tgunlien

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  1. I do like Ice for a couple reasons. 1st I enjoy the graphics. Second, with chilling embrace it grabs aggro fast and the radius is bigger than most other taunt auras (10 vs 8). Also there is the 100% debuff resistance to recharge and speed.

    That being said, I think the set has more holes in it's protection than others do.

    1) Less defense debuff resistance than other defensive based sets. Someone correct me if I'm wrong here but my Mid's says you can get about 51.9%. That helps but with high recharge I believe shield defense can cap it and so can SR (coming to tanks now?). By comparison, invulnerability gets 50% but has more resists to fall back on.

    2) Defensive Holes. Psionic, Somewhat to Fire. Fire gets a bit of defense through Energy Absorption and you get 32% resistance but a high defense would be a lot better. You can probably cap it with IOs with some work but psionic would be a lot harder. Shields and SR have positional defense with no such holes. Note: this is only a problem for attacks that are purely fire or purely psionic.

    3) High Accuracy Mobs. As touched on earlier in the thread the devs have made some changes so high defense isn't quite the "I win" button it used to be. Devouring Earth was brought up as one example earlier. This is a problem any defensive set will have to deal with. There are some ways to manage it, like killing the little buff plants first but it's something you need to be aware of.

    Note that Chilling embrace adds some extra mitigation through debuffs but that would be limited to up to 10 targets in it's range and the effect reduced if you are fighting higher level enemies. At the very least, I feel that Ice needs a boost to the defense debuff resistance. Without that defense you're a sitting duck.

    In general I'd recommend picking up either siphon life from dark melee or aid self from power pools for some healing. One problem with using aid self is that some debuffs seem to interrupt it instantly so even if you slot it for interrupt reduction you will fail to get it off.
  2. Quote:
    Originally Posted by Katie V View Post
    Using your build in the first post, running your stated toggles, and assuming an attack chain of Quick Strike -> Fire Blast -> Quick Strike -> Focused Burst, my numbers show you running out of endurance after about 67 seconds of sustained combat. You've got a net endurance recovery of 1.17 eps.

    For comparison, my stone/fire tank, when running Granite, Mud Pots, Maneuvers, and Weave, has a net recovery of 1.70 eps, and I had endurance issues when solo until I got my Cardiac Core Boost. (When teamed, Taunt was part of my attack chain, reducing endurance use to reasonable levels.)
    Fair enough. It's probably that in normal team play I'm moving around, taunting, using inspirs, and other such things so I'm not cycling the attacks quite that fast. On a beefy AV this would more than likely be a bigger problem. Ok so here goes. I stole some slots from taunt and put some end reduc in quick strike, focused burst, maneuvers and mud pots. That should reduce my endurance usage by quite a lot. I also worked in a steadfast protection +3% defense into stone skin.

    Revised more to include Finduilas suggestion to finish capping fire/cold defense with aegis, and used Winter's Gift in Superspeed as suggested by Hindenburg.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Kinetic Melee
    Power Pool: Teleportation
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Rock Armor -- GftotA-Run+(A), LkGmblr-Rchg+(3)
    Level 1: Quick Strike -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(11), Hectmb-Dam%(19), Hectmb-Acc/Rchg(19), Hectmb-Dmg/EndRdx(21), EndRdx-I(23)
    Level 2: Earth's Embrace -- RgnTis-Heal/Rchg(A), RgnTis-Heal/EndRdx/Rchg(7), Numna-Heal/EndRdx/Rchg(5), Numna-Heal(7), Numna-Heal/Rchg(11)
    Level 4: Stone Skin -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), S'fstPrt-ResDam/Def+(40)
    Level 6: Mud Pots -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(13), Armgdn-Dmg/EndRdx(15), Armgdn-Dam%(15), Armgdn-Acc/Rchg(17), EndRdx-I(17)
    Level 8: Rooted -- RgnTis-Heal/Rchg(A), RgnTis-Heal/EndRdx(9), Heal-I(9)
    Level 10: Recall Friend -- RechRdx-I(A)
    Level 12: Maneuvers -- GftotA-Run+(A), LkGmblr-Rchg+(13), GftotA-Def(25), EndRdx-I(40)
    Level 14: Teleport -- EndRdx-I(A)
    Level 16: Taunt -- Zinger-Taunt(A)
    Level 18: Boxing -- Acc-I(A)
    Level 20: Tough -- Aegis-ResDam/EndRdx(A), Aegis-Psi/Status(21), Aegis-ResDam(29)
    Level 22: Weave -- GftotA-Run+(A), LkGmblr-Rchg+(23), SW-Def/EndRdx(27), SW-Def(29), SW-ResDam/Re TP(31)
    Level 24: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(27)
    Level 26: Super Speed -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(39), Winter-ResSlow(43)
    Level 28: Burst -- Oblit-Dmg(A), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Acc/Rchg(37), Oblit-%Dam(39)
    Level 30: Vengeance -- GftotA-Run+(A), LkGmblr-Rchg+(42), RgnTis-Heal/Rchg(42), RgnTis-Heal/EndRdx/Rchg(42)
    Level 32: Granite Armor -- DefBuff-I(A), DefBuff-I(33), DefBuff-I(33), ResDam-I(33), ResDam-I(34), ResDam-I(34)
    Level 35: Focused Burst -- Apoc-Dmg(A), Apoc-Dmg/Rchg(36), Apoc-Acc/Rchg(36), Apoc-Dmg/EndRdx(37), Apoc-Dam%(37), EndRdx-I(40)
    Level 38: Power Siphon -- GSFC-ToHit/Rchg(A), GSFC-Rchg/EndRdx(39)
    Level 41: Char -- G'Wdw-Acc/Hold/Rchg(A), G'Wdw-Acc/Rchg(43)
    Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
    Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Acc/Rchg(48), Ragnrk-Knock%(50)
    Level 49: Minerals -- GftotA-Run+(A), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A), Run-I(36), Run-I(46)
    Level 2: Health -- RgnTis-Regen+(A), RgnTis-Heal/Rchg(3), Mrcl-Rcvry+(25)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(43), EndMod-I(50)
  3. Quote:
    Originally Posted by LSK View Post
    What I am saying if you go with that build and have those enhancements on it u will see what I am talking about, I never said I had a problem with them being ranged what I am saying is that u seem very proud of those and do not want to listen when some one is letting you know that you can get more if you change a few things.
    I just rechecked focused burst and the dpa is less than the other attacks. Body Blow has the best dpa of the first 3 attacks so it might be worth swapping for. I still get the ranged attack I want in fire blast with a pretty fast recharge, which is enough to keep me happy.
  4. Quote:
    Any tank built right can do any thing this game has to offer not just a stone tank, I have done just about everything on my fire/fire tank with out any problems.
    For this build I want to run in granite 24/7. That's my personal preference.

    Quote:
    True that you might be running fewer toggles then most of your other tanks but u keep forgetting about the end cost of some of your attacks.
    I am running granite, weave, rooted, mud pots, maneuvers, and cycling through a few attacks right now and I don't have too much of a problem with endurance. And this is without all the set bonuses this build would end up with. My posted build has end reduc of 33.13%, 33.13%, and 68.9% in the 3 single target attacks. That seems pretty decent to me. How much do you think I need?

    Quote:
    That is fine and dandy, but you also have Taunt that can get them to come after you, I have a few toons with some ranged attacks that I hardly use since I usally just run in to the mob, and if one is trying to run then I hit taunt on them. We are trying to help you out and giving you some advise and some it seems like you do not want it. I personally had some issues with some of my builds and posted them here and took head of the advise that was given to me, just like a lot of other people.
    I do want advice I just don't understand this. You have a problem because they are ranged? That doesn't make any sense to me. Ranged attacks can do the same job as a melee attack but are a bit more flexible.
  5. Quote:
    Originally Posted by LSK View Post
    Problem I see is if your running on your second build and you get in a situation where you need granite you will not get a chance to go and switch builds, also if u do that you can not switch back for a certain time.
    Honestly, if the survivability of granite is not needed I would probably just switch to a different tank alt of mine anyways. This guy is for the really tough stuff.

    Quote:
    Second off you only have a few attacks, and you say that quick strike, focused burst, and fire blast are well slotted? Lot of people like purples in there build and I have found out with some experience that there is a problem with it and that is end, you will have some end issues if you use those powers.
    You seem to be really worried about my end. I guess I could do some tuning there but I havent' run into an issue with it yet. This toon runs far fewer toggles than other tanks I have.

    Quote:
    U will not get the bonuses of those mules you have slotted but the LoTG global recharge if you do not have them active. Not quite sure about the GoTA run.
    Are you saying I don't get run speed bonus on tactics without having it toggled? And what about vengeance? I need to trigger it off a dead party member for the run speed to kick in?

    Quote:
    You also stated that 2 of those attacks are a range attacks witch is great if you are using a distance type toon like a blaster or dom. But you are a melee type toon who wants to get the enemy's on you not having them run from you.
    It's great because if some pesky mobs are at range I can attack them and get them back into melee. And they are fine in melee range as well.
  6. Quote:
    Originally Posted by Finduilas View Post
    tgunlien, are you planning on running out of Granite at all? In your original build and in Hindenberg's revised builds Rock Armor and Tough are woefully underslotted. It's not terribly difficult to soft-cap a Stone Armor tank in and out of Granite, which makes it possible to tank without Granite in a lot of situations.
    This is a granite only, which is why I put a lot of emphasis on speed bonuses. If I wanted an out of granite, I would use my secondary build for that.

    Quote:
    Also, I don't understand why you have taken almost no KM attacks. Maneuvers is at least marginally useful (though currently underslotted for end reduction) but I'd drop Tactics and Vengeance and pick up Concentrated Strike and Body Blow or Smashing Blow instead.
    Between Quick Strike, Focused Burst, and Fire Blast I have three well slotted single target attacks, which is enough for me. Two of them are ranged which is great. Tactics and Vengeance are mules for set bonuses. But I do like having vengeance anyways.
  7. Thank you. Some very helpful tips. Weave can definitely be used while in granite by the way. I'm doing that now.
  8. This is my first attempt at creating a build using sets, so I probably made some missteps. This will probably be horribly expensive since I used some purple sets, but that's fine with me. My main goals were to run in granite with a decent run speed and recharge and be very very tough. Thanks for any feedback.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Kinetic Melee
    Power Pool: Teleportation
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Rock Armor -- GftotA-Run+(A), LkGmblr-Rchg+(3)
    Level 1: Quick Strike -- Hectmb-Dam%(A), Hectmb-Dmg/Rchg(19), Hectmb-Acc/Dmg/Rchg(19), Hectmb-Acc/Rchg(21), Hectmb-Dmg/EndRdx(23)
    Level 2: Earth's Embrace -- RgnTis-Heal/Rchg(A), RgnTis-Heal/EndRdx/Rchg(7), Panac-Heal/Rchg(5), Panac-Heal/EndRedux/Rchg(7), Panac-Heal/+End(11), Numna-Heal/Rchg(11)
    Level 4: Stone Skin -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5)
    Level 6: Mud Pots -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(13), Armgdn-Dmg/EndRdx(15), Armgdn-Dam%(15), Armgdn-Acc/Rchg(17), Taunt-I(17)
    Level 8: Rooted -- RgnTis-Heal/Rchg(A), RgnTis-Heal/EndRdx/Rchg(9), Heal-I(9)
    Level 10: Recall Friend -- RechRdx-I(A)
    Level 12: Maneuvers -- GftotA-Run+(A), LkGmblr-Rchg+(13), GftotA-Def(25)
    Level 14: Teleport -- EndRdx-I(A)
    Level 16: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(25), Zinger-Taunt/Rchg/Rng(40), Zinger-Dam%(40), Zinger-Taunt/Rng(40), Zinger-Acc/Rchg(43)
    Level 18: Boxing -- Acc-I(A)
    Level 20: Tough -- Aegis-ResDam/EndRdx(A), Aegis-Psi/Status(21)
    Level 22: Weave -- GftotA-Run+(A), LkGmblr-Rchg+(23), SW-Def/EndRdx(27), SW-Def(29), SW-Def/EndRdx/Rchg(29), SW-ResDam/Re TP(31)
    Level 24: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(27)
    Level 26: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39)
    Level 28: Burst -- Oblit-Dmg(A), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Acc/Rchg(37), Oblit-%Dam(39)
    Level 30: Vengeance -- GftotA-Run+(A), LkGmblr-Rchg+(42), RgnTis-Heal/Rchg(42), RgnTis-Heal/EndRdx/Rchg(42)
    Level 32: Granite Armor -- DefBuff-I(A), DefBuff-I(33), DefBuff-I(33), ResDam-I(33), ResDam-I(34), ResDam-I(34)
    Level 35: Focused Burst -- Apoc-Dmg(A), Apoc-Dmg/Rchg(36), Apoc-Acc/Rchg(36), Apoc-Dmg/EndRdx(37), Apoc-Dam%(37)
    Level 38: Power Siphon -- GSFC-ToHit/Rchg(A), GSFC-Rchg/EndRdx(39)
    Level 41: Char -- G'Wdw-Acc/Hold/Rchg(A), G'Wdw-Acc/Rchg(43)
    Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
    Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Knock%(50)
    Level 49: Minerals -- GftotA-Run+(A), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A), Run-I(36), Run-I(46)
    Level 2: Health -- RgnTis-Regen+(A), RgnTis-Heal/Rchg(3)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(43), EndMod-I(50)
  9. Currently have a Mastermind playing hero side and need some help on how to get Patron Power Pools for someone who has never played villains much. Do I have to switch to vigilante or go full villain? Then there are some missions I have to do to unlock them?

    Also, if I get the patron power pool, go back hero side, then respec will I still be able to choose them or would I have to switch sides again to choose it?

    Thanks in advance.
  10. According to http://cityofheroes.wikia.com/wiki/Archvillain, an AV at level 54 will have a 87% debuff resistance. Additionally, debuffs are further resisted based on level difference. A +4 enemy will resist at 48% .

    It also says "As of Issue 9, this resistance applies to -RunSpeed, -Recharge, -Endurance, -ToHit, -Defense, -Perception, -Regeneration, and -Recovery." Is this still accurate? Does that mean that -Resist debuffs would not be reduced by either the purple patch or AV resistance?
  11. Looks great. I've been thinking about trying a build like this. Does anyone know what kind of defensive numbers can you get for your bots with traps instead of ff?