FA/DM
No, no, no. Don't get me wrong, it's not a bad idea to go for defense. But if you're going to going to sacrifice all your damage, then you'd have to really max out the defense bonuses. Because with only hovering around 20%, they eventually wear you down.
The best part about Fire/Dark, is that it offers a lot of utility, while also giving you damage output in spades. You skipped the two most damaging powers in DM, and a very useful fear tool.
Here's a build that leaves out stamina (you may want to respec out of it at a later level of course). Consume and Dark Consumption will both recharge in 85 seconds, meaning that you can refill your end bar every 43 seconds. Not a bad deal. High recharge for you attacks should help a lot as well.
Mind you, it just depends on the playstyle you'd prefer to use.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Science Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Dark Melee
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5), S'fstPrt-ResKB(33)
Level 1: Shadow Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Dmg/EndRdx/Rchg(9)
Level 2: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(11), Dct'dW-Rchg(13)
Level 4: Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Dmg/EndRdx/Rchg(17)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
Level 8: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(19), Efficacy-Acc/Rchg(21), Efficacy-EndMod/Acc(21), RechRdx-I(48)
Level 10: Shadow Maul -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(23), C'ngBlow-Dmg/EndRdx(23), Erad-Acc/Dmg/Rchg(25), Erad-Acc/Dmg/EndRdx/Rchg(25), Erad-Acc/Rchg(50)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(29)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Siphon Life -- HO:Nucle(A), HO:Nucle(29), Hectmb-Dmg/Rchg(31), Numna-Heal/Rchg(31), Dct'dW-Heal/Rchg(31), HO:Golgi(33)
Level 18: Temperature Protection -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(33)
Level 20: Combat Jumping -- DefBuff-I(A), DefBuff-I(34)
Level 22: Boxing -- Mako-Acc/Dmg(A)
Level 24: Touch of Fear -- N'mare-Acc/Rchg(A), N'mare-EndRdx/Fear(46), N'mare-Acc/EndRdx(46), N'mare-Acc/Fear/Rchg(48)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(36)
Level 28: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(37), GSFC-Build%(50)
Level 30: Fiery Embrace -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(46)
Level 32: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(43), GftotA-Def/EndRdx/Rchg(45), GftotA-Def(45)
Level 35: Dark Consumption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(40), RechRdx-I(48)
Level 38: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 41: Blazing Aura -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(42), Erad-Acc/Dmg/Rchg(42), C'ngBlow-Dmg/EndRdx(42), C'ngBlow-Acc/Dmg(43), C'ngBlow-Dmg/Rchg(43)
Level 44: Taunt -- Mocking-Taunt/Rchg(A)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Burn -- Sciroc-Dmg/Rchg(A), C'ngBlow-Dmg/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">[*]2.5% DamageBuff(Smashing)[*]2.5% DamageBuff(Lethal)[*]2.5% DamageBuff(Fire)[*]2.5% DamageBuff(Cold)[*]2.5% DamageBuff(Energy)[*]2.5% DamageBuff(Negative)[*]2.5% DamageBuff(Toxic)[*]2.5% DamageBuff(Psionic)[*]8% Defense(Smashing)[*]8% Defense(Lethal)[*]4.25% Defense(Fire)[*]4.25% Defense(Cold)[*]18.6% Defense(Energy)[*]18.6% Defense(Negative)[*]3% Defense(Psionic)[*]7.38% Defense(Melee)[*]12.7% Defense(Ranged)[*]5.5% Defense(AoE)[*]5.4% Max End[*]1.65% Enhancement(Terrorized)[*]26% Enhancement(Accuracy)[*]20% Enhancement(RechargeTime)[*]4% Enhancement(Heal)[*]5% FlySpeed[*]140.6 HP (7.5%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -12)[*]Knockup (Mag -12)[*]MezResist(Immobilize) 9.9%[*]MezResist(Terrorized) 2.2%[*]11% (0.18 End/sec) Recovery[*]20% (1.56 HP/sec) Regeneration[*]3.76% Resistance(Fire)[*]1.26% Resistance(Cold)[*]5% RunSpeed[/list]
@Rylas
Kill 'em all. Let XP sort 'em out.
My latest Tanker project is a FA/DM Tanker (in his 30s currently) and it works fine thus far.
I disagree with Rylas Prime about defenses. The thing to know about FA Tankers is that they're squishy. Any amount of defense you can add to an FA/DM build is like gold. The reason being is that you have Healing Flames and Siphon Life to offset what gets through and fairly decent resists when thrown into the mix.
On an FM/DM Tanker you can get about 32%+ melee and ranged defense between set bonuses and the normal defensive run of CJ/Hover and Weave.
If you max out for damage in an FA/DM build you'll have a gimpy Scrapper.
I undestand what your saying about SL, ToF, & MG, but with my Def being all in the 20+% range, plus add in Res between 45-67% accross the board, I wanted to Max out AoE. SL, ToF, and MG are all single target attacks/holds...With a large + Health, and two Large AoE +Ends every 60 sec or so, I figuered a FA/DM Tank should be able to stand in large spawns toss Burn every 15 secs and laugh...
Additionally, later with FB in the build, you have yet another large AoE attack. I back loaded the ST attacks with Pyre Mastery as you can see.
But as a matter for comparison, I changed the build, as I see it, to add in the "2 most damaging attacks in DM" to see how the build fleshes out...
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Seeing Sunspots IOs: Level 50 Science Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(3), M'Strk-Dmg/Rchg(3), M'Strk-Acc/EndRdx(5), M'Strk-Acc/Dmg/EndRdx(5), M'Strk-Dmg/EndRdx/Rchg(7)
Level 1: Shadow Punch -- DampS-ToHitDeb/Rchg(A), DampS-ToHitDeb/Rchg/EndRdx(23), DefEgo-ToHitDeb(25), DefEgo-ToHitDeb/Rchg(40), DefEgo-RecDeb%(43)
Level 2: Smite -- DampS-ToHitDeb/Rchg(A), DampS-ToHitDeb/Rchg/EndRdx(27), DefEgo-ToHitDeb(33), DefEgo-ToHitDeb/Rchg(40), DefEgo-RecDeb%(43)
Level 4: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(9), RctvArm-EndRdx(9)
Level 6: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11)
Level 8: Consume -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(13), P'Shift-EndMod/Acc/Rchg(13), P'Shift-Acc/Rchg(15), P'Shift-EndMod/Acc(15), P'Shift-End%(50)
Level 10: Combat Jumping -- Krma-Def/EndRdx(A), Krma-Def/Rchg(17), Krma-ResKB(17)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam(19), RctvArm-EndRdx(21)
Level 14: Shadow Maul -- DampS-ToHitDeb/Rchg(A), DampS-ToHitDeb/Rchg/EndRdx(34), DefEgo-ToHitDeb(34), DefEgo-ToHitDeb/Rchg(40), DefEgo-RecDeb%(43)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A), Heal-I(21)
Level 20: Stamina -- EndMod-I(A), EndMod-I(23)
Level 22: Taunt -- Zinger-Acc/Rchg(A), Zinger-Dam%(33)
Level 24: Burn -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(25), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(46), M'Strk-Dmg/EndRdx/Rchg(46)
Level 26: Boxing -- Acc-I(A)
Level 28: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Build%(31)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(36), RctvArm-EndRdx(36)
Level 32: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(37), RedFtn-EndRdx(37)
Level 35: Dark Consumption -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc/Rchg(39), P'Shift-Acc/Rchg(39), P'Shift-EndMod/Acc(39), P'Shift-End%(46)
Level 38: Siphon Life -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(45), SipInsght-Acc/Rchg(45), SipInsght-ToHitDeb/EndRdx/Rchg(45), SipInsght-Acc/EndRdx/Rchg(48), SipInsght-%ToHit(48)
Level 41: Midnight Grasp -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(42), P'ngS'Fest-Dmg/Rchg(42), P'ngS'Fest-Stun%(42)
Level 44: Rise of the Phoenix -- RechRdx-I(A)
Level 47: Char -- Lock-Acc/Hold(A), Lock-%Hold(48)
Level 49: Melt Armor -- ExVuln-DefDeb(A), ExVuln-DefDeb/Rchg(50), ExVuln-DefDeb/Rchg/EndRdx(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]25% DamageBuff(Smashing)[*]25% DamageBuff(Lethal)[*]25% DamageBuff(Fire)[*]25% DamageBuff(Cold)[*]25% DamageBuff(Energy)[*]25% DamageBuff(Negative)[*]25% DamageBuff(Toxic)[*]25% DamageBuff(Psionic)[*]11.3% Defense(Smashing)[*]11.3% Defense(Lethal)[*]8.13% Defense(Fire)[*]8.13% Defense(Cold)[*]6.25% Defense(Energy)[*]6.25% Defense(Negative)[*]11.3% Defense(Melee)[*]5% Defense(Ranged)[*]16.3% Defense(AoE)[*]21% Enhancement(Accuracy)[*]19% FlySpeed[*]133.5 HP (7.13%) HitPoints[*]19% JumpHeight[*]19% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 5.5%[*]MezResist(Sleep) 3.3%[*]MezResist(Stun) 3.3%[*]MezResist(Terrorized) 4.95%[*]7.5% (0.13 End/sec) Recovery[*]8% (0.63 HP/sec) Regeneration[*]4.41% Resistance(Fire)[*]4.41% Resistance(Cold)[*]19% RunSpeed[*]3.5% XPDebtProtection[/list]
The only real diferance I see, is I now have a larger +Dam bonus, sacrificing 3-5% +Def accross the board...
As a side note I wanted this build to be relativly cheap, with Max survivability at low cost...I know I didn't state it in the begining but both of these builds should cost under 150 mil with is easily do-able by lvl 50 standards.
"Now remember, things look bad and it looks like you're not gonna make it, then you gotta get mean. I mean plumb, mad-dog mean. 'Cause if you lose your head and you give up then you neither live nor win. That's just the way it is." Josey Wales
[ QUOTE ]
My latest Tanker project is a FA/DM Tanker (in his 30s currently) and it works fine thus far.
I disagree with Rylas Prime about defenses. The thing to know about FA Tankers is that they're squishy. Any amount of defense you can add to an FA/DM build is like gold. The reason being is that you have Healing Flames and Siphon Life to offset what gets through and fairly decent resists when thrown into the mix.
On an FM/DM Tanker you can get about 32%+ melee and ranged defense between set bonuses and the normal defensive run of CJ/Hover and Weave.
If you max out for damage in an FA/DM build you'll have a gimpy Scrapper.
[/ QUOTE ]
Lol...
Wow I feel better, Kruunch is usually telling me how wrong I am about my Tank builds. Nice to see we think alike sometimes as I think Kruunch is pretty good in his assesments...usully.
"Now remember, things look bad and it looks like you're not gonna make it, then you gotta get mean. I mean plumb, mad-dog mean. 'Cause if you lose your head and you give up then you neither live nor win. That's just the way it is." Josey Wales
Thanks .... I think.
I don't claim to give "right or wrong" information ... just personal preference. I'm as full of feces as anyone else on this board.
Having said that, when I build a Tanker, I like to be able to 1) Group tank, 1a) Tank the extreme stuff, 2) do damage, 3) have a build that doesn't feel like a left handed person trying to write with their right hand (controls, end consumption, animation times, etc ...).
Moreover I try to give advice from experience rather than what I theory-craft to be correct, or something I came up with in Mid's which is why I will usually point out where my advice is coming from.
Personally I would drop Taunt for Hasten (Fireball should work fine, if not perfectly, as a ranged taunter) and swap Fire Blast for Fiery Embrace (with Hasten your attack chain will be more then long enough that Fire Blast will be kind of left in the dust and who doesn't want to do more damage faster?).
I looked and haven't seen any posts on FA/DM in the Tanker forum...Has anyone else tried this combo and been successful?
I'll post my prospective build below...so far the Def and Res totals are pretty high but I'm unsure about the damage output on this build...
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Seeing Sunspots: Level 50 Science Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(3), M'Strk-Dmg/Rchg(3), M'Strk-Acc/EndRdx(5), M'Strk-Acc/Dmg/EndRdx(5), M'Strk-Dmg/EndRdx/Rchg(7)
Level 1: Shadow Punch -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(23), DefEgo-ToHitDeb(25), DefEgo-ToHitDeb/Rchg(40), DefEgo-RecDeb%(43)
Level 2: Smite -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(27), DefEgo-ToHitDeb(33), DefEgo-ToHitDeb/Rchg(40), DefEgo-RecDeb%(43)
Level 4: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(9), RctvArm-EndRdx(9)
Level 6: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11)
Level 8: Consume -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(13), P'Shift-EndMod/Acc/Rchg(13), P'Shift-Acc/Rchg(15), P'Shift-EndMod/Acc(15), P'Shift-End%(50)
Level 10: Combat Jumping -- Krma-Def/EndRdx(A), Krma-Def/Rchg(17), Krma-ResKB(17)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam(19), RctvArm-EndRdx(21)
Level 14: Shadow Maul -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(34), DefEgo-ToHitDeb(34), DefEgo-ToHitDeb/Rchg(40), DefEgo-RecDeb%(43)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A), Heal-I(21)
Level 20: Stamina -- EndMod-I(A), EndMod-I(23)
Level 22: Taunt -- Zinger-Acc/Rchg(A), Zinger-Dam%(33)
Level 24: Burn -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(25), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(46), M'Strk-Dmg/EndRdx/Rchg(46)
Level 26: Boxing -- Acc-I(A)
Level 28: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Build%(31)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(36), RctvArm-EndRdx(36)
Level 32: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(37), RedFtn-EndRdx(37)
Level 35: Dark Consumption -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc/Rchg(39), P'Shift-Acc/Rchg(39), P'Shift-EndMod/Acc(39), P'Shift-End%(46)
Level 38: Rise of the Phoenix -- RechRdx-I(A)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42)
Level 44: Fire Blast -- Thundr-Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
Level 47: Fire Ball -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/EndRdx(48), AirB'st-Dmg/Rchg(48), AirB'st-Dmg/Rng(48)
Level 49: Melt Armor -- ExVuln-DefDeb(A), ExVuln-DefDeb/Rchg(50), ExVuln-DefDeb/Rchg/EndRdx(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]14% DamageBuff(Smashing)[*]14% DamageBuff(Lethal)[*]14% DamageBuff(Fire)[*]14% DamageBuff(Cold)[*]14% DamageBuff(Energy)[*]14% DamageBuff(Negative)[*]14% DamageBuff(Toxic)[*]14% DamageBuff(Psionic)[*]7.5% Defense(Smashing)[*]7.5% Defense(Lethal)[*]6.25% Defense(Fire)[*]6.25% Defense(Cold)[*]10% Defense(Energy)[*]10% Defense(Negative)[*]9.38% Defense(Melee)[*]6.88% Defense(Ranged)[*]12.5% Defense(AoE)[*]7.5% Enhancement(RechargeTime)[*]2% Enhancement(Knockback)[*]2% Enhancement(Knockup)[*]19% Enhancement(Accuracy)[*]15% FlySpeed[*]147.6 HP (7.88%) HitPoints[*]15% JumpHeight[*]15% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 9.9%[*]MezResist(Sleep) 3.3%[*]MezResist(Stun) 3.3%[*]MezResist(Terrorized) 4.95%[*]11.5% (0.19 End/sec) Recovery[*]10% (0.78 HP/sec) Regeneration[*]0.63% Resistance(Smashing)[*]0.63% Resistance(Lethal)[*]4.41% Resistance(Fire)[*]4.41% Resistance(Cold)[*]15% RunSpeed[*]1.5% XPDebtProtection[/list]
"Now remember, things look bad and it looks like you're not gonna make it, then you gotta get mean. I mean plumb, mad-dog mean. 'Cause if you lose your head and you give up then you neither live nor win. That's just the way it is." Josey Wales