untoldhero

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  1. The Un-told hero guide to Tanking Mitigation.

    A lot of people ask regularly “what tank power set is the best” There is NO real answer to this except “personal preference”. Due to this topic I figured I’d write a brief summary of what certain power sets do and what makes them good. There are 8 tank styles to choose from and all have strengths and weaknesses that suit different play styles. My goal in this guide (which I most likely will fail at) is to help shed a little tiny iddy bit of light on these 8 different tanks and their strengths and weaknesses.
    Firstly by no means is this entire information mine. I simply have read the forums a lot and have collected information from far more experienced and intelligent people than myself. Also you should know that there is no tank build out there that is better than another. All tanks have the potential to be fantastic now that we have special Invention Origin enhancements. Some are easier to work with than others but ALL can become Superman.
    Secondly I am looking at the tools that the devs have given us in the primary powersets that we use for mitigating damage/aggro. There are secondaries to consider as well but I don’t want to go into that because that will make this guide extremely long, and apart from being lazy I’m most likely going to be boring as well? I promise to try and keep it as funny as possible I SWEAR
    I guess I better start with a few basics first before I start rambling on about things some of you may or may not know?

    Damage:
    Damage, much like tanks comes in different forms; there are physical damage types and elemental damage types. They all get categorized into two sections positional and typed

    Positional isthe make-up for 3 forms (all three are physical forms)
    1. Melee
    2. Ranged
    3. AoE (area of effect)

    Typed is the make-up physical and elemental
    1. Smashing
    2. Lethal
    3. Fire
    4. Cold
    5. Energy
    6. Negative energy
    7. Psionic
    8. Toxic

    Also all characters have an element of survivability and depending on the type of Archetype and powers sets you choose within your Archetype these elements will vary. This guide is about TANK primaries so I’m just going to quickly highlight the different elements that make tanks, well TANKS!

    Resistance (the ability to resist damage- Tanks have a resist cap of 90% which means there is a potential to only receive 10% dmg)

    Defence (the ability to dodge, deflect and evade incoming attacks- This will stop you from getting hit all together. The game soft cap is 45%)

    Regeneration (the ability to heal health per second- some tanks are better at this than others)

    Recovery (the ability to refresh your endurance- This is the engine to all your powers- without it any character/tank will die. Not only that but you won’t be able to use any of your attacks either)

    Whewh!!!!
    Now that we covered that I need to try and work out what is considered to be the most popular or common tank type in the game…. This is tough, seriously…..

    Stone Armor:
    Stone Armor is probably the most popular Tank in the game. It is one of the easier armors in the game to work with. Its final power (referred to as T9) is called Granite Armor. It’s a toggle based power and actually nullifies any other defence/resistance toggle in the set from working. You got it; you only need to run the one toggle for all your def/res goodness! Trust me it’s enough.
    You get fantastic defence,
    Fantastic resistance to all damage types except psionic
    Once you add Rooted to the mix then you get
    Ridiculous amounts of Knockback/hold/sleep/Immobilize/repel protection.
    On top of that you get a great heal Earths Embrace that buffs your Max Hit points increasing your HP regeneration per second
    And a AoE (area of effect) aura called Mud Pots that deals damage over time for any enemy in melee range which also immobilizes them and decreases their speed and recharge rate. So with the Combination of very high resistances and defence, you are also able to target the speed of which an enemy will attack you. A slower attack speed means fewer hits over time. Granted that when they actually do they must first try and actually land the hit by bypassing your defence and then if successful must try and cut through your resistance as well.

    Of Course there are set backs though L there always is I know. We just can’t have these massive Boulders of love able to mitigate all this aggro from villains and not have some sort of setback.

    1st you get a -50% to recharge. This means very slow refresh rate of your powers (your attack chain will recharge 50% slower than normal)

    2nd there is a -30% to damage. That’s right 30% less damage than before.

    3rd You run as fast a snail. I’m not kidding here; a snail would beat you in a race

    4th You can’t Jump… Forget white man can’t jump, there aint no way you’re playing basketball either.

    There are ways to fix these issues and that’s using special IO’s that can increase your recharge and run speed. You still can’t jump but you can at least fix your recharge and run speed. There is also team members that can buff you as well but that’s a completely different guide.

    Invulnerability:
    I remember my first invulnerability Tank… I was so green. I didn’t know what a tank was or its purpose. I just wanted the closest I could get to Superman. You guessed it Super Strength and Invun. I remember reading the descriptions of the powers (taunt: Taunts foe and nearby foes to ATTACK YOU!!!) I thought to myself “I’m only lvl 10 there is no way I’m getting that, I’ll friggin die!!!!!!!!” any who back on topic.
    Mitigation strengths with Invun.
    Invulnerability has hard capped resistances to smashing and lethal damage (the most common type of damage in the game)
    And fair resistances to the rest of damage types except psionic (there is zilchL). But what makes this tank another very popular type of tank is the power

    Invincibility. It will give you a bonus too defence against all attacks except psionic for every foe in melee range (counting up to 10, that’s when it stops) the 1st foes gives the greatest defence buff and then it scales from there, the 10th foes giving the least defence buff. Meaning this type of tank can easily reach the softcap of defence compared to other tanker types.
    Complimenting this fantastic power nicely is

    Dull Pain It buffs your max HP by oh just about double increasing your regeneration/second even higher. More Hp and more regen to take more hits with J
    All three of these elements Resistance, defence and max hp/regen layer on top of each other making it that much harder to kill.
    However if you find your green bar quickly turning red (and your thinking you’re about to sink harder than the titanic) you have a T9 power called

    Unstoppbale this power lasts 2 minutes and generates hard capped resistances to all damage types except psionic and increases endurance recovery by 100%. Gota watch out with this power though… once the 2 minutes is up your health and endurance will drop to border line zero and all other toggles you are running will drop as well, making you extremely killable (remember that snail? You just got stood on) so if you do need to push the “EFFFF ME IM NEARLY DEAD” button be sure you kill whatever it is within 2 minutes.

    Willpower:
    Willpower is the third most popular tank I’ve seen in my Paragon travels, I’ve played 2 willpowers but could never seem to get past lvl 50 for some reason? O well I’m sure you will do a better job than me?
    Poor willpower, I feel sorry for this tank set. It has a poor taunt aura doesn’t really get much resistance love apart from some “GOOD” smashing/lethal and psionic resistance and the potential to softcap to S/L/F/C/E/NE damage types. Unfortunately though, willpower still cops a beating because there isn’t really great defence debuff resistance for this set yet most people rely on it for survivability. Maybe that’s why the taunt aura is weaker? To try and negate the aggro more freely so the set doesn’t get overwhelmed?
    Oh did I forget to mention this set also gets a massive +to hit points and a gigantic buff to regeneration? Also a –to hit that is cast on your opponents so they have a less chance to actually land a hit on you?

    High pain tolerance gives a great buff to max HP and you actually have the potential to get very close the Tankers HP cap 3500 hp this works very well with your regen/sec

    Rise to the Challenge Here is where it’s at for a Willpower tank. This is the toggle that will boost your regen from a mere 30ish hp/sec to well over 100hp/sec. Rise to the challenge works exactly the same as Invincibility does. Your regeneration is increased for every foe within melee range, for up to 10 foes. The 1st foe giving the biggest regen buff and the 1­0th giving the least.
    So let us do some mathematics here. We will assume that our Willpower tank has been built correctly and has 3000 hp and a regeneration rate of 130hp/sec. We are fighting the aggro cap limit of 17 foes. They are producing the most common dmg type Smashing/Lethal. Consider we have 65% resistance to S/L and there maximum output is 200ea with an attack rate of (avg) 3 seconds. 200*.35=70hp/hit, 70*17=1190 dmg/cycle that means over 3 seconds you regenerate 390hp and the 17 foes will hit for a wopping 1190, your max hp is 3000. This gives you a little less than 10 seconds of life span.
    Now we will incorporate soft-cap defence. 45% to s/l will lower your chance of being hit by 95%. That’s right you have a 5% chance of being hit. The same scenario means 17*.05=.85 (average 1 person every three seconds will hit you for 70 hp while you regenerate 390 hp in the same time frame.
    Let’s stop for a second and stare in awe.

    Ok that’s enough awe for now. So there we have it a Willpower tank that can mitigate just as well as any other tank.

    Ice Armor:
    Unlike the last 3 type of tanks which are inheriting hybrids of Resistance/defense/regeneration we have looked at, this type is a defense type tank. It has very little resistance to negate damage but has very high defense. In fact this is very easy to achieve soft-cap with (you kinda need to get soft cap)

    Its inherit powers focus on Typeddefense.
    1. Smashing
    2. Lethal
    3. Fire
    4. Cold
    5. Energy
    6. Negative Energy
    7. Psi

    Looking at our example we used in the Willpower section we will assume the following
    17 foes in range (aggro cap)
    200 dpa/ foe every 2 seconds
    45% defesne (5% chance of being hit)
    Meaning 1 in every cycle of attacks will land for the full 200 hp. Not a lot, but let’s consider the chance we are a lead tank in a taskforce or an important story arc. One where we must face an Arch-Villain in the end. Most likely 5% of the time they may hit you, let’s say its Maurder. He hits a Hard-capped resisted tank (90% res) for 400 hp with Knockout blow.
    Some more fun math (I hate this crap)
    600 is 10% of the total output here, max damage can be 4000+
    Now the base value for tanks is 1800hp. I think we can see here that 4000 is a greater value than your 1800. In fact even if we select the power pool tough we will only get 23.6% resist to S/L
    4000*.764=3056 dpa. Still much higher than the base value.
    Luckily for Ice tanks though they have some special little tricks up their sleeves to boost that survivability. They have a power called

    Hoarfrost: this power slotted correctly can buff your HP to the cap (or at least very close) A quick build I came up with got me 3300hp. It can become permanent meaning that your hp will stay at that value.
    Now I know what you’re thinking… But that’s only 240 hp left over!? Which is why there are these powers?

    Chilling Embrace: this has a -32% speed/recharge debuff cast on all foes within melee range (a PbAoE) and also has a -14% DMG debuff
    So that 6000 becomes 4000*.14= 560, 560-4000= 3440, 3440*.764= 2628 dpa. Ohhhh that’s a bit better now .
    On top of that you have many other means of dealing with damage to help synergize your build such as endurance drain and a special power called

    Hibernate: This is a special power that self holds you and increases your health regeneration and endurance recovery and astonishing rates. Meaning if you are scared for your life you can taunt your foes so they stay focused on you and then POP Hibernate. You won’t actually be able to attack anyone but they won’t be able to attack you either. Then once you are done healing, you bust out of your ICE BERG I love and join the fight once more!

    Shield Defense:
    Shield is vastly becoming a common power set amongst tanks. They are very easy to play and don’t cost a lot to soft-cap. Unlike Ice Armor this defense AT (Archetype) uses positional

    Melee
    Ranged
    AoE

    these 3 are the makeup of all the attacks you will encounter in the game. You get slightly more resistances than Ice Armor and you also get a crafty power that will buff your HP called True Grit but what really brings this game into its own are the following powers

    Against all Odds works just like invincibility and rise to the challenge, but buffs your damage output instead of your survivability. It will give you a 65% increase to dmg if you're surrounded by 10 enemies at any one time. this also stacks on top of whatever buff your secondary gives you!

    Phalanx Fighting is the toggle that will buff your defense. If unslotted it will add 3% defense to every ally close to you, for up to a total of 3 allies. Thats a total of 9%. The more you slot it the larger the buff but 5% is really the most you will get out of this power. This really is enough. That’s 15% if you have three team members close to you in battle.

    Shield Charge is an offensive power in this great set. It is a targeted AoE, which means you can put your little target cursor in the middle of a mob and swooosh to bash 'em with your shield. You will knock them all down giving you a chance to catch your breath and make your next move.
    If after all this you still find yourself being saved by your team mates you have a secret weapon, your T9

    One with the Shield same as unstoppable/Strength of will it will but your S/L res by 30% and all other types by 15%. Increases regeneration by 30%. Not as epic as unstoppble but you don’t carry the tremendous crash risk as an Invun does. You will only drop to 40% endurance afterwards meaning all your toggles will remain up and running.

    The last 3 power sets im about to mention are Resistance based SETS unlike defense based characters which struggle to increase resistance, resistance based characters have the potential to become hybrid builds much like Invun/Stone/Willpower. Although they don’t actually inherit defensive powers, they can utilize power pools that will give them a fighting chance . I would call these, the distance cousins of the Hybrids. You got the gift NEO you just need to find your way... as the oracle would put it.

    Fire Aura:
    We have looked at the hybrids and the defense orientated power set, now it’s time for the opposite end of the rector scale. Solely resistant based. Fire Aura was one of the first power sets designed in city of heroes. For some time there it also was the most powerful tanker set as well. It unfortunately got nerfed and was then considered a weaker power set. But as i stated earlier in this guide "all power sets can be superman". Fire aura is no different.

    A basic fire aura tanker will have numbers similar to the following listed

    Smashing 71%

    Lethal 71%

    Fire 90% (hardcap)

    Cold a whopping 15%

    Energy 47%

    Negative energy 47%

    Psi 0%

    Toxic 20%

    Smashing/lethal/energy being the most common of dmg types we will work out our math’s accordingly.
    17 foes hitting at 200 dpa with 71% resistance
    44*.71= 12.76
    13*17= 221 hit points every 3 seconds
    1800 base hit points
    1800/221 = 8.1 total cycles
    This means within 24 seconds you will be dead. I haven’t taken hp regeneration into account in this scenario, just the resistance factor. Some of the tools we have to combat this are.

    Healing Flames with basic slotting will recharge every 20 seconds and replenish roughly 50% of your health. 1800/2= 900 hp. You've increase your lifespan by 12 seconds- still not enough is it. Well like i said Fire Aura has been considered one of the weaker sets in the past. It is quite tough but it really shines once you softcap some defense
    If you manage to find a guide or get the help you need to softcap your FA tank be very happy. Fire tanks though considered underdogs, once built right produce the most DPS a tank can, along with superman status.

    Fiery Embrace much like against all odds will stack with any secondary dmg buff you have. This is popular because the increased dmg buff is what really makes your damage/second stand above other tanker sets.


    Electric Armor:
    Electric Armor is my favorite type of tank. Their resistance level rival that of a Stone tank and will not only hard cap Energy but has the potential to hard cap Smashing and Lethal dmg too. It works very much the same way as a Fire tank does.
    All resist and no defense. In fact I will go as far to say. That due to the only real set back being NO DEFENSE that if this power set did get defense powers then Electric Armor would be extremely over powered. And here is why, electric gets a few more little tricks to play with that help with mitigation.

    Lightning Field is a damaging aura and is what keeps enemies focused on you; it how ever has a very special element. It sucks your enemies’ dry of their endurance.
    unslotted for endurance drain you will suck 3%/2seconds. Sucking your enemies’ dry of endurance is of great advantage to you. This prevents them from attacking you. Much like you, if they run out of endurance they can't attack.

    Power Sink is another special trait of the Electric. It sucks the endurance of up to 10 foes within melee range and replenishes your own. The more foes you hit the more endurance you get back. But you must be careful, if there are no foes around you at the time, it will be a wasted effort. Combine this with lightning field and you are mitigating damage using solely just the tools given within the set. There is no way the group of enemies is going ever to be able to hit you if they don’t have endurance to attack with. Combining this power with Lightning field and even without defense you’re a mitigating machine.

    Energize is a click power that has 3 special aspects to it.
    1. Heals up to 50% health
    2. Increases regeneration for 30 seconds
    3. Decreases endurance usage by 59%
    Recharge is nowhere near the same as healing flames in the FA set and is unfortunately about the same heal buff. But like I said, you get a few extra perks that come with it.

    Dark Armor:
    Yet another diamond in the rough when it comes to power sets. Previously mention ALL resistance based power sets have an easier time getting to the soft­cap of defense then defensive sets getting to hard capped resistance. Dark Armor is no different. Of course though, instead of blabbing on about how to get soft-capped and all that nonsense where there are far better qualified players than me for that) I’d rather share other form of mitigation this power set has so you don’t need to spend a poop-load becoming superman/neo/ any other ridiculously powerful hero you may know.

    Dark Regeneration is the best self-heal in this game. It works like power sink, but is a HP healer instead of an endurance drainer. If you manage to draw the life of 10 foes you will heal almost 500% you max hp. That’s thousands of health. On top of that huge heal it can also recharge at the same levels as Healing Flames. My DA tank recharges Dark Regen in 13 seconds! The only real set back to this power is you need to have a good amount of accuracy slotted so it will hit all the affected foes. Mine is about 158%. Luckily for you though that there are 2 more powers you can utilize if you find yourself in too deep (jaws deep)

    Oppressive Gloom this toggled power won’t use much endurance to run but at a cost. It will drain your hit points. In return for your own life force it will disorientate the enemies around you. Yes they won’t attack you because there dizzy. Just remember that it’s sucking your own life away though.

    Cloak of Fear will suck your endurance dry. This toggle is very endurance heavy and at minimal gain. This power cast fear on your enemies within the same range as Oppressive Gloom. Unlike Oppressive gloom however, this power only works effectively when you don’t attack the enemies. If you attack them then they will stop being frightened and attack you back, they will incur a –to hit debuff though. Some may find the debuff worthwhile and others argue that Oppressive gloom is a better mitigation tool, in the end its entirely up to you as the player.

    Well that concludes this little guide. It wasn’t supposed to be as big as this but I got carried away. Could you imagine what would have happened if I was putting secondary’s into consideration? Sheesh. Um I hope I covered everything and please feel free to let me know what I may have missed or got wrong.

    (disclaimer: All math’s are examples, figures were taken from my builds created in Mids and damage and recharge times were averaged guess’s for the shear purpose of this guide)
    Be sure to check back for updates
  2. Quote:
    Originally Posted by Johnny_Butane View Post
    You didn't read my very first sentence, did you?


    .
    ****, now i feel like a idiot. My apologies.
  3. Quote:
    Originally Posted by SpyralPegacyon View Post
    Didn't think I'd get to re-use this twice in one day, but:

    *applause*
  4. are you seriose man? Did you ever read the actual in game description?

    The Tanker can take it and dish it out all at once. The Tanker primarily can absorb vast amounts of damage, and hold his own in a fist fight. But the Tanker lacks any long range punch. The Tanker would prefer just to charge straight ahead anyway.
  5. Quote:
    Originally Posted by Johnny_Butane View Post
    If you haven't read it yet, and no one has brought it up yet, remember the Rule of 5.
    Only 5 of the same kind and amount of set bonus will take.

    Example, lets say you have six attack powers. And you slot each of them with an IO set that gives you a 2.5% Recovery bonus. The sixth will be ignored and you'd only have 12.5% bonus total.

    Or say you have three attacks slotted with that same IO set, and three armor toggles with another IO set that also gives you 2.5% Recovery bonuses for it. Again, that sixth 2.5% will not take effect.

    But, if you slotted one of those attacks or toggles with an IO set that gives you 3% Recovery bonus, that WOULD take.


    .
    you didnt read every response did you?

    Quote:
    Originally Posted by untoldhero View Post
    You can only slot one piece of the same kind in the same power. Also take note that you can only have 5 of the same size bonus. So if smashing haymaler gives 1.25%def then you can only get that specicfic bonus 5 times. Kinetic combat gives 3.75 to def and you can only get that same bonus 5 times. .
  6. Quote:
    Originally Posted by Zeus77 View Post
    Oh and can I use 4 pieces of Reactive Armor in one power, for example Resist Physical Damage and then get 4 more pieces and use it in Unyielding?
    yep
  7. You got it Z. A set is exactly what it is. lets go with smashing heymaker, its a 5 piece set (could be 4 I cant remember) 1 piece wont give any bonus, 2 piecies will give you your mez resistance, 3pieces will give you a hp bonus, 4 pieces of the set gives you your defense bonus and so on. You can only slot one piece of the same kind in the same power. Also take note that you can only have 5 of the same size bonus. So if smashing haymaler gives 1.25%def then you can only get that specicfic bonus 5 times. Kinetic combat gives 3.75 to def and you can only get that same bonus 5 times.
  8. Quote:
    Originally Posted by Finduilas View Post
    By what metric is BA "underperforming"? I'll bet that if you run HeroStats over the course of a play session, BA (properly slotted BA, that is) will be responsible for a significant portion of the damage you do. Plus, as UberRod pointed out, it's your Taunt aura, and if you use it you shouldn't need to put all those Taunt slots in your attacks.
    I assume the taunt sets are for f/c defense. A waste none the less though, since my ela which isnt softcapped to fire and only has 60% resist does fine. IMO you need to slot your attcks better. Speed is your issue and dps is your answer.
  9. Quote:
    Originally Posted by JarrettG View Post
    I have been trying to run Cyborg farms but i have been struggling with +3s, I don't know if it's my build or what. (Edit: The only things I don't have are the Hamis)

    Hero Plan by Mids' Hero Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Fire Farmer: Level 50 Science Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Fire Shield
    • (A) Aegis - Resistance
    • (3) Aegis - Resistance/Endurance
    • (11) Aegis - Resistance/Recharge
    • (23) Aegis - Resistance/Endurance/Recharge
    • (46) Aegis - Endurance/Recharge
    Level 1: Jab
    • (A) Mocking Beratement - Taunt
    • (5) Mocking Beratement - Taunt/Recharge
    • (11) Mocking Beratement - Taunt/Recharge/Range
    • (15) Mocking Beratement - Accuracy/Recharge
    • (43) Mocking Beratement - Taunt/Range
    • (46) Mocking Beratement - Recharge
    Level 2: Healing Flames
    • (A) Doctored Wounds - Heal/Endurance
    • (3) Doctored Wounds - Endurance/Recharge
    • (31) Doctored Wounds - Heal/Recharge
    • (34) Doctored Wounds - Heal/Endurance/Recharge
    • (36) Doctored Wounds - Recharge
    • (45) Doctored Wounds - Heal
    Level 4: Punch
    • (A) Mocking Beratement - Recharge
    • (5) Mocking Beratement - Taunt
    • (17) Mocking Beratement - Taunt/Recharge
    • (34) Mocking Beratement - Taunt/Recharge/Range
    • (36) Mocking Beratement - Taunt/Range
    • (43) Mocking Beratement - Accuracy/Recharge
    Level 6: Haymaker
    • (A) Crushing Impact - Accuracy/Damage
    • (7) Crushing Impact - Accuracy/Damage/Recharge
    • (7) Crushing Impact - Damage/Endurance/Recharge
    • (43) Crushing Impact - Damage/Endurance
    • (45) Crushing Impact - Accuracy/Damage/Endurance
    Level 8: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (9) Luck of the Gambler - Defense
    • (9) Luck of the Gambler - Defense/Endurance
    Level 10: Boxing
    • (A) Empty
    Level 12: Plasma Shield
    • (A) Aegis - Resistance/Endurance/Recharge
    • (13) Aegis - Resistance/Endurance
    • (13) Aegis - Resistance/Recharge
    • (31) Aegis - Endurance/Recharge
    • (50) Aegis - Resistance
    Level 14: Tough
    • (A) Aegis - Resistance
    • (15) Aegis - Resistance/Endurance
    • (17) Aegis - Resistance/Endurance/Recharge
    • (36) Aegis - Resistance/Recharge
    • (37) Aegis - Endurance/Recharge
    Level 16: Consume
    • (A) Recharge Reduction IO
    Level 18: Burn
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (19) Scirocco's Dervish - Damage/Endurance
    • (19) Scirocco's Dervish - Damage/Recharge
    • (40) Scirocco's Dervish - Accuracy/Recharge
    • (40) Scirocco's Dervish - Accuracy/Damage/Endurance
    Level 20: Knockout Blow
    • (A) Hecatomb - Damage
    • (21) Hecatomb - Damage/Recharge
    • (21) Hecatomb - Accuracy/Damage/Recharge
    • (37) Hecatomb - Accuracy/Recharge
    • (37) Hecatomb - Damage/Endurance
    Level 22: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (23) HamiO:Enzyme Exposure
    • (25) HamiO:Enzyme Exposure
    Level 24: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (25) HamiO:Enzyme Exposure
    • (27) HamiO:Enzyme Exposure
    Level 26: Fiery Embrace
    • (A) Recharge Reduction IO
    • (27) Recharge Reduction IO
    Level 28: Rage
    • (A) Recharge Reduction IO
    • (29) Recharge Reduction IO
    • (29) Recharge Reduction IO
    Level 30: Hasten
    • (A) Recharge Reduction IO
    • (31) Recharge Reduction IO
    Level 32: Rise of the Phoenix
    • (A) Absolute Amazement - Stun
    • (33) Absolute Amazement - Stun/Recharge
    • (33) Absolute Amazement - Accuracy/Stun/Recharge
    • (33) Absolute Amazement - Accuracy/Recharge
    • (34) Absolute Amazement - Endurance/Stun
    Level 35: Temperature Protection
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (50) Gladiator's Armor - TP Protection +3% Def (All)
    Level 38: Foot Stomp
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (39) Scirocco's Dervish - Damage/Endurance
    • (39) Scirocco's Dervish - Damage/Recharge
    • (39) Scirocco's Dervish - Accuracy/Recharge
    • (40) Scirocco's Dervish - Accuracy/Damage/Endurance
    Level 41: Char
    • (A) Empty
    Level 44: Fire Blast
    • (A) Maelstrom's Fury - Accuracy/Damage
    • (45) Maelstrom's Fury - Damage/Recharge
    • (46) Maelstrom's Fury - Damage/Endurance/Recharge
    Level 47: Fire Ball
    • (A) Ragnarok - Damage
    • (48) Ragnarok - Damage/Recharge
    • (48) Ragnarok - Accuracy/Damage/Recharge
    • (48) Ragnarok - Damage/Endurance
    • (50) Ragnarok - Accuracy/Recharge
    Level 49: Blazing Aura
    • (A) Empty
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    ------------
    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) Numina's Convalescence - +Regeneration/+Recovery
    • (42) Miracle - +Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (42) Endurance Modification IO
    • (42) Endurance Modification IO
    Level 4: Ninja Run
    Ummmm, my ela/ss tank (which is my game build) runs fire farms +3+8 no worries. Speed is no real issue. About 10min a run. You need to slot blazing aura, its great dmg over time. You stay focused om the bigger foes, like bosses and luit and blazing aura paired with stomp will pick off the rest. What incarnate powers do you have? Reccomend ION for judgment its another good AoE. Just a few of thoughs changes will gain you some speed.
  10. Quote:
    Originally Posted by Delerious View Post
    I'm sure /SR tanks will be effective though I doubt they will be overtaking /inv, /wp or even /ela when you take into account io's and incarnates.

    Just doesn't seem that impressive to me when and /Inv pimped out can pretty much do every thing and more.

    So what's so awesome other than the concept and being very strong just off so's?
    that is what im looking forward to, an So'd soft-capped tank that i can build for more dmg and still be reasonably cheap
  11. cheers, i thought that was the case. Im just writing a new guide and wanted to get the correct facts. I wasnt sure if she would get capped at say 3000 dpa but the game would act as if she could really hit for 6000? so when your hard capped the game has scaled her min/max input accordinglly? Thankyou for the answer the clarification is much appreciated.
  12. I just need clarification on this. My ELA tank is hardcapped to S/L res and Bobcat who still hits me for 600. This isnt my quiery. My question is. If you dont have any resist to S/L am i safe to assume her King Hit is 6000? Or is there a dmg cap bestowed on AV's?
  13. i played around with the build. I didnt really make any improvments apart from more recharge and about 130 hp more. your just under 2800 hp in this build. I also got rid of that Purple and replaced it for a Erad. I lost you 3% def to F/C aswell. Im not sure if you will like it or not? You had an alright build there as is i just tried to get you some more HP and recharge

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: War Mace
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Hero Profile:
    Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam(9), RctvArm-EndRdx/Rchg(11), Numna-Heal(11), Numna-Heal/EndRdx(13)
    Level 1: Bash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 2: Pulverize -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9)
    Level 4: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam(31), RctvArm-EndRdx/Rchg(31)
    Level 6: Fast Healing -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(13), Mrcl-Heal(15), Mrcl-Heal/Rchg(15), Mrcl-Heal/EndRdx/Rchg(37)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(33)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def/Rchg(17), LkGmblr-EndRdx/Rchg(21)
    Level 12: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(23), Numna-EndRdx/Rchg(23), RgnTis-Regen+(25)
    Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 16: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(29), GSFC-Build%(29)
    Level 18: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(19), RctvArm-EndRdx/Rchg(19), RctvArm-ResDam(21)
    Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def(34), LkGmblr-Def/EndRdx/Rchg(43)
    Level 22: Quick Recovery -- EndMod-I(A), EndMod-I(50)
    Level 24: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(33), LkGmblr-Def(40), LkGmblr-Def/EndRdx/Rchg(43)
    Level 26: Super Speed -- Empty(A)
    Level 28: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/EndRdx/Rchg(37), KntkC'bat-Dmg/Rchg(48)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), Ksmt-ToHit+(50)
    Level 32: Strength of Will -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(46)
    Level 35: Maneuvers -- EndRdx-I(A), DefBuff-I(36)
    Level 38: Crowd Control -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Rchg(39), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Dmg/EndRdx(40)
    Level 41: Whirling Mace -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(42), Erad-Dmg(42), Erad-Acc/Rchg(42)
    Level 44: Shatter -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Rchg(45), Sciroc-Dmg/EndRdx(45), Sciroc-Acc/Dmg(45)
    Level 47: Jawbreaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 49: Taunt -- Zinger-Taunt/Rchg/Rng(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Heal(33), Numna-Regen/Rcvry+(37)
    Level 2: Stamina -- EndMod-I(A)

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  14. well i dont have much to add, the regular IO build looks very nice
  15. Quote:
    Originally Posted by ClawsandEffect View Post

    If anything, tanks need to be nerfed in order to bring them closer to fair.
    Whoa
    Lets not give the devs an idea here
  16. Quote:
    Originally Posted by Johnny_Butane View Post
    Yes. Yes you absolutely are.



    .
    I find you the funniest of all jonny. You claim brutes and scrappers can have just as much survivability as a tank and at the same time dish more dmg. If that is the case then why dont you just make a brute or scrap? After all it gets you the dmg and survivability you desire?

    Oh wait? Could it possibly be that tanks actually do have a survivability advantage or is it the fact that tanks shine when it comes to controlling aggro, all at the cost of a mere100% less dmg cap? I mean come on mate, seriously whats the point of fixing somthing that isnt broken... And on top of that you have to target others by discriminating thier integrity.
  17. Quote:
    Originally Posted by mauk2 View Post
    I ain't gotta show you nuttin, bunkie.

    But, ehn, whatever.

    I have a claw/inv scrapper i made the first week the game was out. LOVE that toon. A while back, I started up a claw/inv brute, to see if the hype was real. I got the brute to 45 and lost interest: It was already obvious how much beefier the brute was, and the damage was absolutely there.

    I put together a build, if I ever decide to brush the rust off the brute I'll put this on it:



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    Man, what a monster.

    I make no claims this is the best damages out there, and I care not a fig about beating up lol pylons. But this toon as presented is a beast, tanker tough and scrapper damage. If I wanted to purple it up and tinker a bit with slot optimization, I'm sure it could be made considerably 'better', but I don't terribly care.

    Focus, followup, spin, it's all ya need.

    Claws/inv on a brute is a BEAST.
    Solid build, but i think if you add eviscerate and shockwave you would get better mitigation, those are 90' arc cone attacks and shockwave does knock back, a handy tool... Jump behind the foes and boom shock wave them straight into the team wich hopfully is unloading AoE carnage at them.
  18. untoldhero

    EL/SS build help

    HNo worries. ( I just read my post, I really gota stop looking at the forums from work, I make so many typos in fear of being caught and typing too damn fast) also u can take the pyre epic instead of stone, it can get the same resulys
  19. untoldhero

    EL/SS build help

    I could make lots of changes, but whats ur main goal? I dont have mids available atm but at 1st glance energize can be slotted with doctoted wounds more so thsn numina, this eill increase your recharge and give u a good healing buff (about 800hp) also if your going for softcap maybe lose titanium for reactive. 4 slots will give a nice def buf to s/ll/e/ne.
  20. I think its funny that scrappers are
    Considered over powered along with brutes because they start with lower base hit points, lower base resistance and less based defence than a tank but more dmg, yet no one mentions the fact that well built trollers can tank LR in the stf? Actually well built trollers can do anything. Also tanks can very much do tremendouse dmg "thanks LSK for the quote"
  21. Thankyou all for the replies, there is inly one thing left to do. Make it and find out its worth
  22. i got about 150% recharge with 35% defense, enought for small purples to stay softcapped. healing flames up every 11 seconds. Im not sure if it will be enough tho? I have to de slot my PvP toon to make him and its alot of work to find out ill fail. Just wanted to see if any thought or has seen it done?
  23. yeah i know the resist cap is 75% just looking at better sets then SS to farm with, i get bored with SS and was thinking spines would go very nicely. Maybe ill keep playing around with mids??? thanks for the reply