get the Data Chunk plz? or atleast copy and paste the set bonuses plzzzz :P ty
    As requested....

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Elder Live Build: Level 50 Natural Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Blazing Aura
    • (A) Eradication - Damage
    • (3) Eradication - Accuracy/Recharge
    • (3) Eradication - Damage/Recharge
    Level 1: Jab
    • (A) Kinetic Combat - Accuracy/Damage
    • (5) Kinetic Combat - Damage/Endurance
    • (11) Kinetic Combat - Damage/Recharge
    • (11) Kinetic Combat - Damage/Endurance/Recharge
    Level 2: Fire Shield
    • (A) Reactive Armor - Resistance
    • (13) Reactive Armor - Resistance/Endurance
    • (15) Reactive Armor - Resistance/Recharge
    • (17) Reactive Armor - Resistance/Endurance/Recharge
    • (37) Steadfast Protection - Knockback Protection
    Level 4: Healing Flames
    • (A) Healing IO
    • (5) Healing IO
    Level 6: Haymaker
    • (A) Kinetic Combat - Accuracy/Damage
    • (7) Kinetic Combat - Damage/Endurance
    • (7) Kinetic Combat - Damage/Recharge
    • (17) Kinetic Combat - Damage/Endurance/Recharge
    • (46) Crushing Impact - Accuracy/Damage
    Level 8: Consume
    • (A) Eradication - Accuracy/Recharge
    • (9) Eradication - Accuracy/Damage/Recharge
    • (9) Eradication - Accuracy/Damage/Endurance/Recharge
    Level 10: Taunt
    • (A) Mocking Beratement - Taunt
    • (36) Mocking Beratement - Taunt/Recharge
    • (37) Mocking Beratement - Taunt/Recharge/Range
    • (37) Mocking Beratement - Accuracy/Recharge
    Level 12: Plasma Shield
    • (A) Reactive Armor - Resistance
    • (13) Reactive Armor - Resistance/Endurance
    • (15) Reactive Armor - Resistance/Recharge
    • (25) Reactive Armor - Resistance/Endurance/Recharge
    Level 14: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 16: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (34) Kinetic Combat - Damage/Endurance
    • (34) Kinetic Combat - Damage/Recharge
    • (34) Kinetic Combat - Damage/Endurance/Recharge
    Level 18: Burn
    • (A) Eradication - Damage
    • (19) Eradication - Accuracy/Recharge
    • (19) Eradication - Damage/Recharge
    • (40) Cleaving Blow - Accuracy/Damage
    • (50) Cleaving Blow - Accuracy/Recharge
    • (50) Cleaving Blow - Damage/Recharge
    Level 20: Knockout Blow
    • (A) Kinetic Combat - Accuracy/Damage
    • (21) Kinetic Combat - Damage/Endurance
    • (21) Kinetic Combat - Damage/Recharge
    • (33) Kinetic Combat - Damage/Endurance/Recharge
    • (43) Basilisk's Gaze - Accuracy/Recharge
    • (46) Basilisk's Gaze - Accuracy/Hold
    Level 22: Kick
    • (A) Kinetic Combat - Accuracy/Damage
    • (23) Kinetic Combat - Damage/Endurance
    • (23) Kinetic Combat - Damage/Recharge
    • (31) Kinetic Combat - Damage/Endurance/Recharge
    Level 24: Tough
    • (A) Reactive Armor - Resistance
    • (25) Reactive Armor - Resistance/Endurance
    • (27) Reactive Armor - Resistance/Recharge
    • (27) Reactive Armor - Resistance/Endurance/Recharge
    Level 26: Fiery Embrace
    • (A) Recharge Reduction IO
    Level 28: Rage
    • (A) Rectified Reticle - To Hit Buff
    • (29) Rectified Reticle - To Hit Buff/Recharge
    • (29) Recharge Reduction IO
    • (31) Recharge Reduction IO
    Level 30: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (31) Karma - Knockback Protection
    Level 32: Rise of the Phoenix
    • (A) Eradication - Damage
    • (33) Eradication - Accuracy/Recharge
    • (33) Eradication - Damage/Recharge
    Level 35: Hurl
    • (A) Thunderstrike - Accuracy/Damage
    • (36) Thunderstrike - Accuracy/Damage/Recharge
    • (36) Thunderstrike - Accuracy/Damage/Endurance
    Level 38: Foot Stomp
    • (A) Eradication - Accuracy/Recharge
    • (39) Eradication - Damage/Recharge
    • (39) Eradication - Accuracy/Damage/Recharge
    • (39) Cleaving Blow - Accuracy/Damage
    • (40) Cleaving Blow - Accuracy/Recharge
    • (40) Cleaving Blow - Damage/Recharge
    Level 41: Ring of Fire
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (42) Enfeebled Operation - Endurance/Immobilize
    • (42) Enfeebled Operation - Accuracy/Endurance
    • (42) Enfeebled Operation - Immobilize/Range
    • (43) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (43) Enfeebled Operation - Accuracy/Immobilize
    Level 44: Char
    • (A) Thunderstrike - Accuracy/Damage
    • (45) Thunderstrike - Damage/Recharge
    • (45) Thunderstrike - Damage/Endurance
    • (45) Basilisk's Gaze - Accuracy/Hold
    • (46) Basilisk's Gaze - Accuracy/Recharge
    Level 47: Fire Ball
    • (A) Air Burst - Accuracy/Damage
    • (48) Air Burst - Damage/Recharge
    • (48) Detonation - Accuracy/Damage
    • (48) Detonation - Damage/Recharge
    Level 49: Assault
    • (A) Endurance Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Gauntlet
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Miracle - +Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (50) Endurance Modification IO
    Level 4: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1380;686;1372;HEX;|
    |78DA6D94596F125114C7EF8569114A2D74A174A3D052E8C694DABE1BB56D52530C5|
    |ADF11EDB58C9D4C094C1B79F323B83EB93F1A63FC0A6ADC3E8046E33770A9FAE85B|
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    |B5A8BA568E8B264916CD90B355F7421732CF7D761D369BE2E3F0F9B26D9EBF73F93|
    |94495C6D201869FE19ECFF058F16E684|
    |-------------------------------------------------------------------|
  6. Here's what I'm running on live. Lots O' defense add in Ageless, reactive DOT, Seers, and Void for the pbaoe nuke goodness.


    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Elder Live Build: Level 50 Natural Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Blazing Aura -- Erad-Dmg(A), Erad-Acc/Rchg(3), Erad-Dmg/Rchg(3)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11)
    Level 2: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(17), S'fstPrt-ResKB(37)
    Level 4: Healing Flames -- Heal-I(A), Heal-I(5)
    Level 6: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg(46)
    Level 8: Consume -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(9)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(37), Mocking-Acc/Rchg(37)
    Level 12: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(25)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 18: Burn -- Erad-Dmg(A), Erad-Acc/Rchg(19), Erad-Dmg/Rchg(19), C'ngBlow-Acc/Dmg(40), C'ngBlow-Acc/Rchg(50), C'ngBlow-Dmg/Rchg(50)
    Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(33), BasGaze-Acc/Rchg(43), BasGaze-Acc/Hold(46)
    Level 22: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(31)
    Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27)
    Level 26: Fiery Embrace -- RechRdx-I(A)
    Level 28: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(29), RechRdx-I(29), RechRdx-I(31)
    Level 30: Weave -- LkGmblr-Rchg+(A), Krma-ResKB(31)
    Level 32: Rise of the Phoenix -- Erad-Dmg(A), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(33)
    Level 35: Hurl -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(36)
    Level 38: Foot Stomp -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), C'ngBlow-Acc/Dmg(39), C'ngBlow-Acc/Rchg(40), C'ngBlow-Dmg/Rchg(40)
    Level 41: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
    Level 44: Char -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(45), Thundr-Dmg/EndRdx(45), BasGaze-Acc/Hold(45), BasGaze-Acc/Rchg(46)
    Level 47: Fire Ball -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/Rchg(48), Det'tn-Acc/Dmg(48), Det'tn-Dmg/Rchg(48)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(50)
    Level 4: Ninja Run
  7. I do not have ageless on a Dark Armor tank (yet), but I do have the tier 3 that includes debuff resistance on a Fire Armor tank. Which also lacks any native DDR or even native defense powers. I can confirm that Ageless grants a 85% defense debuff resistance initially and scales down from there as it decays. The tier 4 will likely have a better decay rate.

    TLR version Ageless rocks for a resist based tank that softcapped.
  8. Don't worry clouded, while his uber-d-dooper team speed runs TFs our tanks can go and solo them.

    MUAHAHAHAHA
  9. Thanks

    He's been through more than a few respecs along the way. And honestly, in retrospect, I probably should have gone with FE over cj+lotg 7.5 but at that point in the build its splitting hairs.
    There is no way I could match the damage output of a monster like nihili's. But I can main tank anything I feel like, and no one in their right mind will call it "low damage".
  10. Spotted one difference from live actually. Pull one end mod out of stamina and throw the slot into BA as a acc/dam.

    And thanks for the thread because it got me thinking (dangerous I know) and I found a few ways to beef it up even more.
    With the tweaks it puts me over the softcap on s/l and very very close on nrg/neg. It also gives me more recharge and recovery.
    Of course it costs me a glad proc but.....
    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Elder i21 plan: Level 50 Natural Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Blazing Aura -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(9), Erad-Dmg/Rchg(25), C'ngBlow-Acc/Dmg(46)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(33)
    Level 2: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(5)
    Level 4: Healing Flames -- Heal-I(A), Heal-I(50)
    Level 6: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(25), C'ngImp-Acc/Dmg(43)
    Level 8: Consume -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Rchg(9), Erad-Dmg/Rchg(34)
    Level 10: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 12: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(15), GA-3defTpProc(19)
    Level 14: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17)
    Level 16: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(37), Mocking-Taunt/Rchg/Rng(37), Mocking-Acc/Rchg(37)
    Level 18: Burn -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(19), Erad-Dmg/Rchg(36), C'ngBlow-Acc/Dmg(46)
    Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23), BasGaze-Acc/Hold(40), BasGaze-Acc/Rchg(40)
    Level 22: Weave -- LkGmblr-Rchg+(A), Krma-ResKB(23)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A)
    Level 26: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(27)
    Level 28: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(29), RechRdx-I(29), RechRdx-I(31)
    Level 30: Vengeance -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(31), LkGmblr-Rchg+(31)
    Level 32: Rise of the Phoenix -- Erad-Dmg(A), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(33)
    Level 35: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36)
    Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), C'ngBlow-Acc/Rchg(40)
    Level 41: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
    Level 44: Char -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Acc/Dmg/Rchg(45), BasGaze-Acc/Hold(45), BasGaze-Rchg/Hold(46)
    Level 47: Fire Ball -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/Rchg(48), Det'tn-Acc/Dmg(48), Det'tn-Dmg/Rchg(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(50)
    Level 4: Ninja Run



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  11. Here's what I'm running on live. Pretty sure it could be tweaked further but anyway......

    For incarnate goodies I am running
    Cardiac Core Paragon
    Ageless Partial Core Invocation
    Reactive Partial Radial Conversion
    Seer Partial Radial Improved Ally
    Void total core Judgement.

    The heal is underslotted but I never use it anyway. Rage used to bug me, now I use that crash to pop Void and Ageless though I did use Sands of Mu to fill in the past. Seers speed up AVs and EBs but I don't normally bother with them otherwise.
    Hope the comparo helps.
    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Blazing Aura -- Erad-Dmg(A), Erad-Acc/Rchg(3), Erad-Dmg/Rchg(3)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11)
    Level 2: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(17), S'fstPrt-ResKB(37)
    Level 4: Healing Flames -- Heal-I(A), Heal-I(5)
    Level 6: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg(46)
    Level 8: Consume -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(9)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(37), Mocking-Acc/Rchg(37)
    Level 12: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(25)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 18: Burn -- Erad-Dmg(A), Erad-Acc/Rchg(19), Erad-Dmg/Rchg(19), C'ngBlow-Acc/Dmg(40), C'ngBlow-Acc/Rchg(50), C'ngBlow-Dmg/Rchg(50)
    Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(33), BasGaze-Acc/Rchg(43), BasGaze-Acc/Hold(46)
    Level 22: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(31)
    Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27)
    Level 26: Fiery Embrace -- RechRdx-I(A)
    Level 28: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(29), RechRdx-I(29), RechRdx-I(31)
    Level 30: Weave -- LkGmblr-Rchg+(A), Krma-ResKB(31)
    Level 32: Rise of the Phoenix -- Erad-Dmg(A), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(33)
    Level 35: Hurl -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(36)
    Level 38: Foot Stomp -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), C'ngBlow-Acc/Dmg(39), C'ngBlow-Acc/Rchg(40), C'ngBlow-Dmg/Rchg(40)
    Level 41: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
    Level 44: Char -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(45), Thundr-Dmg/EndRdx(45), BasGaze-Acc/Hold(45), BasGaze-Acc/Rchg(46)
    Level 47: Fire Ball -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/Rchg(48), Det'tn-Acc/Dmg(48), Det'tn-Dmg/Rchg(48)
    Level 49: Super Jump -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(50)
    Level 4: Ninja Run



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  12. I've got a pretty high end fire/ss/pyre but I wnet near softcap defense on him to be able to main tank all the big bads. So...high end but not a full on rech/dmg which seems to be what your looking for. I'll post it up if you want comparison though.
  13. "Completely survivable teams has been an assumption from the start. If we challenge that, then we're no longer in the realm of 'dream teams'."

    Starting to get the feeling I'm explaining something to a brick wall here......
    We are talking TEAM survivability, not individual. Your choosing to build a team where survivability is based on massively stacking buffs and debuffs keeps folks alive....fine. We get it. We got it 10 posts back. In your extremely narrow definition of a high end team a tank is neither a significant positive nor a significant negative.
    The issue is that there at least a dozen high end team compositions just as effective that use totally different load outs. And in many of these a tank is a valuable contribution.

    In many ways this discussion of "high end teams" mirrors the one earlier on "soloing".
    After 3000 non pled levels in this game, over 500 of them on tanks I find it amusing to see someone claim to be informed while espousing such a narrow view of high level play.
  14. First off your making a lot of assumptions I am not so sure should be assumptions.
    Key among them being....."assuming team survivability is not an issue."
    You can probably brute force a fair amount of the content the way you describe. It seems like you pretty much limit yourself to late game TFs so...Rikti, Cimerorans, Arachnos, maybe Council. All pretty vanilla mobs. Run at the same difficulties versus other foes and that base assumption needs some work. For instance Ruluaruu, Devouring earth, Carnies all have nastier tricks.

    The second thing that is not taken into account (and I believe this is what Archana was trying to point out to you) is you have not calculated a threshold for how much is "enough".
    A perfect team may do 2600 dps versus a non optimal's 2000 (numbers made up for the sake of discussion) but if the threshold for defeating a spawn in your target time is 1600, what do you gain from the additional 1000 dps? I would argue that you would be better off building in tools for more difficult encounters than building in more, and wasted, dps.
    This is the problem RO's classic steamroller teams encountered. You ended up doing a lot of corpse blasting, and at most you used your de/buffs, your travel powers, and one aoe.
    If you ran into the wrong mob type though that steamroller turned into a train wreck because they didn't have a suitable tool for a particular mob.

    Finally I want to point out something in your own math...
    The first debuffer boosts dps 380, the second 250, the third 120ish, the fourth you start to lose output.up until the third debuffer adding a tank still boosts the overall output. After that adding another debuffer would not help you anyway. But taking a tank instead means that buffers could spend time shooting instead of bubbling, debuffers could cast disruption, fulcrum, and freezing rain without fear of retaliation, you could drop the scrappers and brutes in favor of well build blasters who can use all their powers for damage instead of worrying about survivability. All bound to improve your chase after the almighty dps. Again this assumes I accept all assumptions and calculations, which I don't.

    tl/dr version. We pretty much agree your team works, but you need to get out more and learn that there are many ways to achieve the same if not better results. This game's key strength is its variety. Try and take advantage of that.
  15. The funny thing is if your bleeding edge playstyle uses illusion as a cornerstone you are actually relying on THREE tanks. Particularly bad tanks that get distracted, go after the wrong stuff, aggro side spawns, debuff nothing, and disappear at the worst possible moment.
    FWIW I am a big fan of de/buff monster teams. A quick peek at my signature will reveal that I am a forum mod/SG leader for one of the groups that first broke that ground in game.
    After 4-5 de/buffers adding more is of very little use. And if you run outside of a very limited content list you will find your kryptonite. Then you may not "need" a tank but he would damn sure be handy.
    In these days of incarnate powers it could be argued that a tank is a premier de/buffer since he can afford to hang out where those powers are needed most.
  16. steel:I could care less what your reg date is, and I'm willing to take your word for the claimed speed run times......but(come on you had to see that but coming)

    You came into the tanker forums, poo pooed someones accomplishments and called out everyone that plays tanks.
    You then tried to "prove" your point with a poor excuse for logic and worse math.
    If you want anyone to listen get your facts straight, or at the very least lrn2rgu.
    While you do that, I'll go back to completely dominating this game with my tanks, with or without a team.
  17. "Accept certain inalienable truths, damage mitigation won't rise, the devs won't balance the secondaries, you too will get old, and when you do you'll fantasize that when you were young damage mitigation was higher, the devs used to listen, and newbs weren't noobs. You'd probably be right on the damage mitigation part: everyone else has been so far."

    I'm glad I am not the only one eating such tasty crow.
    Scrappers have been so much fun over the years I just rolled three more for giggles.
  18. I'll play devils advocate. I built my stone /fire for +rech, movement boni, and+dmg. Effectively cancelling out all the penalties with the exception of -jump.
    I went spiritual for even more rech and I'm about to slot ageless for that bit of recovery for long fights. Oddly enough that build ended up giving me quite a bit better defense.

    I'm all for building however you want but I will kill this concept of tanking being at odds with damage output if its the last thing I do on these forums.

    you can have your cake and eat it too.
  19. I know its a bit off the original op but I wanted to address....

    "When you see the Unstoppable icon in your buff bar blinking? Get the hell out of there, or pop as many Purple and Orange insps as you can, and get ready to mash on some greens and blues too."

    Why would you bother with unstoppable with those in your insp tray?
    Mark me down in the fix it or replace it camp.
    My invulns have combat shield, wedding band and insp instead of that stinker of a tier 9.
  20. abnormal_joe

    7 Purple Sets?

    Theres no reason a solo tank cannot be high damage. That said you need to let the design goal dictate the set choices. Something like Willpower or Invuln puts you at a severe disadvantage from the outset.
    If you want damage first last and always one of the other ATs might indeed be a better choice.
  21. Not a wasted pick.

    1.Great way to deal with that one pesky enemy group that seems to know your weak spots.

    2.Great way to buy a second to fire off an interruptable power (looks at aid self).

    3.One of the best IO mules for a tank. Takes KB, Taunt, and Stun sets. one of which is bound
    to do something good regardless of your build focus.
  22. abnormal_joe

    Is it just me...

    Quite the opposite.

    Anyone can softcap, anyone can do dps.
    No one can fake tanker hp, and very few can manage the aggro as well.
  23. Inspiring feat.
    I've been running a fire/ss/pyre since i5 to great effect. I must admit it never ocurred to me to try something like this. Though in retrospect there is no reason I couldn't.
    Kudos!
  24. I use a combo of ninja run and sprint for mobility.
    The mocking beratement thing was there because I had some concerns about facing fire damage. Its turning out to not be an issue.
    One could probably take those 2 slots out of taunt/hurl and add them to char to pick up another 7.5 rech.
    2 -kb is probably enough for most things so you could probably steal a slot from there to add another lotg 7.5 to weave.
    I do have a miracle slotted in health as well as a gen recovery IO in stamina.
    I opted for cardiac alpha which allows me to attack nonstop without the blue bar moving.
    Spiritual would add a fair chunk of dps without really giving you end problems.
  25. Quote:
    Originally Posted by Syntax42 View Post
    Your build's defense set bonuses lack focus. Half of them are S/L focused and the other half are Melee. It is best to stick with one since they both cover the same attacks, for the most part.

    If you want to tank well, you have to be prepared to give up some DPS.
    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.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|