Can you save my Tanker?


Call Me Awesome

 

Posted

Well, I dinged 50 on my Dark Armor/Super Strength Tanker a few days ago, and...well, I'm not too pleased. I know there's no -kb IO, but he get's knocked around like a rag doll, and on big mobs Dark Regen just doesn't get to come up fast enough. So, I went crazy and made his build well...very scary...

And now, with my new and shiney Shields/Ice Melee Tanker, (who recently hit 31) is what seems to be much stronger (defensively) and will end up being even more offensive, with better mitigation...

Here's my build...

Build 1B

Build 1A

As you can see there is no travel power ("Farmin'" Build) and I took the presence pool for Invoke Panic. With IOs I'd plan to put in a bunch of dmg procs, but lets be honest, I'm never gonna get around to that.

I've never deleted a level 50 toon, but his performance is so un-exciting I feel like I could right now...He pvp's ok but that's nothing to be excited about...I don't wanna just delete him if there is a chance he *could* be saved, but is it worth my time if he's just gonna be surpassed in every way by my Shields Tanker?


 

Posted

[ QUOTE ]
I know there's no -kb IO, but he get's knocked around like a rag doll,

[/ QUOTE ]

?????

Steadfast Protection -4 mag KB Resist

It will probably run you anywhere from 5 million or more depending on what level IO you get. I put one in Obsidian Shield for my Fire/Dark Scrapper and haven't been knocked on my butt since then. The advice I've heard is to get 3 of them sprinkled throughout your armors to bring your KB resist to -12 which should keep you standing in all cases but the most extreme.

I also have to ask why you are only slotting single lvl 50 and lower SOs? At level 50 you should easily be able to afford to have 50++ in every power. Heck I've got characters in their 20s that can afford to keep their enhancements "in the green". If you are only taking the presence pool for Invoke Panic I wouldn't bother slotting Provoke at all. You don't really need it but if you are going to use it you can get away with an accuracy in the original slot. The same goes for Taunt except I would only throw a taunt duration in there.


"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull

"Durability is the quintessential super-power. " -- Sailboat

 

Posted

[ QUOTE ]
Well, I dinged 50 on my Dark Armor/Super Strength Tanker a few days ago, and...well, I'm not too pleased. I know there's no -kb IO,

[/ QUOTE ]
Say WHAT? There's not one, not two, but THREE different IO's that give -4 mag knockback protection.
Steadfast Protection - goes in a resistance power.
Karma - goes in a defense power.
Blessing of the Zephyr - goes in a travel power.

Plus, there are IO sets that give -knockback if you have the right pieces all slotted in one power.

My fire/fire brute would be torture if not for these IO's. My defenders love them too.


Paragon City Search And Rescue
The Mentor Project

 

Posted

You also say Dark Regeneration doesn't come up fast enough, yet you have zero recharge reductions in it. Plus you only need 3 slots in Stamina unless you are going to get an IO set in there. So I would say add at least 1 recharge reduction into Dark Regeneration. I would try to get some ACC/Recharge IO's in there personally. Frankenslot it and get the recharge up to 80-90%.


 

Posted

[ QUOTE ]
As you can see there is no travel power ("Farmin'" Build) and I took the presence pool for Invoke Panic. With IOs I'd plan to put in a bunch of dmg procs, but lets be honest, I'm never gonna get around to that.

[/ QUOTE ]

then drop it?

[ QUOTE ]
I've never deleted a level 50 toon, but his performance is so un-exciting I feel like I could right now...He pvp's ok but that's nothing to be excited about...I don't wanna just delete him if there is a chance he *could* be saved

[/ QUOTE ]

if you had come with an IOed build and where having the same problems I would say that he should be deleted. however you not only dont have an IOed build but from what i can tell your not even using all top level SOs. my advice, IO your build (doesnt even have to be expensive just something), get a travel power, slot rech redux and end in dark regen.


Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.

 

Posted

Wow, that's propably the crappiest build I've ever seen for a superstrength tank.

Try this and you should be happier:

Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/

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

Dunkelheit_Superstärke: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Dark Embrace -- ResDam(A), ResDam(37), ResDam(43), EndRdx(43), EndRdx(43)
Level 1: Jab -- Dmg(A), Dmg(46)
Level 2: Murky Cloud -- ResDam(A), ResDam(3), ResDam(3), EndRdx(37)
Level 4: Haymaker -- Dmg(A), Dmg(5), Dmg(5), Acc(15), EndRdx(15), RechRdx(37)
Level 6: Obsidian Shield -- ResDam(A), ResDam(7), ResDam(7), EndRdx(13), EndRdx(40)
Level 8: Dark Regeneration -- Heal(A), Heal(9), EndRdx(9), EndRdx(11), RechRdx(11), Acc(13)
Level 10: Combat Jumping -- DefBuff(A)
Level 12: Swift -- Run(A)
Level 14: Super Jump -- Jump(A)
Level 16: Health -- Heal(A), Heal(17), Heal(17)
Level 18: Death Shroud -- Dmg(A), Dmg(19), Dmg(19), Acc(34), EndRdx(34), EndRdx(34)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Knockout Blow -- Dmg(A), Dmg(23), Dmg(23), EndRdx(25), RechRdx(25), RechRdx(27)
Level 24: Acrobatics -- EndRdx(A)
Level 26: Oppressive Gloom -- Acc(A), Acc(27), Dsrnt(46)
Level 28: Rage -- RechRdx(A), RechRdx(29), RechRdx(29), ToHit(33), ToHit(33), ToHit(33)
Level 30: Cloak of Darkness -- DefBuff(A), DefBuff(31), DefBuff(31), EndRdx(31), EndRdx(45)
Level 32: Boxing -- Empty(A)
Level 35: Tough -- ResDam(A), ResDam(36), ResDam(36), EndRdx(36), EndRdx(50)
Level 38: Foot Stomp -- Dmg(A), Dmg(39), Dmg(39), EndRdx(39), RechRdx(40), Acc(40)
Level 41: Weave -- DefBuff(A), DefBuff(42), DefBuff(42), EndRdx(42), EndRdx(46)
Level 44: Conserve Power -- RechRdx(A), RechRdx(45), RechRdx(45)
Level 47: Cloak of Fear -- EndRdx(A), EndRdx(48), Fear(48), Acc(48), Acc(50), Acc(50)
Level 49: Soul Transfer -- RechRdx(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet



Although I posted a SO-Build I strongly recommend IOs for DA/Superstrength-Tanks. -KB, 3% Def Steadfast, +rec uniques and +HP would massively enhance his performance.


 

Posted

One other thing on the 1B build. Why EXACTLY are you slotting up both Taunt AND Provoke?

If you were using it as an IO mule I could understand. But you aren't, and likely won't. Those extra slots could be better utilized elsewhere.

And, as everyone else said. Invest in IOs and slot out some -KB IOs. They aren't cheap, but they will DEFINITELY stabilize your build.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

Is this you first lvl 50 tank? You find you DA/ SS tank so underperforming and unexciting. I believe its not only your selection in the powers that you took but also how you slotted them, how you play said toon, and your expectations of the powersets compared to what other players expect. So we've seen your builds, how about what tactics you plan to use? For instance, do you only use the toggles necessary for each enemy type? Do you try to herd? Do you just run in and attack the hardest target?


OK, then you say your up and coming Shield tank is so much better. Let's see what your current build for that Shield toon looks like.


 

Posted

[ QUOTE ]
[ QUOTE ]
Well, I dinged 50 on my Dark Armor/Super Strength Tanker a few days ago, and...well, I'm not too pleased. I know there's no -kb IO,

[/ QUOTE ]
Say WHAT? There's not one, not two, but THREE different IO's that give -4 mag knockback protection.
Steadfast Protection - goes in a resistance power.
Karma - goes in a defense power.
Blessing of the Zephyr - goes in a travel power.

Plus, there are IO sets that give -knockback if you have the right pieces all slotted in one power.

My fire/fire brute would be torture if not for these IO's. My defenders love them too.

[/ QUOTE ]

I plan on getting one or two for my E3 blaptroller once I get Charged Armor. He's built and slotted for mostly up close and personal combat so he tends to suffer alot of KB/KD effects.


"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull

"Durability is the quintessential super-power. " -- Sailboat

 

Posted

[ QUOTE ]
[ QUOTE ]
As you can see there is no travel power ("Farmin'" Build) and I took the presence pool for Invoke Panic. With IOs I'd plan to put in a bunch of dmg procs, but lets be honest, I'm never gonna get around to that.

[/ QUOTE ]

then drop it?

[/ QUOTE ]

This is probably good advice. The fear effect for Invoke Panic is only slightly better than CoF and IP doesn't come with an accuracy debuff or Taunt. This would also free up 3 power choices and 8 slots, allowing you to add another attack or two from Super Strength.


"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull

"Durability is the quintessential super-power. " -- Sailboat

 

Posted

[ QUOTE ]
Wow, that's propably the crappiest build I've ever seen for a superstrength tank.

Try this and you should be happier:

Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/

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

Dunkelheit_Superstärke: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Dark Embrace -- ResDam(A), ResDam(37), ResDam(43), EndRdx(43), EndRdx(43)
Level 1: Jab -- Dmg(A), Dmg(46)
Level 2: Murky Cloud -- ResDam(A), ResDam(3), ResDam(3), EndRdx(37)
Level 4: Haymaker -- Dmg(A), Dmg(5), Dmg(5), Acc(15), EndRdx(15), RechRdx(37)
Level 6: Obsidian Shield -- ResDam(A), ResDam(7), ResDam(7), EndRdx(13), EndRdx(40)
Level 8: Dark Regeneration -- Heal(A), Heal(9), EndRdx(9), EndRdx(11), RechRdx(11), Acc(13)
Level 10: Combat Jumping -- DefBuff(A)
Level 12: Swift -- Run(A)
Level 14: Super Jump -- Jump(A)
Level 16: Health -- Heal(A), Heal(17), Heal(17)
Level 18: Death Shroud -- Dmg(A), Dmg(19), Dmg(19), Acc(34), EndRdx(34), EndRdx(34)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Knockout Blow -- Dmg(A), Dmg(23), Dmg(23), EndRdx(25), RechRdx(25), RechRdx(27)
Level 24: Acrobatics -- EndRdx(A)
Level 26: Oppressive Gloom -- Acc(A), Acc(27), Dsrnt(46)
Level 28: Rage -- RechRdx(A), RechRdx(29), RechRdx(29), ToHit(33), ToHit(33), ToHit(33)
Level 30: Cloak of Darkness -- DefBuff(A), DefBuff(31), DefBuff(31), EndRdx(31), EndRdx(45)
Level 32: Boxing -- Empty(A)
Level 35: Tough -- ResDam(A), ResDam(36), ResDam(36), EndRdx(36), EndRdx(50)
Level 38: Foot Stomp -- Dmg(A), Dmg(39), Dmg(39), EndRdx(39), RechRdx(40), Acc(40)
Level 41: Weave -- DefBuff(A), DefBuff(42), DefBuff(42), EndRdx(42), EndRdx(46)
Level 44: Conserve Power -- RechRdx(A), RechRdx(45), RechRdx(45)
Level 47: Cloak of Fear -- EndRdx(A), EndRdx(48), Fear(48), Acc(48), Acc(50), Acc(50)
Level 49: Soul Transfer -- RechRdx(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet



Although I posted a SO-Build I strongly recommend IOs for DA/Superstrength-Tanks. -KB, 3% Def Steadfast, +rec uniques and +HP would massively enhance his performance.

[/ QUOTE ]

Much better in general, though the three basic DA shields (DE, MC, OS) do not need a second EndRdx; they actually cost less endurance than most shield toggles. I would stick with one in CoD also; it has an average endurance cost and won't cause endurance woes the way using DR, DS, or CoF may. (Not to mention the end cost of attacks.)

Also, Op Gloom has good Accuracy and doesn't need more than one Acc. And with Rage, CoF certainly doesn't need 3xAcc.

Why no Acc in KoB? I'd think that was more important than the second Recharge Reduction.

But I completely agree that while a SO build would be perfectly workable, IOs would improve performance immensely. Not only would the OP be able to drop Acro if he had some -KB slotted, you can get DA near the soft cap for S/L defense if you slot for defense bonuses. That would certainly drastically reduce how often DR would be needed.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Ok, perhaps I shouldn't have showed you... that build, but perhaps the one before, the only I was actually mad about...(Dumb me...) So, from what I heard, yes, the KB IO, and a rech in Dark Regen...

I know you all would love to see me complain bout an IO build, but like I've said numerous times in other posts I am horrible at making money, no matter how many of those market guides I read, though I recently managed to get enough merits for a Lotg +7.5% rech on my shields tank, but it hasn't sold yet....
So even 3 -Kb IOs would take me a while to get...

Tanker: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: Dark Embrace -- EndRdx(A), EndRdx(3), ResDam(13), ResDam(34)
Level 1: Jab -- Acc(A), EndRdx(7), Dmg(15)
Level 2: Murky Cloud -- EndRdx(A), EndRdx(3), ResDam(11), ResDam(34)
Level 4: Death Shroud -- EndRdx(A), EndRdx(5), EndRdx(5), Acc(15), Acc(34), Dmg(43)
Level 6: Obsidian Shield -- EndRdx(A), EndRdx(7), ResDam(13), ResDam(50)
Level 8: Dark Regeneration -- EndRdx(A), EndRdx(9), EndRdx(9), Acc(11), Acc(37), Heal(43)
Level 10: Hurdle -- Jump(A)
Level 12: Hover -- DefBuff:30(A)
Level 14: Fly -- EndRdx(A)
Level 16: Hand Clap -- Acc(A), Acc(17), EndRdx(17), RechRdx(19), RechRdx(37), Dsrnt(43)
Level 18: Health -- Heal(A), Heal(19)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21), EndMod(25)
Level 22: Knockout Blow -- EndRdx(A), Acc(23), RechRdx(23), Dmg(25), Dmg(37), Dmg(40)
Level 24: Taunt -- RechRdx(A), RechRdx(45), Taunt(46), Taunt(46)
Level 26: Oppressive Gloom -- Acc(A), Acc(27), Dsrnt(27)
Level 28: Rage -- RechRdx(A), RechRdx(29), RechRdx(29), RechRdx(33), ToHit(33), ToHit(33)
Level 30: Cloak of Darkness -- EndRdx(A), EndRdx(31), DefBuff(31), DefBuff(31)
Level 32: Kick -- Acc(A)
Level 35: Tough -- EndRdx(A), EndRdx(36), ResDam(36), ResDam(36)
Level 38: Foot Stomp -- Acc(A), EndRdx(39), RechRdx(39), Dmg(39), Dmg(40), Dmg(40)
Level 41: Salt Crystals -- RechRdx(A), RechRdx(42), Acc(42), Acc(42)
Level 44: Quick Sand -- RechRdx(A), RechRdx(45), RechRdx(45), Slow(46)
Level 47: Stalagmites -- RechRdx(A), RechRdx(48), Acc(48), Acc(48), Dmg(50), Dmg(50)
Level 49: Soul Transfer -- RechRdx(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet



And Since you were intereseted, here's the Shields/Ice Build. She be level 31, just to let you all know...

Jakke, this is my first level 50 tanker, however I leveled a Willpower/Ice tanker to level 39 before this one...

[color= black]Thank you all for your advice, hopefully this guy will be able to compete with my Shields later...[/color]


 

Posted

I'm not sure I understand the reasoning behind four slotting Stamina and 2 slotting Health. Unless you have them set up for specific IO slotting later I would pull one from Stamina and slot it in Health or alternatively you could leave Stamina 3 slotted, keep only the original slot for Health and apply the 2 leftover slots elsewhere like Dark Embrace and Murky Cloud to increase your damage resistance.


"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull

"Durability is the quintessential super-power. " -- Sailboat

 

Posted

By using just two ResDam SOs in your shields, you're only getting 2/3 the amount of resistance you could have. Not good.

There's no need to double-slot EndRdx in the basic shields or CoD, so swap out an EndRdx for a ResDam. If you really want to put two EndRdx in Tough/Weave, fine, but find another ResDam/Def slot to put in. DR, DS and CoF will be fine with two EndRdx.

There's no reason to four-slot with SOs, ever, IMO, so drop the 4th slot in Stamina and the 4th Recharge in Rage.

With Perma-Rage, there's no reason to slot more than one Acc, except maybe DR and CoF. Op Gloom certainly doesn't need a 2nd Acc.

Once that LotG sells, you should have enough infl to buy a couple of -KB IOs, so make sure you allow slots for them.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

[ QUOTE ]
Much better in general, though the three basic DA shields (DE, MC, OS) do not need a second EndRdx; they actually cost less endurance than most shield toggles.

I would stick with one in CoD also; it has an average endurance cost and won't cause endurance woes the way using DR, DS, or CoF may. (Not to mention the end cost of attacks.)

[/ QUOTE ]

That's true. But I couldn't imagine a better place for those surplus slots.

[ QUOTE ]
Also, Op Gloom has good Accuracy and doesn't need more than one Acc. And with Rage, CoF certainly doesn't need 3xAcc.

[/ QUOTE ]

CoF and OG need high accuracy values because they are DA's most important way to mitigate damage. Especially CoF needs 3 slots. Even with 3 Accuracy SOs and Rage its Accuracy is "only" 138,7%, which is enough for all possible encounters but not on an overkill scale.

[ QUOTE ]
Why no Acc in KoB? I'd think that was more important than the second Recharge Reduction.

[/ QUOTE ]

KoBs base Accuracy is 90%. With Rage it will increase too 127,4% which is still sufficient for all encounters besides un-debuffed lvl 54 SR-custom Mobs.


 

Posted

[ QUOTE ]
CoF and OG need high accuracy values because they are DA's most important way to mitigate damage. Especially CoF needs 3 slots. Even with 3 Accuracy SOs and Rage its Accuracy is "only" 138,7%, which is enough for all possible encounters but not on an overkill scale.

[/ QUOTE ]

Unless you're consistently fighting foes well above your level, it is, IMO.

OG has normal base accuracy, and pulses every 2 seconds. The chance that 1 Acc plus Rage is going to miss enough of the minions around you often enough to cause serious problems is miniscule.

If any power deserves Acc "overkill", IMO, it is Dark Regen. Acc debuffs and plain old misses with DR really *can* kill you.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Heh .. looking at this reminds me of my old Regen scrapper with 6 SO's in Stamina ... offcourse, that was made pre-ED.
(ED = Enhanchment Diversification nerf)

you wouldn't happen to be an old/new player that just returned, would you ?


 

Posted

[ QUOTE ]
[ QUOTE ]
I know there's no -kb IO, but he get's knocked around like a rag doll,

[/ QUOTE ]

?????

Steadfast Protection -4 mag KB Resist


[/ QUOTE ]
[ QUOTE ]
[ QUOTE ]
I know there's no -kb IO,

[/ QUOTE ]
Say WHAT? There's not one, not two, but THREE different IO's that give -4 mag knockback protection.
Steadfast Protection - goes in a resistance power.
Karma - goes in a defense power.
Blessing of the Zephyr - goes in a travel power.

Plus, there are IO sets that give -knockback if you have the right pieces all slotted in one power

[/ QUOTE ]

I think the OP was saying that he knows there's no -kb IO in his build.


[SIZE=1][COLOR=Yellow][U]Virtue Heroes (Serenity's Children):[/U] [B]@Eek a Mouse, The Devil's Mark, Outlaw Sniper, Gas-Soaked Rag Man, Amazon Prime, Friday's Child, Hot Blooded,[/B][B]Flower of the Moon[/B], [B]Rouge Demon Hunter[/B], Stimulated Emission, Animatronic Wench, [B]Lennie Small[/B]
[U]Virtue Villains (Serenity's Orphans):[/U][/COLOR][/SIZE][SIZE=1][COLOR=Yellow] [/COLOR][/SIZE] [SIZE=1][COLOR=Yellow] [B]Eek a Rat[/B], [B]Bomb Blondeshell[/B], Babe Brute, Jeanne Dark, Fallen Angle[/COLOR][/SIZE]

 

Posted

if you are seriously planning on farming with this toon, then yeah, IOing it out would be a good idea. Believe it or not, most of the IOs you need are pretty cheap, and if you farm AE missions for tickets you can make stupid amounts of money pretty easy. Bronze level 35 random rolls are your friend.

drop soul transfer or hand clap and get weave, and slot stalagmites for disorient. I would drop hand clap myself, the kb is annoying. other than a bit of slot balancing, you can make that toon tough as hell.

Here is what I would do, if it were me, with IOs. The IO sets I used, with the exception of the Kinetic Combats, are pretty cheap, and most can be farmed with bronze reward rolls. Softcapped def, respectable resistance, good recharge, and the disorients should stack for good mitigation/control. I even put in taunt, which i almost never use. I even skipped Soul Transfer, because on my DA, I'm not even fully IO'd yet and I almost never use it, unless I am messing around and pop self destruct.

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

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

da/ss tanker guy: Level 50 Mutation Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: Dark Embrace <ul type="square">[*] (A) Reactive Armor - Resistance[*] (3) Reactive Armor - Resistance/Endurance[*] (3) Reactive Armor - Resistance/Recharge[*] (7) Reactive Armor - Resistance/Endurance/Recharge[*] (7) Steadfast Protection - Resistance/+Def 3%[*] (15) Steadfast Protection - Knockback Protection[/list]Level 1: Jab <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (15) Kinetic Combat - Damage/Endurance[*] (33) Kinetic Combat - Damage/Recharge[*] (33) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 2: Murky Cloud <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (5) Reactive Armor - Resistance/Recharge[*] (5) Reactive Armor - Resistance/Endurance/Recharge[*] (13) Reactive Armor - Resistance[/list]Level 4: Death Shroud <ul type="square">[*] (A) Eradication - Chance for Energy Damage[*] (33) Eradication - Accuracy/Damage/Endurance/Recharge[*] (34) Eradication - Accuracy/Damage/Recharge[*] (34) Eradication - Accuracy/Recharge[*] (43) Endurance Reduction IO[*] (45) Endurance Reduction IO[/list]Level 6: Obsidian Shield <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (9) Reactive Armor - Resistance/Recharge[*] (9) Reactive Armor - Resistance/Endurance/Recharge[*] (13) Reactive Armor - Resistance[/list]Level 8: Combat Jumping <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (46) Luck of the Gambler - Defense[/list]Level 10: Dark Regeneration <ul type="square">[*] (A) Theft of Essence - Chance for +Endurance[*] (11) Touch of the Nictus - Chance for Negative Energy Damage[*] (11) Touch of the Nictus - Accuracy/Endurance/Recharge[*] (34) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge[*] (36) Touch of the Nictus - Accuracy/Healing[*] (36) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration[/list]Level 12: Swift <ul type="square">[*] (A) Flight Speed IO[/list]Level 14: Super Jump <ul type="square">[*] (A) Blessing of the Zephyr - Knockback Reduction (4 points)[/list]Level 16: Health <ul type="square">[*] (A) Miracle - +Recovery[*] (17) Numina's Convalescence - +Regeneration/+Recovery[*] (17) Regenerative Tissue - +Regeneration[/list]Level 18: Boxing <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (19) Kinetic Combat - Damage/Endurance[*] (19) Kinetic Combat - Damage/Recharge[*] (36) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 20: Stamina <ul type="square">[*] (A) Performance Shifter - Chance for +End[*] (21) Performance Shifter - EndMod[*] (21) Endurance Modification IO[/list]Level 22: Knockout Blow <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (23) Kinetic Combat - Damage/Endurance[*] (23) Kinetic Combat - Damage/Recharge[*] (31) Kinetic Combat - Damage/Endurance/Recharge[*] (31) Mocking Beratement - Recharge[*] (31) Mocking Beratement - Accuracy/Recharge[/list]Level 24: Tough <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (25) Reactive Armor - Resistance/Recharge[*] (25) Reactive Armor - Resistance/Endurance/Recharge[*] (37) Reactive Armor - Resistance[/list]Level 26: Oppressive Gloom <ul type="square">[*] (A) Razzle Dazzle - Chance of Immobilize[*] (27) Razzle Dazzle - Accuracy/Stun/Recharge[*] (27) Razzle Dazzle - Accuracy/Recharge[*] (46) Razzle Dazzle - Endurance/Stun[*] (46) Razzle Dazzle - Accuracy/Endurance[/list]Level 28: Rage <ul type="square">[*] (A) HamiO:Membrane Exposure[*] (29) HamiO:Membrane Exposure[*] (29) HamiO:Membrane Exposure[/list]Level 30: Weave <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (37) Luck of the Gambler - Defense[/list]Level 32: Cloak of Darkness <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (37) Luck of the Gambler - Defense[/list]Level 35: Taunt <ul type="square">[*] (A) Mocking Beratement - Taunt/Recharge/Range[*] (40) Mocking Beratement - Taunt/Range[*] (45) Mocking Beratement - Taunt/Recharge[*] (45) Mocking Beratement - Accuracy/Recharge[/list]Level 38: Foot Stomp <ul type="square">[*] (A) Eradication - Chance for Energy Damage[*] (39) Eradication - Accuracy/Damage/Endurance/Recharge[*] (39) Eradication - Accuracy/Damage/Recharge[*] (39) Eradication - Accuracy/Recharge[*] (40) Scirocco's Dervish - Chance of Damage(Lethal)[*] (40) Scirocco's Dervish - Accuracy/Damage/Endurance[/list]Level 41: Stone Prison <ul type="square">[*] (A) Enfeebled Operation - Accuracy/Recharge[*] (42) Enfeebled Operation - Endurance/Immobilize[*] (42) Enfeebled Operation - Accuracy/Immobilize[*] (42) Enfeebled Operation - Accuracy/Endurance[*] (43) Enfeebled Operation - Accuracy/Immobilize/Recharge[*] (43) Enfeebled Operation - Immobilize/Range[/list]Level 44: Quick Sand <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 47: Stalagmites <ul type="square">[*] (A) Razzle Dazzle - Accuracy/Stun/Recharge[*] (48) Razzle Dazzle - Chance of Immobilize[*] (48) Razzle Dazzle - Accuracy/Recharge[*] (48) Razzle Dazzle - Endurance/Stun[*] (50) Razzle Dazzle - Accuracy/Endurance[/list]Level 49: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (50) Recharge Reduction IO[*] (50) Recharge Reduction IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]28.3% Defense(Smashing)[*]28.3% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]14.3% Defense(Energy)[*]14.3% Defense(Negative)[*]3% Defense(Psionic)[*]21.8% Defense(Melee)[*]8.63% Defense(Ranged)[*]3% Defense(AoE)[*]9.45% Max End[*]9% Enhancement(Accuracy)[*]26.3% Enhancement(RechargeTime)[*]3% Enhancement(Immobilize)[*]4% Enhancement(Stun)[*]5% Enhancement(Heal)[*]5% FlySpeed[*]260 HP (13.9%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 12.7%[*]5.5% (0.09 End/sec) Recovery[*]40% (3.13 HP/sec) Regeneration[*]1.88% Resistance(Negative)[*]5% RunSpeed[/list]------------
[u]Set Bonuses:[u]
[u]Reactive Armor[u]
(Dark Embrace)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list][u]Steadfast Protection[u]
(Dark Embrace)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[*] 3% Defense(All)[*] Knockback Protection (Mag -4)[/list][u]Kinetic Combat[u]
(Jab)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 28.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Reactive Armor[u]
(Murky Cloud)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list][u]Eradication[u]
(Death Shroud)<ul type="square">[*] 1.8% Max End[*] 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)[*] 42.2 HP (2.25%) HitPoints[/list][u]Reactive Armor[u]
(Obsidian Shield)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list][u]Luck of the Gambler[u]
(Combat Jumping)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 7.5% Enhancement(RechargeTime)[/list][u]Touch of the Nictus[u]
(Dark Regeneration)<ul type="square">[*] 35.1 HP (1.88%) HitPoints[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(Heal)[*] 2.25% Max End[/list][u]Blessing of the Zephyr[u]
(Super Jump)<ul type="square">[*] Knockback Protection (Mag -4)[/list][u]Kinetic Combat[u]
(Boxing)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 28.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Performance Shifter[u]
(Stamina)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[/list][u]Kinetic Combat[u]
(Knockout Blow)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 28.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Mocking Beratement[u]
(Knockout Blow)<ul type="square">[*] 1.8% Max End[/list][u]Reactive Armor[u]
(Tough)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list][u]Razzle Dazzle[u]
(Oppressive Gloom)<ul type="square">[*] 2% (0.03 End/sec) Recovery[*] 28.1 HP (1.5%) HitPoints[*] 2% Enhancement(Stun)[*] 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)[/list][u]Luck of the Gambler[u]
(Weave)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 7.5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Cloak of Darkness)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 7.5% Enhancement(RechargeTime)[/list][u]Mocking Beratement[u]
(Taunt)<ul type="square">[*] 1.8% Max End[*] MezResist(Held) 2.75%[*] 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)[/list][u]Eradication[u]
(Foot Stomp)<ul type="square">[*] 1.8% Max End[*] 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)[*] 42.2 HP (2.25%) HitPoints[/list][u]Scirocco's Dervish[u]
(Foot Stomp)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[/list][u]Enfeebled Operation[u]
(Stone Prison)<ul type="square">[*] 3% Enhancement(Immobilize)[*] 1.88% Resistance(Negative)[*] 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)[*] 3.75% Enhancement(RechargeTime)[*] 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)[/list][u]Razzle Dazzle[u]
(Stalagmites)<ul type="square">[*] 2% (0.03 End/sec) Recovery[*] 28.1 HP (1.5%) HitPoints[*] 2% Enhancement(Stun)[*] 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)[/list]


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Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.

 

Posted

If you want a farm toon, I'd go with rolling up another toon. Dark/SS isn't exactly going to meet your requirements in this regard.


 

Posted

[ QUOTE ]
If you want a farm toon, I'd go with rolling up another toon. Dark/SS isn't exactly going to meet your requirements in this regard.

[/ QUOTE ]

Can you not do something odd with lots of anti psi precautions and farm mother mayhem's mish ?


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

I'd probably go with something like this for a mostly SO Dark/SS w/ pyre mastery:

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

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

Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Fitness
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Dark Embrace -- ResDam(A), ResDam(3), ResDam(3), EndRdx(43)
Level 1: Jab -- Acc(A), EndRdx(15), Dmg(17), Dmg(40), Dmg(42)
Level 2: Death Shroud -- Acc(A), EndRdx(5), Dmg(5), EndRdx(17), Dmg(34), Dmg(34)
Level 4: Haymaker -- Acc(A), EndRdx(7), Dmg(7), Dmg(37), Dmg(37), RechRdx(37)
Level 6: Obsidian Shield -- ResDam(A), S'fstPrt-ResDam/EndRdx(43), S'fstPrt-ResDam/Def+(43), S'fstPrt-ResKB(46)
Level 8: Dark Regeneration -- Acc(A), Acc(9), EndRdx(9), EndRdx(11), RechRdx(11), RechRdx(13)
Level 10: Combat Jumping -- Krma-ResKB(A)
Level 12: Boxing -- Acc(A), EndRdx(13), Dmg(15), Dmg(42), Dmg(42)
Level 14: Super Jump -- EndRdx(A)
Level 16: Hurdle -- Jump(A)
Level 18: Health -- Heal(A), Heal(19), Heal(19)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Knockout Blow -- Acc(A), EndRdx(23), Dmg(23), RechRdx(27), Dmg(31), Dmg(31)
Level 24: Murky Cloud -- ResDam(A), ResDam(25), ResDam(25), EndRdx(34)
Level 26: Oppressive Gloom -- Acc(A), Acc(27)
Level 28: Rage -- RechRdx(A), RechRdx(29), RechRdx(29), ToHit(31), ToHit(46)
Level 30: Taunt -- RechRdx(A)
Level 32: Tough -- ResDam(A), ResDam(33), ResDam(33), EndRdx(33)
Level 35: Cloak of Darkness -- DefBuff(A), DefBuff(36), DefBuff(36), EndRdx(36)
Level 38: Foot Stomp -- Acc(A), EndRdx(39), Dmg(39), Dmg(39), Dmg(40), RechRdx(40)
Level 41: Char -- Acc(A)
Level 44: Fire Blast -- Acc(A), EndRdx(45), Dmg(45), Dmg(45), Dmg(46)
Level 47: Fire Ball -- Acc(A), EndRdx(48), Dmg(48), Dmg(48), Dmg(50)
Level 49: Weave -- DefBuff(A), DefBuff(50), DefBuff(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet


Cloak of Fear just seems like too much end cost for what it gives, especially with Oppressive gloom also in the set.

I like getting Taunt by lvl 30 for AVs, but if you aren't going to exemplar to do any sub-lvl 50 content then you could drop Taunt to lvl 50, and maybe scrape a couple slots to put into Fireball for some recharge.

The only IOs would be the -KB ones, and Steadfast +3% def, and res/end.

I only have 1 -KB IO on my lvl 50 Fire/fire tank, and it seems good enough for 95% of the content in game. The only really annoying KB came from Mary on the Katie Hannon TF.
I actually kind of like being knocked back every so often if it doesn't cause team wipes, which hasn't happened yet.

Of course, even a cheap full set IO build would make your tanks performance much better, but it's up to you.

I could work up one if you want to put in the effort at wentworths.

-Pep


 

Posted

[ QUOTE ]
[ QUOTE ]
If you want a farm toon, I'd go with rolling up another toon. Dark/SS isn't exactly going to meet your requirements in this regard.

[/ QUOTE ]

Can you not do something odd with lots of anti psi precautions and farm mother mayhem's mish ?

[/ QUOTE ]

Well you can farm anything really ... but usually when people say farm, speed is tantamount to being good at farming. Dark/SS isn't going to break any speed records at farming.

That's all I meant. If levelling up another toon is daunting for the OP, then time to break out the high recharge builds


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
If you want a farm toon, I'd go with rolling up another toon. Dark/SS isn't exactly going to meet your requirements in this regard.

[/ QUOTE ]

Can you not do something odd with lots of anti psi precautions and farm mother mayhem's mish ?

[/ QUOTE ]

Well you can farm anything really ... but usually when people say farm, speed is tantamount to being good at farming. Dark/SS isn't going to break any speed records at farming.

That's all I meant. If levelling up another toon is daunting for the OP, then time to break out the high recharge builds

[/ QUOTE ]
Plenty of people farm on invul/SS and WP/SS, is dark/SS really any worse ? at least it has the damage aura. Sort your end use and should be OK, was suggesting mother Mayhem's mish for survivability.


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

yeah, with the build I put up, DA/SS should do really well for farming. Fireball is nice, but kind of overrated, the damage from stalagmites is a little less, but the mitigation stacked with Oppressive Gloom should up the survivability tremendously. I am actually thinking of rebuilding my DA/DM and getting rid of the fear and stacking OP with Stalagmites, or using that as a second build.

as far as whether or not DA is going to be worse than inv or wp for farming, can't speak for WP but it will be worse than inv in that inv has more def/res without IOs. The mitigation in DA wont make up the difference unless paired with more disorients. End use on my INV/Fire is just ugly, as bad as my DA was before I started IOing him out. However, he is a beast in farming.


Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.