SD/DM: Amazing


Brimstone Bruce

 

Posted

So many ways to do it. I sort of like 61% acc, 66% dam, 61% end, 74% heal, 94% rech but *shrug*.

[u]Click this DataLink to open the build![u]

Level 21 Technology Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee

Level 16: Siphon Life -- Mako-Acc/Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/Rchg(17), Nictus-Acc/EndRdx/Heal/HP/Regen(19), Dct'dW-Heal/Rchg(19), Numna-Heal/Rchg(21)

Of course that was about 30s worth of playing around.


 

Posted

Also found a 61/81/61/69/86 that isn't bad.

I like recharge!


 

Posted

Yeah, I kept going back and forth on it. I was thinking I wanted more recharge, but once I added all my global recharges and hasten, I realized I don't need that much, but a heal or damage becomes more important.

But then again, imagine tanking Lord Recluse, and all you do is spam SL... (don't even know if that is possible)


 

Posted

[ QUOTE ]
But then again, imagine tanking Lord Recluse, and all you do is spam SL... (don't even know if that is possible)

[/ QUOTE ]

Depending on how you handle the fight, SL may not be very effective. As long as the Orange Tower is up, he'll have capped def (~177%) which will keep your tohit floored. If you anchor a toggle debuff on him to prevent Bane spawns, you just won't hit him very often.

If you don't anchor a debuff on him to stop the Bane spawning, then you'll have something to use as fuel, but that's another target hitting you and possibly debuffing your def.

The other option is to drag him to a tower that isn't being attacked and use that as fuel. The only catch to that is you'd have to coax him over there, taking more ranged shots than usual.


Again, all depends on your tactics.


 

Posted

Bane Spiders don't debuff defense (if you use HOs, DDR is capped anyway ).

Toggle debuffs aren't necessary either in my experience (unless it was changed with i15), just sitting in melee with AaO will stop him from summoning until he goes below ~6k HP (or whatever number it is at which point he summons a bunch of banes nonstop).

My usual strategy is to let him summon one boss and then stay in melee, spamming SL on the boss.

... Of course, it's best to explain to your teammates first what exactly you're doing. I've had a blaster "help" me before by killing that mean bane spider boss who was attacking me... Ouch.


 

Posted

Love this thread. Such a good resource for my SD/DM. I was trying to figure out how to tank LR.

Do you use One with the Shield with him? I'm trying to figure out if I can get by without that power. For everything I've done (AE Boss farms, regular missions, TFs including ITF) I don't use it at all. I can only picture maybe needing it to tank Lord Recluse, but I haven't tried it yet.

So can I tank LR without OwtS? Can I take on most, if not all AVs without this power?


 

Posted

You can't tank towered up LR without OwtS, unless you use a lot of insps or have support from your teammates. Even while OwtS is up, insps or buffs might be required at times, but it helps taking some of the pressure off you.

You can take on most AVs without OwtS if you're willing to use inspirations.

It's certainly not a needed power, as the mitigation is already so high once softcapped with capped DDR and SL with a good recharge and heal, but it's something that will make your survivability jump from "awesome" to "insane" for a couple minutes every six with one power pick and two additional slots.


 

Posted

[ QUOTE ]
So many ways to do it. I sort of like 61% acc, 66% dam, 61% end, 74% heal, 94% rech but *shrug*.

[u]Click this DataLink to open the build![u]

Level 21 Technology Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee

Level 16: Siphon Life -- Mako-Acc/Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/Rchg(17), Nictus-Acc/EndRdx/Heal/HP/Regen(19), Dct'dW-Heal/Rchg(19), Numna-Heal/Rchg(21)

Of course that was about 30s worth of playing around.

[/ QUOTE ]

Bummer. I try to import this into mids to look, and it says its not a working one.


 

Posted

New (more advanced) build that I'm working toward (doesn't include purples).

Major highlights:

Well over capped positional defenses with DM's debuffs.

Near capped Defense Debuff Resist without Grant Cover.

Siphon Life on a 3s recharge (full damage and 70% heal).

Hasten 18-20 secs off perma.

Damage capped with 10 foes in range.

Recovery at 3.29/s making Dark Consumption entirely skippable (still working out what I want to do with that).

Ability to heavy tank most every TF in the game, solo AVs and aoe farm on the same build.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Ghost of Kruunch: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Dark Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting

Hero Profile:
Level 1: Deflection -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(7), ImpArm-ResDam/EndRdx(7), LkGmblr-Rchg+(11), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15)
Level 1: Shadow Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(43), C'ngImp-Dmg/Rchg(46), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(46)
Level 2: Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34)
Level 4: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(40)
Level 6: Battle Agility -- LkGmblr-Def(A), LkGmblr-Rchg+(9), LkGmblr-Def/EndRdx(9), LkGmblr-EndRdx/Rchg(11)
Level 8: Active Defense -- HO:Membr(A), HO:Membr(25), HO:Membr(25)
Level 10: Hover -- EndRdx-I(A)
Level 12: Swift -- Flight-I(A)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Siphon Life -- C'ngImp-Dmg/Rchg(A), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(19), Nictus-Heal/HP/Regen/Rchg(19), Nictus-Heal(34)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(37)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Against All Odds -- EndRdx-I(A)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
Level 28: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
Level 30: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 32: Boxing -- T'Death-Dam%(A)
Level 35: Dark Consumption -- Mocking-Taunt(A), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(37), Mocking-Rchg(37)
Level 38: Midnight Grasp -- Cloud-Acc/EndRdx/Rchg(A), Cloud-ToHitDeb/EndRdx/Rchg(39), Cloud-Acc/Rchg(39), Cloud-Acc/ToHitDeb(39), Dmg-I(40), Dmg-I(40)
Level 41: True Grit -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(42), Mrcl-Heal/Rchg(42), ImpArm-ResDam(42), ImpArm-ResDam/Rchg(43), ImpArm-ResDam/EndRdx(43)
Level 44: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-EndRdx/Rchg(45)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48), LkGmblr-EndRdx/Rchg(48)
Level 49: One with the Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(50), ImpArm-ResDam/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]9% DamageBuff(Smashing)[*]9% DamageBuff(Lethal)[*]9% DamageBuff(Fire)[*]9% DamageBuff(Cold)[*]9% DamageBuff(Energy)[*]9% DamageBuff(Negative)[*]9% DamageBuff(Toxic)[*]9% DamageBuff(Psionic)[*]11.1% Defense(Smashing)[*]11.1% Defense(Lethal)[*]6.13% Defense(Fire)[*]6.13% Defense(Cold)[*]3% Defense(Energy)[*]3% Defense(Negative)[*]8.62% Defense(Psionic)[*]15.5% Defense(Melee)[*]3% Defense(Ranged)[*]4.56% Defense(AoE)[*]6.3% Max End[*]66% Enhancement(Accuracy)[*]68.8% Enhancement(RechargeTime)[*]5% FlySpeed[*]210.8 HP (11.3%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]MezResist(Confused) 2.5%[*]MezResist(Held) 5.25%[*]MezResist(Immobilize) 9.1%[*]MezResist(Sleep) 2.5%[*]MezResist(Stun) 9.1%[*]MezResist(Terrorized) 2.5%[*]12.5% (0.21 End/sec) Recovery[*]30% (2.35 HP/sec) Regeneration[*]20% ResEffect(FlySpeed)[*]20% ResEffect(RechargeTime)[*]20% ResEffect(RunSpeed)[*]5% RunSpeed[/list]------------
[u]Set Bonuses:[u]
[u]Steadfast Protection[u]
(Deflection)<ul type="square">[*] 3% Defense(All)[/list][u]Impervium Armor[u]
(Deflection)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Luck of the Gambler[u]
(Deflection)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 21.1 HP (1.13%) HitPoints[*] 7.5% Enhancement(RechargeTime)[/list][u]Crushing Impact[u]
(Shadow Punch)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Crushing Impact[u]
(Smite)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Obliteration[u]
(Shadow Maul)<ul type="square">[*] 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)[/list][u]Luck of the Gambler[u]
(Battle Agility)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 21.1 HP (1.13%) HitPoints[*] 9% Enhancement(Accuracy)[*] 7.5% Enhancement(RechargeTime)[/list][u]Winter's Gift[u]
(Fly)<ul type="square">[*] 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)[/list][u]Crushing Impact[u]
(Siphon Life)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[/list][u]Touch of the Nictus[u]
(Siphon Life)<ul type="square">[*] 35.1 HP (1.88%) HitPoints[/list][u]Performance Shifter[u]
(Stamina)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 35.1 HP (1.88%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[/list][u]Obliteration[u]
(Shield Charge)<ul type="square">[*] 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)[/list][u]Obliteration[u]
(Soul Drain)<ul type="square">[*] 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)[/list][u]Luck of the Gambler[u]
(Phalanx Fighting)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Mocking Beratement[u]
(Dark Consumption)<ul type="square">[*] 1.8% Max End[*] MezResist(Held) 2.75%[*] 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)[*] 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)[*] 7.5% Enhancement(RechargeTime)[/list][u]Cloud Senses[u]
(Midnight Grasp)<ul type="square">[*] Status Resistance 2.5%[*] 2.25% Max End[*] 6.25% Enhancement(RechargeTime)[/list][u]Miracle[u]
(True Grit)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[*] 35.1 HP (1.88%) HitPoints[/list][u]Impervium Armor[u]
(True Grit)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[*] 1.88% Defense(Psionic)[/list][u]Impervium Armor[u]
(Tough)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[*] 1.88% Defense(Psionic)[*] 2.25% Max End[/list][u]Luck of the Gambler[u]
(Weave)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 21.1 HP (1.13%) HitPoints (Exceeded 5 Bonus Cap)[*] 9% Enhancement(Accuracy)[*] 7.5% Enhancement(RechargeTime)[/list][u]Impervium Armor[u]
(One with the Shield)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)[*] 1.88% Defense(Psionic)[/list]


*EDIT* Changed some inaccuracies Sarrate pointed out.


 

Posted

[ QUOTE ]
Capped positional defenses with over capped melee for debuff coverage.

[/ QUOTE ]

MIDs bug - Phalanx Fighting always assumes you have 1 ally in range fueling PF, so it's giving higher than normal numbers. Two workarounds: 1) For a Tank, shut it off and manually add 5% to your defense. 2) Edit the power database to allow selecting 0 targets.

Short version: You have 53.8% melee, 41.3% ranged, 42.9% aoe, not quite softcapped.

[ QUOTE ]
You can chain spam Siphon Life if/when needed (less then 1 sec gap with Hasten Up).

[/ QUOTE ]

Powers don't start recharging until they're done animating, so you'd still have to wait 3s between SLs.


 

Posted

Here is my build...

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Siphon Life: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed

Hero Profile:
Level 1: Deflection -- S'dpty-Def(A), S'dpty-Def/EndRdx(3), LkGmblr-Def(7), LkGmblr-Def/EndRdx(11), ResDam-I(37), ResDam-I(40)
Level 1: Shadow Punch -- Mako-Dmg/EndRdx(A), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg(43), Mako-Dam%(48)
Level 2: True Grit -- H'zdH-Heal/Rchg(A), H'zdH-Heal/EndRdx(7), H'zdH-Heal(11), Aegis-ResDam(34), Aegis-ResDam/EndRdx(43), Aegis-ResDam/Rchg(46)
Level 4: Shadow Maul -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(5), M'Strk-Dmg/Rchg(5), M'Strk-Acc/EndRdx(9), M'Strk-Dmg/EndRdx/Rchg(15), M'Strk-Acc/Dmg/EndRdx(21)
Level 6: Active Defense -- RechRdx-I(A)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Combat Jumping -- DefBuff-I(A)
Level 12: Phalanx Fighting -- LkGmblr-Def(A), LkGmblr-Def/Rchg(13), DefBuff-I(13)
Level 14: Super Jump -- Jump-I(A)
Level 16: Siphon Life -- Theft-Acc/Heal(A), Nictus-Acc/Heal(17), Mako-Dmg/Rchg(17), C'ngImp-Dmg/Rchg(19), Theft-Heal/Rchg(19), C'ngImp-Acc/Dmg/Rchg(21)
Level 18: Swift -- Run-I(A)
Level 20: Health -- Heal-I(A)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(34), RedFtn-EndRdx(34), RedFtn-Def(37)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
Level 28: Soul Drain -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(31), M'Strk-Dmg/Rchg(31), M'Strk-Acc/EndRdx(36), M'Strk-Dmg/EndRdx/Rchg(37), M'Strk-Acc/Dmg/EndRdx(40)
Level 30: Boxing -- Acc-I(A)
Level 32: One with the Shield -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam/EndRdx(33), RctvArm-EndRdx(48)
Level 35: Dark Consumption -- P'Shift-Acc/Rchg(A), P'Shift-EndMod/Acc/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), RechRdx-I(50)
Level 38: Midnight Grasp -- Mako-Dmg/EndRdx(A), Mako-Dmg/Rchg(39), Mako-Acc/Dmg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(48)
Level 41: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(42), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43)
Level 44: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(45), Zinger-Taunt/Rchg/Rng(45), Zinger-Acc/Rchg(45), Zinger-Dam%(46), Zinger-Taunt/Rng(46)
Level 47: Grant Cover -- EndRdx-I(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]13.5% DamageBuff(Smashing)[*]13.5% DamageBuff(Lethal)[*]13.5% DamageBuff(Fire)[*]13.5% DamageBuff(Cold)[*]13.5% DamageBuff(Energy)[*]13.5% DamageBuff(Negative)[*]13.5% DamageBuff(Toxic)[*]13.5% DamageBuff(Psionic)[*]12.4% Defense(Smashing)[*]12.4% Defense(Lethal)[*]8.63% Defense(Fire)[*]8.63% Defense(Cold)[*]10.5% Defense(Energy)[*]10.5% Defense(Negative)[*]3% Defense(Psionic)[*]13.3% Defense(Melee)[*]14.3% Defense(Ranged)[*]9.56% Defense(AoE)[*]9% Enhancement(Accuracy)[*]15% Enhancement(RechargeTime)[*]5% FlySpeed[*]56.2 HP (3%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]MezResist(Confused) 1.65%[*]MezResist(Held) 6.6%[*]MezResist(Immobilize) 13.2%[*]MezResist(Sleep) 3.3%[*]MezResist(Stun) 5.5%[*]MezResist(Terrorized) 2.75%[*]1.5% (0.03 End/sec) Recovery[*]44% (3.44 HP/sec) Regeneration[*]3.15% Resistance(Fire)[*]3.15% Resistance(Cold)[*]10% RunSpeed[/list]


<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
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Posted

[ QUOTE ]
[ QUOTE ]
Capped positional defenses with over capped melee for debuff coverage.

[/ QUOTE ]

MIDs bug - Phalanx Fighting always assumes you have 1 ally in range fueling PF, so it's giving higher than normal numbers. Two workarounds: 1) For a Tank, shut it off and manually add 5% to your defense. 2) Edit the power database to allow selecting 0 targets.

Short version: You have 53.8% melee, 41.3% ranged, 42.9% aoe, not quite softcapped.

[ QUOTE ]
You can chain spam Siphon Life if/when needed (less then 1 sec gap with Hasten Up).

[/ QUOTE ]

Powers don't start recharging until they're done animating, so you'd still have to wait 3s between SLs.

[/ QUOTE ]

Thanks ... edited to reflect.


 

Posted

I've come back to give an update on my SD/DM tank.

Lvl 44 still no stamina, but I've started the fitness pool in hopes of getting stamina at 49!

Everything is going smoothly, I have yet to find something that I can't tank (well, those monsters on monster isle killed me in short order...).

Everything with SD/DM is great! I find it hard to roll another tank.


 

Posted

How did you manage to get to 44 on a SD without stamina (and I assume you have tough and weave)?

Do you ever attack?


 

Posted

[ QUOTE ]
How did you manage to get to 44 on a SD without stamina (and I assume you have tough and weave)?

Do you ever attack?

[/ QUOTE ]

yep, i have tough and weave, and EVERY shield power as well.

The story goes, it was a tough road from 1-35, but the fight was worth it. I ran every TF with large teams, so my main job was simply damage soaking. But yea, I attacked every so often, mostly with shadow maul and sands of mu.

I also have a miracle +recov to help, and I use OwTS as an end recovery power Now I can attack all the time!


 

Posted

I love looking at other people's builds. So much you can learn just by looking at other's slotting options. Just wanted to give some kudos on the two builds just posted.

Kruunch:
Dark Consumption: Nice! I just got the idea to put taunt enchancements on this and/or Soul Drain since they are great out of the box. Dark Consumption almost fill you up with just 4 people and since you are a tank, you will always be surrounded. And you got the recharge bonus. Soul Drain has the same idea since you can't up the damage buff.

Midnight Grasp: Wow, never thought (or even looked) at ToHit Debuffs set. And nice bonuses.

Winters_Rose:
Multistrike: I never really noticed how good this set was for just adding enhancements to your powers. I never liked the bonuses, but Acc, Dam and End are high with the full set.

I need to look at more builds.

PosterChild

That was a brave move. I don't know if I could live without my Stamina. Now you probably can since you got Dark Consumption. Must have been rough.


 

Posted

Yeah I was having a really hard time getting my +recharge to where I wanted it without using purps (and it's still 10-15% shy of where I can get my Inv/SS Tanker to).

The only thing I don't like about the Dark Consumption slotting is losing the damage (with AAO and Soul Drain, DC actually does worthwhile aoe damage). I may reverse myself on that slotting. Also gotta see how I like how MG performs with that slotting since it was a gimmicky way of getting more recharge into the build.


 

Posted

Yeah, the main reason I do like this type of slotting for SD and DC is because when I take on AVs, I want to do as little AoE damage to the mobs around me as possible so they last longer to fuel the tank. I'm figuring that I would taking on AVs in regular missions rather than AE missions. So they wouldn't be all lieutenants or something like that. Don't know if AVs count as beating them in Mission Architect or not. Don't know what the AV downing protocol is.

Yeah, Midnight Grasp doesn't do the full damage, and worried about its recharge, for the Smite, SL, Smite, MG string, but you so many other options for attacks against everything else that isn't soloing an AV.


 

Posted

Kruunch, here is a slightly modified version of your build with all positional defenses at the soft cap while soloing.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Ghost of Kruunch: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Dark Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting

Hero Profile:
Level 1: Deflection -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(7), ImpArm-ResDam/EndRdx(7), LkGmblr-Rchg+(11), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15)
Level 1: Shadow Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(43), C'ngImp-Dmg/Rchg(46), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(46)
Level 2: Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34)
Level 4: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(40)
Level 6: Battle Agility -- LkGmblr-Def(A), LkGmblr-Rchg+(9), LkGmblr-Def/EndRdx(9), LkGmblr-EndRdx/Rchg(11)
Level 8: Active Defense -- HO:Membr(A), HO:Membr(25), HO:Membr(25)
Level 10: Hover -- Zephyr-Travel(A), DefBuff-I(31), Zephyr-Travel/EndRdx(33)
Level 12: Swift -- Flight-I(A)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Siphon Life -- C'ngImp-Dmg/Rchg(A), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(19), Nictus-Heal/HP/Regen/Rchg(19), Nictus-Heal(34)
Level 18: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(50)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(37)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Against All Odds -- EndRdx-I(A)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31)
Level 28: Soul Drain -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(33)
Level 30: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 32: Boxing -- T'Death-Dam%(A)
Level 35: Dark Consumption -- Mocking-Taunt(A), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(37), Mocking-Rchg(37)
Level 38: Midnight Grasp -- Cloud-Acc/EndRdx/Rchg(A), Cloud-ToHitDeb/EndRdx/Rchg(39), Cloud-Acc/Rchg(39), Cloud-Acc/ToHitDeb(39), Dmg-I(40), Dmg-I(40)
Level 41: True Grit -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(42), Mrcl-Heal/Rchg(42), ImpArm-ResDam(42), ImpArm-ResDam/Rchg(43), Numna-Regen/Rcvry+(43)
Level 44: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-EndRdx/Rchg(45)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48), LkGmblr-EndRdx/Rchg(48)
Level 49: One with the Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(50), ImpArm-ResDam/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet


 

Posted

Thanks Speed_Force ... actually you get well beyond the softcap on my build (Debuffs in Dark Melee), but very nice alternative.


 

Posted

[ QUOTE ]
Thanks Speed_Force ... actually you get well beyond the softcap on my build (Debuffs in Dark Melee), but very nice alternative.

[/ QUOTE ]

Yes and no.

It's true that much of the time the debuff from DM will help close the gap but there are enough situations in the game where the attackers will avoid your melee attacks that you may notice the hole in the defenses.

- Enemies attacking from Range. Until you are able to close into melee and successfully hit them, they would still be attacking you at the lower defense values with Range and AoE attacks.

- Too many enemies in melee range. You can have up to 17 enemies attacking you at one time and it is essentially impossible to maintain DM's -tohit debuff on that many targets for very long. Especially if new enemies are cycling in to replace the ones you defeat as fast as they fall.

When fighting on a map set for 4+ players, you can often encounter multiple spawn points where you will have more enemies attacking to see this happen.

If you have a defender in the group adding to your +def or others in melee range to bolster Phalanx Fighting then you are fine, but if you are soloing a map like that (easily done after I16) or teamed with blasters then the lower Defense might become an issue.


 

Posted

[ QUOTE ]
And you got the recharge bonus. Soul Drain has the same idea since you can't up the damage buff.

[/ QUOTE ]

Note that if you don't put any accuracy into Soul Drain you may find yourself missing. I frequently find myself gettin only 6-7 hits even when fully surrounded and aggro capped (although I've been fighting on the wall recently and those guys have some defense buffs).

So, while I like the idea of a low damage soul drain, I think I'm going to have to find a way to get some accuracy in it.


 

Posted

[ QUOTE ]
[ QUOTE ]
Thanks Speed_Force ... actually you get well beyond the softcap on my build (Debuffs in Dark Melee), but very nice alternative.

[/ QUOTE ]

Yes and no.

It's true that much of the time the debuff from DM will help close the gap but there are enough situations in the game where the attackers will avoid your melee attacks that you may notice the hole in the defenses.

- Enemies attacking from Range. Until you are able to close into melee and successfully hit them, they would still be attacking you at the lower defense values with Range and AoE attacks.

- Too many enemies in melee range. You can have up to 17 enemies attacking you at one time and it is essentially impossible to maintain DM's -tohit debuff on that many targets for very long. Especially if new enemies are cycling in to replace the ones you defeat as fast as they fall.

When fighting on a map set for 4+ players, you can often encounter multiple spawn points where you will have more enemies attacking to see this happen.

If you have a defender in the group adding to your +def or others in melee range to bolster Phalanx Fighting then you are fine, but if you are soloing a map like that (easily done after I16) or teamed with blasters then the lower Defense might become an issue.

[/ QUOTE ]

Mmmmm the "no" part is so few and far between to be negligible on my SD Tanker. Keep in mind that I'm talking about making up only 3-5% tops, which the debuffs easily do. My opener is usually SD + SC + DC, which pretty much hits all the mobs in melee range with at least one debuff if not both (covering that little gap easily).

Again mobs with high defense ... well I have absurdly high accuracy in this build (averaging over +100% between global acc and individual acc enhancements) so a miss is a rarity (a 5-10% rarity at most to be exact).

StGabe: I slot my Soul Drain with Obliteration for the bonuses but it also gives me good accuracy and recharge. End consumtion isn't as much of a big deal since it isn't spammable.


 

Posted

[ QUOTE ]
Mmmmm the "no" part is so few and far between to be negligible on my SD Tanker. Keep in mind that I'm talking about making up only 3-5% tops, which the debuffs easily do.

[/ QUOTE ]

3-5% at softcap means 60-100% more damage on average. The case where it's worrisome is on an alpha strike. You don't have your debuffs layed down as you're getting into position, and you're not siphoning back life so if you're fighting something that actually has a shot at you that initial burst of damage could make a big difference.

Personally I like a bit over cap just to soak up a defense debuff, etc. Of course if nothing you're fighting is hurting you anyway then you should be fine.

[ QUOTE ]
StGabe: I slot my Soul Drain with Obliteration for the bonuses but it also gives me good accuracy and recharge. End consumtion isn't as much of a big deal since it isn't spammable.


[/ QUOTE ]

Yep, that's what I originally had planned for and what I'll probably go back to. I just liked the idea of a low damage SD so that I wouldn't kill off minions too quickly when using them for a boost against AV's.


 

Posted

[ QUOTE ]
Mmmmm the "no" part is so few and far between to be negligible on my SD Tanker. Keep in mind that I'm talking about making up only 3-5% tops, which the debuffs easily do. My opener is usually SD + SC + DC, which pretty much hits all the mobs in melee range with at least one debuff if not both (covering that little gap easily).

[/ QUOTE ]Do those powers actually debuff? I'm not seeing anything about -tohit in the power description, in Mids, in City of Data, on the Paragon Wiki and in the powers info ingame. Yet I'm seeing people talk about it here a lot, so I must be missing something?