protector_knight

Super-Powered
  • Posts

    174
  • Joined

  1. Quote:
    Originally Posted by Motley_Cruel View Post
    How does it compare to Kat/regen or Kat/WP?
    I have a buddy on the game that is a kat/invun. he isn't as durable as my bs/sd. However the dude will not take invincibility. Invincibility is very, very strong for invun.

    In the times of AE boss farms, a kat/invun, that I saw, did better than most tankers I have came across.

    Course that is all S/L dmg.

    kat/wp will probally be stronger, because invun can have a inevitible death feel, inbetween DP's (especially with psi). Where as the up'ed defense from the kat, version of bs parry, will allow wp to regen faster and safer.

    however invun has a to-hit mod in invince. you hit more baddies more accurate. I would stand proud behind a kat/invun IMO. YMMV
  2. So I am thinking of tapping back into my inner tank. I have a lvl 50 invun/axe (my name sake), and a lvl 50 stone/stone/pyre. I had a wp/sm up to 39, but met the chopping block. I have tryed various ice armors.. I have tryed ice/fire (very very lowbie) ice/ice (lvl 26), ice/dm (lvl 28)... All those met the chopping block.

    My wife and I want to try new duo toons, but every time she trys to make something different out side of defenders, and I try to make something out side of tankers, we end up getting spotty tanks, and defenders.

    So she is thinking ice/nrg blaster. so instead of seeing spotty tanks, I thinking of roleing one my self, and not hassle my self with hearing her mouth. I want a tank primary that can stand alone in team play (meaning doesn't need alot of help from secondary). Ice is strong, don't like the feel of WP, love invun, like stone. I got a SD scrapper, so I don't want a SD tank at the moment. My eyes can't stand fire (plus I really don't like all res sets).

    So I was thinking ice armor, and electric melee, because I like my attacks to be decent AE/ST. Fire might trump electric, but I am looking for something unique, and I think lightning rod+nrg absorbtion, would make for a very survivable tanker.

    So tell me what you think, and if you think of something you think might be a more unique combo, go ahead and shout at me.
  3. protector_knight

    FM/SD or FM/SR?

    Quote:
    Originally Posted by MutantX_7 View Post
    So I just started leveling (amongst other things) a Fire/SR Scrapper. I have an Elm/SD scrapper and SD/EM tank so I am fairly versed in /SD however I have never gotten really far with a /SR, but I want too.

    I want to stick with the Fire/SR but if anyone has any experience can they tell me if I'll be disapointed after playing /SD?
    Well I can't tell you if you would be disapointed or not. The way you say it, is damage wise...

    Super reflexes, is by far more durable than shield. It is, however, very late blooming. It takes all but elude, however it is nice to not be touched. Super reflexes has surprised me, even compareing it to some of my tanks...

    How would any one know what is a disapointment to you? I enjoy SR. I had a fm brute up to lvl 28. Fire melee is great damage, with the +recharge in quickness, and the unstopable force of SR, I think you will have a great combo. Maybe throw in tough weave, and conserve power and physical perfection, you'd be rocken it. It is very cheap to soft cap SR. You hit those lofty heights, watch you become nigh invincible. So I guess the dmg potential wouldn't really matter if you can kill with out being touched..
  4. Quote:
    Originally Posted by NeoSporin View Post
    I have a Spines/Willpower scrapper and I customized all his attack powers to be Metal Spikes. But, Throw spines is grayed out and is not available for customizing. So while in battle my scrapper is all Metal Spikes, until I hit Throw Spines, then all my Metal Spikes turn into the default Spines. They revert back to the Metal Spikes when I hit my next attack, or after a moment of non activity.

    [IMG]file:///C:/Users/EVWINT%7E1/LOCALS%7E1/Temp/moz-screenshot.png[/IMG]Is this a bug, or is there some reason why Throw Spines can't be customized?
    My spines/sr has throw spines altered on every single suit. I did however alter her when the issue hit.... I never seen what you hae described. it has been a while but I have never thrown spines and the spines change on my suit. They are always the same look as what ever I altered. move your toon to test server, thats what devs told me when my db/regen wouldn't animate attacks while in hover mode.
  5. I can understand that... I finally saw the tweaks to Stone melee. They turned the mallets into one handed weapons. And the animation is just so odd. I saw a brute in RWZ, watched her for a bit... I was not satisfied... Maybe cuz I have a stone/stone/pyre (not a granite runner, like the AE turned every tank into), and I liked the dual hand swings of a massive poop stick. I don't know maybe I am just ranting on that...

    I felt much the same as you. I was very excited over shields launch, and knew I wanted one bs/sd for my self. However I waited for them to thin out some. I like the set... It is okay. I still like invun better.

    I don't know I tryed a WP tanker up to 38, met the chopping block. I loved my stone/stone/pyre. My BS/SD is phat. However I still like Invun.. I actually got a dm/invun in the works. 5 lvls till invicibility...

    urrmmm.. anyways back to shield... decent set, not my fave. However out of my three scraps, spines/sr, db/regen, bs/sd. My BS/SD wins hands down.
  6. Also Claws and spines have great AE potential. Imagine quills+buildup+AAO+Shield charge+spine burst+throw spines= dead spawn, bosses and all.

    I was thinking of making a electric melee/shield defense scrapper, for farming, but then I realized I kill the Minions and LT's too quick, and by the time I do lightning rod the damage bonus from AAO would be gone, and only, what, two bosses in a spawn is left after Shield charge.

    I would like to think that a claws/sd or a spines/sd would to so over-powered, and offensivly unbalanced, it would be insane.

    I already hear people complaining (fire/kins) that SD is too strong and should be nerfed. with build up+SC and you can whipe 3/4 of a spawn out that are +3's is a little over powered, however to get that damage you have to take the risk of the alpha strike, that can flatten you before you hit build up. So I think the damage potential is very strongly weighed against the sets lack luster res/def.

    The way i see SD, is like a lil less squshie version of fire, except is defense. The lack of a heal is a true weakness. I think the weak points of the build (res/def lack of heal) really justify the damage capability.

    anyways back to the OP, Claws and spines would be vastly over-powered IMO.
  7. I was having problems with my bs/sd, and I read a guide, and started to understand, and made a decent build. However another person created a build for me. I am only half way done, and the build is already a regen/recovery beast. The build has soft capped defense, and has decent amounts of recharge. right now I solo +2x5 (lvl 50 toon). Minions die in one SC, and LT's die with SC+WS. I farm BM faster than any fire/kin I have came across. My wife and I run BM's at +3x8 and I have to wait for her to fire off FS else she doesn't stand a chance. So far I love this build:

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Timeless Seraphima: Level 50 Technology Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5)
    Level 1: Deflection -- GftotA-Def(A), GftotA-Def/EndRdx(7), GftotA-Def/EndRdx/Rchg(9), S'fstPrt-ResDam/Def+(25)
    Level 2: Slice -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(13)
    Level 4: Battle Agility -- GftotA-Def(A), GftotA-Def/EndRdx(15), GftotA-Def/EndRdx/Rchg(17), GftotA-Def/Rchg(17)
    Level 6: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(19), ImpArm-ResDam(21), ImpArm-ResDam/EndRdx(21)
    Level 8: Parry -- LkGmblr-Def(A), LkGmblr-Rchg+(9), C'ngImp-Acc/Dmg(15), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(23)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(27)
    Level 12: Swift -- Flight-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23), Numna-Heal/EndRdx(29), Mrcl-Heal(29), Mrcl-Heal/EndRdx(36), RgnTis-Regen+(46)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Whirling Sword -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(31), Sciroc-Dmg/Rchg(31), Sciroc-Dmg/EndRdx(33)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(33), Efficacy-Acc/Rchg(33), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(42)
    Level 22: Hover -- LkGmblr-Rchg+(A)
    Level 24: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27)
    Level 26: Disembowel -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36)
    Level 28: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(37), GSFC-ToHit(37), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39)
    Level 30: Kick -- Acc-I(A)
    Level 32: Head Splitter -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
    Level 38: Tough -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx(45)
    Level 41: Weave -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(46), GftotA-Def/EndRdx/Rchg(46)
    Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
    Level 47: Physical Perfection -- Mrcl-Heal(A), Mrcl-Rcvry+(48), P'Shift-EndMod(48), P'Shift-End%(50)
    Level 49: Phalanx Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- RechRdx-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    ------------
    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)
    • 6.13% Defense(Smashing)
    • 6.13% Defense(Lethal)
    • 5.81% Defense(Fire)
    • 5.81% Defense(Cold)
    • 8.94% Defense(Energy)
    • 8.94% Defense(Negative)
    • 4.88% Defense(Psionic)
    • 9.25% Defense(Melee)
    • 10.2% Defense(Ranged)
    • 8.63% Defense(AoE)
    • 5.85% Max End
    • 41% Enhancement(Accuracy)
    • 55% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 150.6 HP (11.2%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 6.6%
    • MezResist(Stun) 4.4%
    • 20% (0.33 End/sec) Recovery
    • 74% (4.14 HP/sec) Regeneration
    • 5% Resistance(Fire)
    • 3.13% Resistance(Negative)
    • 10% RunSpeed
    ------------
    Set Bonuses:
    Crushing Impact
    (Hack)
    • MezResist(Immobilize) 2.2%
    • 15.1 HP (1.12%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Gift of the Ancients
    (Deflection)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Resistance(Fire)
    Steadfast Protection
    (Deflection)
    • 3% Defense(All)
    Obliteration
    (Slice)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Gift of the Ancients
    (Battle Agility)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Resistance(Fire)
    • 1.8% Max End
    Numina's Convalescence
    (True Grit)
    • 12% (0.67 HP/sec) Regeneration
    • 25.1 HP (1.87%) HitPoints
    Impervium Armor
    (True Grit)
    • 2.5% (0.04 End/sec) Recovery
    Luck of the Gambler
    (Parry)
    • 10% (0.56 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Crushing Impact
    (Parry)
    • MezResist(Immobilize) 2.2%
    • 15.1 HP (1.12%) HitPoints
    Numina's Convalescence
    (Health)
    • 12% (0.67 HP/sec) Regeneration
    • 25.1 HP (1.87%) HitPoints
    Miracle
    (Health)
    • 2.5% (0.04 End/sec) Recovery
    Eradication
    (Whirling Sword)
    • 1.8% Max End
    • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    Scirocco's Dervish
    (Whirling Sword)
    • 10% (0.56 HP/sec) Regeneration
    Efficacy Adaptor
    (Stamina)
    • 15.1 HP (1.12%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.56 HP/sec) Regeneration
    • 2.5% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Hover)
    • 7.5% Enhancement(RechargeTime)
    Blessing of the Zephyr
    (Fly)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    Crushing Impact
    (Disembowel)
    • MezResist(Immobilize) 2.2%
    • 15.1 HP (1.12%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Gaussian's Synchronized Fire-Control
    (Build Up)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.87%) HitPoints
    • 2.5% (0.04 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)
    Scirocco's Dervish
    (Head Splitter)
    • 10% (0.56 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Obliteration
    (Shield Charge)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Impervium Armor
    (Tough)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    • 2.25% Max End
    Luck of the Gambler
    (Weave)
    • 7.5% Enhancement(RechargeTime)
    Gift of the Ancients
    (Weave)
    • 2% (0.03 End/sec) Recovery
    Miracle
    (Physical Perfection)
    • 2.5% (0.04 End/sec) Recovery
    Performance Shifter
    (Physical Perfection)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Luck of the Gambler
    (Phalanx Fighting)
    • 10% (0.56 HP/sec) Regeneration
    • 15.1 HP (1.12%) HitPoints
    • 7.5% Enhancement(RechargeTime)
  8. Quote:
    Originally Posted by Fury Flechette View Post
    A few points:

    1. I'd ditch parry. You're soft capped to all positions and besides the meager damage and as a spot to mule a LoTG, it does nothing for you. It may be something you keep if you exempt alot. I've heard of that rationale, but if you're playing mostly at 50, it's completely a wasted pick.

    2. I'd swap out a couple of the Scirocco sets for Obliterations. It gives you better recharge and the multiple Sciroccos put you way over AoE defense anyway. If you're concerned about end usage or cost, Multi-Strike for your build would work out just fine.

    3. You can swap in a set of Crushing Impact if you simply move a slot from your 6 slotted Makos and move it to Fly and 2 slot it with Blessing of the Zephyr. The non -kb IOs are pretty cheap.

    The build could stand for a lot more optimization, especially in upping global recharge, but overall, it's fairly decent. I'd try to go for around 50% global recharge if you can manage it, with shield charge having 75%+ recharge. Your farming efficiency will be greatly enhanced if you can manage that.
    Let me give you a lil back story, that will give people some aid in advice. When I play this toon, if it isn't farming with my wife (fire/kin/fire), most of the time it is lower teams asking me. I rarely ever get teams my lvl or higher to play with, on this toon. However I do love playing this toon so much that I just enjoy the team...

    So the recharge isn't really a issue, with speed boost. Also with the said exzempting parry might stay. However the build I presented can handle +3x8, of most anything because of the said soft capping. So I could solo her well.

    If I went to drop parry, that would allow me to get hasten, and then add an extra slot to both conserve power, and active defense. I live by hasten, however because of the tight build, and concept, I can't get it in.

    Let me get this straight, take 1 slot from each mako set, and put it toward flight and have it 3 slotted?

    Also switching the dervish would reduce the cost of the build... I will take your recomendations into consideration. I am by far not the best builder, and even yet, I am not the best at High end specs. But I want to go all out for this build.

    Thank you.
  9. This is a quite expensive build I know. However as said above, I do farm with my wife. I love to team, I also do some solo. I fell in love with this scrapper. I am just trying to make "Timeless Seraphima" more tough, and self sufficent. I took peoples advice and read a guide, and I have created a few builds before and posted... I really liked the build-up set in this, so I tryed to really squeeze six slots. This build is very tight. If any one would have any suggestions... Know flight is purely concept. I do use hover as the def buff, but I wish I really had CJ instead. However I will not stray off the concept of the toon.

    [edit] I do have freedom phalanx reserve, and the atlas madalian, presently. might get portal jocky. Not sure if the build shows the fpr and AM

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Timeless Seraphima: Level 50 Technology Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Acc/Dmg(3), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(7)
    Level 1: Deflection -- GftotA-Def(A), GftotA-Def/EndRdx(7), GftotA-Def/EndRdx/Rchg(9), GftotA-Def/Rchg(9)
    Level 2: Slice -- Sciroc-Acc/Rchg(A), Sciroc-Dam%(11), Sciroc-Acc/Dmg/EndRdx(11), Sciroc-Acc/Dmg(13), Sciroc-Dmg/EndRdx(13), Sciroc-Dmg/Rchg(15)
    Level 4: Battle Agility -- GftotA-Def(A), GftotA-Def/EndRdx(15), GftotA-Def/EndRdx/Rchg(17), GftotA-Def/Rchg(17)
    Level 6: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(19), ImpArm-ResDam(21), ImpArm-ResDam/EndRdx(21), ImpArm-ResDam/Rchg(23)
    Level 8: Parry -- LkGmblr-Def(A), LkGmblr-Rchg+(23), LkGmblr-Def/EndRdx/Rchg(25), Acc(25), Acc(27)
    Level 10: Active Defense -- RechRdx(A), RechRdx(27)
    Level 12: Swift -- Flight(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(29), Numna-Heal/Rchg(29)
    Level 16: Against All Odds -- EndRdx(A)
    Level 18: Whirling Sword -- Sciroc-Dam%(A), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Acc/Dmg(31), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(33), Efficacy-EndMod/Rchg(34)
    Level 22: Hover -- LkGmblr-Rchg+(A)
    Level 24: Fly -- Flight(A)
    Level 26: Disembowel -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg(34), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36)
    Level 28: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(37), GSFC-ToHit(37), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39)
    Level 30: Kick -- Acc(A)
    Level 32: Head Splitter -- Sciroc-Dam%(A), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Acc/Dmg(40), Sciroc-Dmg/EndRdx(40), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Rchg(42)
    Level 35: Shield Charge -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(42), Erad-Dmg(42), Erad-Acc/Rchg(43), Erad-Dmg/Rchg(43), Erad-Acc/Dmg/Rchg(43)
    Level 38: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(45), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx(45)
    Level 41: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(46), GftotA-Def/EndRdx/Rchg(46), GftotA-Def/Rchg(46)
    Level 44: Conserve Power -- RechRdx(A), RechRdx(48)
    Level 47: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(48), Efficacy-EndMod(48), Efficacy-EndMod/Acc(50)
    Level 49: Phalanx Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 8.5% DamageBuff(Smashing)
    • 8.5% DamageBuff(Lethal)
    • 8.5% DamageBuff(Fire)
    • 8.5% DamageBuff(Cold)
    • 8.5% DamageBuff(Energy)
    • 8.5% DamageBuff(Negative)
    • 8.5% DamageBuff(Toxic)
    • 8.5% DamageBuff(Psionic)
    • 4.25% Defense(Smashing)
    • 4.25% Defense(Lethal)
    • 10.5% Defense(Fire)
    • 10.5% Defense(Cold)
    • 11.1% Defense(Energy)
    • 11.1% Defense(Negative)
    • 14.3% Defense(Psionic)
    • 5.5% Defense(Melee)
    • 14.6% Defense(Ranged)
    • 18% Defense(AoE)
    • 7.2% Max End
    • 27% Enhancement(Accuracy)
    • 22.5% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 205.8 HP (15.4%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 6.6%
    • MezResist(Immobilize) 6.6%
    • 16.5% (0.28 End/sec) Recovery
    • 86% (4.81 HP/sec) Regeneration
    • 7.5% Resistance(Fire)
    • 9.38% Resistance(Negative)
    • 5% RunSpeed
    • 2% XPDebtProtection
  10. Would some one do me a solid favor, and post a link ot url of a web page that will give me a list of unlockables, and how to get them?

    I try google, but I must not be looking right. I keep getting the run around. Thanks in advance.
  11. Thank you. That will speed things along, and allow me to do it duo with my wife with ease.
  12. I want to start working on it, but Wiki list all the AV's needed. My question is, can I do the missions and defeat them as Elite Bosses, instead of AV's?

    Also one more question I have heard of people createing AE missions that have the AV's needed for this, does killing a AV in AE count toward the acolade too?
  13. Quote:
    Originally Posted by Werner View Post
    Spines/Dark is a classic, and Spines/Fire can put out a little more damage at the cost of a little less survivability. If you want something more survivable, Electric/Shield is said to be excellent as well. Claws does decent AoE, but doesn't really compare to Spines if you're taking Fire or Dark as your secondary, and won't work with Shields.

    I can't remember if damage auras crit, but I think the answer is "no".
    Damage aura do land criticals
  14. Quote:
    Originally Posted by GreenBone View Post
    I guess I hadn't thought through the lack of defense/resistance all that well before picking the combination. I just trust that the Devs have factored in as much balance as possible by being able to damage faster than other sets. You don't need to defend yourself against an arrested enemy.

    But brings up a good follow-on question. What do I take to maximize survivability? I'm taking the Fighting Pool for the first time on any toon, but what else?

    Thank you.
    Well unless you have the kb resist enhancements, you are most definately locked into cj/sj, and acrobatics

    Manuvers from leadership gives a def bonus, however has a pretty heafty endurance cost. heal self from medicine pool could possibly help, a second heal, but it can be interupted. However if you use a couple interuption time redux in it, most people can use it mid battle.

    There was a tanker on these forums that swore by pressence pool. Is it Heraclea? Not trying to point fingers or call you out, but I think you were the one. A feared baddie won't attack you. I can see where that would help.

    I think that is it really. Other than some exstensive IO set slotting.
  15. Yeah spines single target attacks will make tanks laugh at ya! However embrace the fact that you jump in and a couple of seconds later (lvl 33), the spawn is rid of minions and LT's. I kinda put my spines/sr aside when I started to see how powerful my bs/sd is becoming.

    The AoE is a bit more challengeing. Spines AoE's are AoE's made stupid. Jump in hit spine burst, target end of spawn, then jump backwards as you throw spines, and the whole spawn is hit and hurting.

    Fire is just so weak! I got a buddy that has multi hundreds of millions into his build, and he drops like a rock. Here is my spines/sr chugging along, while his spines/fire is in the dirt.

    I was thinking YEAH! spines/fire would be AoE king, but to see how quick this guy drops, it is truly pathetic. Guy ain't no slouch nither, he has been around since lauch.

    I would say play with a tank, run in do your thing and let the blasters and other scraps take care of bosses.
  16. Quote:
    Originally Posted by Finduilas View Post
    For both of these builds I'd argue that the Res passives can easily be delayed until the 30s or 40s. IMO, taking your travel power on time is more valuable as a QoL improvement than the small benefit in damage mitigation you get from RPD and ResEn.

    I also disagree that TI, UY, and Tough needed to be 5 slotted. TI and UY in particular are standard, low-end cost toggles and do fine with 1 End Red SO. And once you get to sets, the need for a fifth slot is even smaller, since typical 4-slotted Reactive Armor slotting, for instance, gives you more than a SOs worth of end reduction.

    Tough and Weave cost a little more end than TI and UY, but they have the same end cost. So if you need additional end reduction for Tough, wouldn't you need it for Weave also?
    You make some valid points here. however when you get into set bonuses whose to say 4 slots vs 5 slots is better? If it was a standard SO build I wouln't but 4 slot any shield. Yes you would need just as much end red as tough, in weave.

    I do agree with pushing off the auto res powers a bit (except tough hide). I can see getting res ele early so you can fight decent against lowbie outcasts, but once in the mid to late twentys, doing a respec and getting rid of it.

    Hell I never got the power and really never wanted it. I think US and res elements are very skipable. if you have tough and weave then there is almost no need for US.

    Just remember the point of this post is to open this persons eyes as to how a tank should function. the build was more geared for a scrapper secondary, than a tank primary.
  17. Quote:
    Originally Posted by New Dawn View Post
    Yeah I did, I guess my idea of just slapping SOs in it is different to yours. I could of sworn that you were green boxed at the time of my post. I didn't down rep you, I think that someone maybe trying to make it look like I did however.

    I just uprepped you.
    hehe well the rep I kinda liked ya. every one here who does know me, I am a bit shameless!

    however I do know usually red = bad,stop. green = good,go.


    yes I could of SO slotted better. See I have seen my wifes ice/ss tank, and KO-blow and Foot stomp was terrible on end. So I figured being a tank with rage I could focus in on some endurance reduction, being that invun doesn't have EA.
  18. Quote:
    Originally Posted by New Dawn View Post
    As an SO build I wouldn't need to Acc up so much due to Invincibility and Rage and so could be more damaging. I doubt I'd need to have tohits in Invincible. I don't think this section should be about who is doing something wrong and who is doing something right. Suggestions are there to be taken or left. I think it best if David Freedom told everyone of his intentions first.
    Okay fair enough... I was just trying to help the guy out. it was his first toon on a account of 18 month vet. I knew the build wasn't the best.... I figured I would just point out a few mistakes, and did you not read the part about it being slotted for IO sets, but just slapped SO's in it?
  19. So I met a player online so I told him to check out the forum. David Freedom was the name of the toon, and his build was a lil out of whack. I told him I can whip up a half way decent build, however I told him of more advanced players that could help him further.

    This build has just SO's but is slotted for a decent IO set scheme. David, if you see this, enjoy, and others welcome to give em advice. [edit] don't mind enhancement lvl I just threw them in there.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    David Freedom: Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- ResDam(A), ResDam(3), ResDam(3), EndRdx(5), Empty(5), Empty(46)
    Level 1: Jab -- Acc(A)
    Level 2: Dull Pain -- RechRdx(A), RechRdx(7), RechRdx(7), Heal(9), Heal(9), Heal(11)
    Level 4: Haymaker -- Acc(A), Acc(11), Dmg(13), Dmg(13), RechRdx(15), EndRdx(15)
    Level 6: Hurdle -- Jump(A)
    Level 8: Unyielding -- ResDam(A), ResDam(17), ResDam(17), EndRdx(19), Empty(19)
    Level 10: Taunt -- RechRdx(A)
    Level 12: Resist Physical Damage -- ResDam(A), ResDam(21), ResDam(21)
    Level 14: Health -- Heal(A), Heal(23), Heal(23), Empty(45)
    Level 16: Resist Energies -- ResDam(A), ResDam(25), ResDam(25)
    Level 18: Invincibility -- DefBuff(A), DefBuff(27), DefBuff(27), ToHit(29), ToHit(29), ToHit(31)
    Level 20: Stamina -- EndMod(A), EndMod(31), EndMod(31), Empty(43)
    Level 22: Knockout Blow -- Acc(A), Acc(33), Dmg(33), Dmg(33), EndRdx(34), RechRdx(34)
    Level 24: Hasten -- RechRdx(A), RechRdx(34), RechRdx(36)
    Level 26: Super Speed -- Run(A)
    Level 28: Rage -- RechRdx(A), RechRdx(36), RechRdx(36), ToHit(46)
    Level 30: Tough Hide -- DefBuff(A), DefBuff(37), DefBuff(37)
    Level 32: Kick -- Acc(A)
    Level 35: Tough -- ResDam(A), ResDam(37), ResDam(39), EndRdx(39), EndRdx(43)
    Level 38: Foot Stomp -- Acc(A), Acc(39), Dmg(40), Dmg(40), EndRdx(40), RechRdx(42)
    Level 41: Weave -- DefBuff(A), DefBuff(42), DefBuff(42), EndRdx(43), EndRdx(46)
    Level 44: Conserve Power -- RechRdx(A), RechRdx(45), RechRdx(45)
    Level 47: Physical Perfection -- Heal(A), Heal(48), Heal(48), EndMod(48), EndMod(50), EndMod(50)
    Level 49: Combat Jumping -- DefBuff(A), DefBuff(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
  20. protector_knight

    Help me!!!!

    Quote:
    Originally Posted by DaveMebs View Post
    On invuln the only power that you can really skip is Unstoppable. If you skip resist elements you'll be fine most of the time, but if you fight any cold/fire enemies, you are gonna have a big hole in your survivability
    I will second this post. If you ever plan on fighting Crey, you will see your blood spill, then watch your body mop up the mess. My invun/axe tanker (with soft capped def) (which is very easy on a invun, no bragging there), gets hit very hard, because of the ice and fire attacks. Crey have pure ice and fire damage attacks, and those seem to get through the defense, and when it does it is like watching a ice tank get a few unlucky strikes.

    About tough hide, you are a idiot to skip, not only does it add to defense but it adds an extra 25% to defense debuff resistance RPD carry's the other 25%, for a total of 50%, which, if not mistaken, is more debuff res than WP, and SD sets.

    A plus to taking res elements, is the slow resistance component. However I found that power very skippable, because of the real lack of those elements past the lowbie lvls.

    My suggestion, if you have a tight build, is to take res elements early on, then in the thirtes respec out of it. I never missed that power. Res nrg, however I missed terribly, and had to respec back into it.

    YMMV
  21. Okay so I took your advice and read the BS/SD guide, to better understand the power sets. After this I whipped up a lil different build. I think it is more up the BS/SD alley. However the ranged def is only at 36% with out phalanx fighting... I guess it sitll needs some work, however tell me what you think of this build.

    I just noticed the flaw in my bonus caps on regen... I wish mids would show you that. ack... umm back to the drawling board...

    okay finnaly lets see this build back from the drawling board.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Timeless Seraphima: Level 50 Technology Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg(7), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(23), Mako-Acc/EndRdx/Rchg(25)
    Level 1: Deflection -- GftotA-Def(A), GftotA-Def/EndRdx(3), GftotA-Def/Rchg(3), GftotA-EndRdx/Rchg(9), GftotA-Def/EndRdx/Rchg(46)
    Level 2: Slice -- Sciroc-Dam%(A), Sciroc-Acc/Dmg/EndRdx(25), Sciroc-Acc/Dmg(27), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(29)
    Level 4: Battle Agility -- GftotA-Def(A), GftotA-Def/EndRdx(5), GftotA-Def/Rchg(5), GftotA-EndRdx/Rchg(9), GftotA-Def/EndRdx/Rchg(48)
    Level 6: True Grit -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(11), S'fstPrt-ResKB(11), Numna-Regen/Rcvry+(13), Numna-Heal(13), Numna-Heal/EndRdx(15)
    Level 8: Parry -- GftotA-Def(A), GftotA-Def/EndRdx(15), Mako-Acc/Dmg/EndRdx/Rchg(17), Acc(17)
    Level 10: Active Defense -- RechRdx(A), RechRdx(19), RechRdx(19)
    Level 12: Swift -- Run(A)
    Level 14: Health -- Numna-Heal(A), Numna-Heal/EndRdx(21), Numna-Heal/Rchg(21)
    Level 16: Against All Odds -- EndRdx(A)
    Level 18: Whirling Sword -- Sciroc-Dam%(A), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Acc/Dmg(31), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33)
    Level 20: Stamina -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod(33), Efficacy-EndMod/Rchg(34), Efficacy-EndMod/Acc(50)
    Level 22: Hover -- LkGmblr-Rchg+(A)
    Level 24: Fly -- Srng-EndRdx/Fly(A)
    Level 26: Disembowel -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg(34), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36)
    Level 28: Phalanx Fighting -- GftotA-Def(A), GftotA-Def/EndRdx(37), LkGmblr-Def/EndRdx(37)
    Level 30: Build Up -- GSFC-Build%(A), GSFC-ToHit/Rchg(37), GSFC-Rchg/EndRdx(39)
    Level 32: Head Splitter -- Sciroc-Dam%(A), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Acc/Dmg(39), Sciroc-Dmg/EndRdx(40), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Rchg(40)
    Level 35: Shield Charge -- Sciroc-Dam%(A), Sciroc-Acc/Dmg/EndRdx(42), Sciroc-Acc/Dmg(42), Sciroc-Dmg/EndRdx(42), Sciroc-Dmg/Rchg(43), Sciroc-Acc/Rchg(43)
    Level 38: Kick -- Mako-Acc/Dmg/EndRdx/Rchg(A)
    Level 41: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(43), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-EndRdx/Rchg(45)
    Level 44: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(45), GftotA-Def/Rchg(46), GftotA-Def/EndRdx/Rchg(46)
    Level 47: Conserve Power -- RechRdx(A), RechRdx(48), RechRdx(48)
    Level 49: Hasten -- RechRdx(A), RechRdx(50), RechRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 9.25% Defense(Fire)
    • 9.25% Defense(Cold)
    • 6.75% Defense(Energy)
    • 6.75% Defense(Negative)
    • 17.4% Defense(Psionic)
    • 3% Defense(Melee)
    • 10.5% Defense(Ranged)
    • 15.5% Defense(AoE)
    • 7.65% Max End
    • 7.5% Enhancement(RechargeTime)
    • 36% Enhancement(Accuracy)
    • 5% FlySpeed
    • 150.6 HP (11.2%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 11%
    • MezResist(Immobilize) 6.6%
    • 15.5% (0.26 End/sec) Recovery
    • 74% (4.14 HP/sec) Regeneration
    • 7.5% Resistance(Fire)
    • 12.5% Resistance(Negative)
    • 5% RunSpeed
    ------------
    Set Bonuses:
    Mako's Bite
    (Hack)
    • MezResist(Immobilize) 3.3%
    • 20.1 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Gift of the Ancients
    (Deflection)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Resistance(Fire)
    • 1.8% Max End
    • MezResist(Held) 2.2%
    Scirocco's Dervish
    (Slice)
    • 10% (0.56 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    • 3.13% Defense(Psionic)
    Gift of the Ancients
    (Battle Agility)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Resistance(Fire)
    • 1.8% Max End
    • MezResist(Held) 2.2%
    Steadfast Protection
    (True Grit)
    • 1.5% (0.03 End/sec) Recovery
    • 20.1 HP (1.5%) HitPoints
    • 3% Defense(All)
    • Knockback Protection (Mag -4)
    Numina's Convalescence
    (True Grit)
    • 12% (0.67 HP/sec) Regeneration
    • 25.1 HP (1.87%) HitPoints
    Gift of the Ancients
    (Parry)
    • 2% (0.03 End/sec) Recovery
    Numina's Convalescence
    (Health)
    • 12% (0.67 HP/sec) Regeneration
    • 25.1 HP (1.87%) HitPoints
    Scirocco's Dervish
    (Whirling Sword)
    • 10% (0.56 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    • 3.13% Defense(Psionic)
    Efficacy Adaptor
    (Stamina)
    • 15.1 HP (1.12%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.56 HP/sec) Regeneration
    Luck of the Gambler
    (Hover)
    • 7.5% Enhancement(RechargeTime)
    Mako's Bite
    (Disembowel)
    • MezResist(Immobilize) 3.3%
    • 20.1 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Gift of the Ancients
    (Phalanx Fighting)
    • 2% (0.03 End/sec) Recovery
    Gaussian's Synchronized Fire-Control
    (Build Up)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.87%) HitPoints
    Scirocco's Dervish
    (Head Splitter)
    • 10% (0.56 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    • 3.13% Defense(Psionic)
    Scirocco's Dervish
    (Shield Charge)
    • 10% (0.56 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    • 3.13% Defense(Psionic)
    Impervium Armor
    (Tough)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    • 2.25% Max End
    Gift of the Ancients
    (Weave)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Resistance(Fire)
    • 1.8% Max End
  22. I see corner pulling as a tactic that is best used if the baddies need some spaceing. Or on my bs/sd (I tank alot), I will corner pull and get a parry off before spawn comes. Again scraps are different from tanks.

    If the mish is difficult, and demands a slower more controled pace, then by all means corner pull.

    However by lvl 33, and definately by lvl 39 majority of teams rather have a steam roler type play style. IMO

    Further more, a tank, to be useful in high lvls, must beat the trollers in. Most trollers can lock a spawn lickity split in high lvls, or debuff them to hell and back.
  23. corner pulls, understandable. but just taunting and running around?
  24. So I am loving this BS/SD. I know that every one who has ever owned this game probally has one, however still need tweaks to a build I whipped up. I tryed going fairly cheap. I am not sure on what direction I am going to take. this build doesn't have build-up, that needs to change, Also 1WtS, not sure if I should pick it up or not. Hearing about it when the set first came out, people say grant cover is the only skippable... I guess this build would try to maximize regen, rocovery, slight defense, and hitpoint max (more hp more regen). Tell me what you think, and if it tickles your fancy create a better build if you can.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Timeless Seraphima: Level 50 Technology Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Acc/Dmg(3), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(7)
    Level 1: Deflection -- GftotA-Def(A), GftotA-Def/EndRdx(7), GftotA-Def/Rchg(9), GftotA-Def/EndRdx/Rchg(9)
    Level 2: Slash -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Acc/Dmg(11), C'ngImp-Acc/Dmg/Rchg(13)
    Level 4: Battle Agility -- GftotA-Def(A), GftotA-Def/EndRdx(13), GftotA-Def/EndRdx/Rchg(15), GftotA-Def/Rchg(15)
    Level 6: Slice -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-Acc/Dmg/Rchg(17), Oblit-Dmg/Rchg(19), Oblit-Acc/Rchg(19), Oblit-Dmg(21)
    Level 8: True Grit -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(21), S'fstPrt-ResDam/EndRdx(23), Numna-Heal(23), Numna-Heal/Rchg(25), Numna-Heal/EndRdx(25)
    Level 10: Active Defense -- RechRdx(A), RechRdx(27)
    Level 12: Parry -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(27), LkGmblr-Rchg+(29), LkGmblr-Def(29), LkGmblr-Def/Rchg(31), Acc(31)
    Level 14: Swift -- Flight(A)
    Level 16: Against All Odds -- EndRdx(A)
    Level 18: Health -- Numna-Heal(A), Numna-Heal/EndRdx(31), Numna-Heal/Rchg(33)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc(33)
    Level 22: Hover -- DefBuff(A)
    Level 24: Fly -- Frbd-Fly(A), Frbd-EndRdx(48)
    Level 26: Whirling Sword -- Sciroc-Dam%(A), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Acc/Dmg(34), Sciroc-Dmg/EndRdx(34), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36)
    Level 28: Disembowel -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Acc/Dmg(37), C'ngImp-Acc/Dmg/Rchg(37), P'ngS'Fest-Dmg/Rchg(37), P'ngS'Fest-Acc/Dmg(39)
    Level 30: Phalanx Fighting -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def/Rchg(39)
    Level 32: Head Splitter -- Sciroc-Dam%(A), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Dmg(40), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Rchg(42)
    Level 35: Shield Charge -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Dmg(43), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45)
    Level 38: Kick -- Acc(A)
    Level 41: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-ResDam/Rchg(46)
    Level 44: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(46), GftotA-Def/Rchg(46), GftotA-Def/EndRdx/Rchg(48)
    Level 47: Conserve Power -- RechRdx(A), RechRdx(48)
    Level 49: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(50), P'Shift-EndMod(50), P'Shift-EndMod/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 6.75% Defense(Smashing)
    • 6.75% Defense(Lethal)
    • 6.13% Defense(Fire)
    • 6.13% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 11.1% Defense(Psionic)
    • 10.5% Defense(Melee)
    • 3% Defense(Ranged)
    • 9.25% Defense(AoE)
    • 7.65% Max End
    • 22.5% Enhancement(RechargeTime)
    • 57% Enhancement(Accuracy)
    • 10% FlySpeed
    • 170.7 HP (12.7%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 6.6%
    • MezResist(Stun) 4.4%
    • 10% (0.17 End/sec) Recovery
    • 100% (5.59 HP/sec) Regeneration
    • 7.5% Resistance(Fire)
    • 6.25% Resistance(Negative)
    • 2.5% Resistance(Psionic)
    • 10% RunSpeed
  25. Who ever be taking a invun/wp tank and taunting from range then then hiding is just terrible tactic. Everyone knows invun/wp love hugh spawns and you gotta tick from invince, or RTTC, before the tank becomes a monster.

    What ever invun tank you seen that taunts and then runs around is a idiot. I never did like modest tanks...