SD/SS - Noob Questions
THis is the build I am using now:
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Max Shields
Level: 50
Archetype: Tanker
Primary: Shield Defense
Secondary: Super Strength
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01) --> Deflection ==> DefBuff(1) DefBuff(3) DefBuff(3) LkGmblr-Rchg+(11)
01) --> Jab ==> MakoAcc/Dmg/EndRdx/Rchg(1) Mako-Acc/Dmg(7) MakoAcc/EndRdx/Rchg(9) MakoDmg/Rchg(13) MakoDmg/EndRdx(17) Mako-Dmg(37)
02) --> Battle Agility ==> DefBuff(2) DefBuff(5) DefBuff(5) LkGmblr-Rchg+(11)
04) --> Haymaker ==> MakoAcc/Dmg/EndRdx/Rchg(4) Mako-Acc/Dmg(7) MakoAcc/EndRdx/Rchg(9) MakoDmg/Rchg(13) MakoDmg/EndRdx(17) Mako-Dmg(34)
06) --> Active Defense ==> RechRdx(6) RechRdx(15)
08) --> Hurdle ==> Jump(8)
10) --> Taunt ==> Mocking-Taunt/Rng(10) Mocking-Taunt(19) Mocking-Taunt/Rchg(34) Mocking-Rchg(42) Mocking-Acc/Rchg(43) Mocking-Taunt/Rcgh/Rng(43)
12) --> Combat Jumping ==> DefBuff(12) DefBuff(15) LkGmblr-Rchg+(46)
14) --> Super Jump ==> Jump(14)
16) --> Phalanx Fighting ==> LkGmblr-Rchg+(16)
18) --> Health ==> Numina-Regen/Rcvry+(18) Mrcl-Rcvry+ (19)
20) --> Stamina ==> EndMod(20) EndMod(21) EndMod(21)
22) --> Knockout Blow ==> CingImp-Acc/Dmg/Rchg(22) CingImp-Acc/Dmg(23) CingImp-Dmg/Rchg(23) CingImp-Dmg/EndRdx(25) CingImp-Acc/Dmg/EndRdx(25) CingImp-Dmg//EndRdx/Rchg(33)
24) --> True Grit==> Heal(24) Heal(46)
26) --> Shield Charge ==> Sciroc-Acc/Dmg/EndRdx(26) Sciroc-Acc/Dmg(27) Sciroc-Dmg/EndRdx(27) Sciroc-Acc/Rchg(29) Sciroc-Dmg/Rchg(33) Sciroc-Dmg(40)
28) --> Rage ==> RechRdx(28) RechRdx(29) RechRdx(31) ToHitBuff(37) ToHitBuff(37) ToHitBuff(42)
30) --> Against All Odds ==> EndRdx(30) EndRdx(31)
32) --> One with the Shield ==> DmgRes(32) DmgRes(33) DmgRes(34)
35) --> Grant Cover ==> Redftn-Def/EndRdx/Rcgh(35) RedFtn-Def/Rchg(36) Redftn-Def/EndRdx(36) Redftn-EndRdx(36) Redftn-Def(42) Redftn-EndRdx/Rchg(43)
38) --> Foot Stomp ==> Acc(38) Dmg(39) Dmg(39) Dmg(39) Acc(40) RechRdx(40)
41) --> Boxing ==> Dmg(41)
44) --> Tough ==> Redftn-Def/EndRdx/Rchg(44) RedFtn-Def/Rchg(45) Redftn-Def/EndRdx(45) Redftn-EndRdx(45) Redftn-Def(46)
47) --> Weave ==> Redftn-Def/EndRdx/Rchg(47) RedFtn-Def/Rchg(48) Redftn-Def/EndRdx(48) Redftn-EndRdx(48) Redftn-Def(50)
49) --> Hasten ==> RechRdx(49) RechRdx(50) RechRdx(50)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Containment==> Empty(1)
02) --> Rest==> Empty(2)
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You will have tons of AOE damage once you have shield charge and footstomp.
actually now that I look at it, I slotted some other IO sets in some of the powers since I was able to afford some purples. But the power choices are the same.
Thanks for posting your build.
I don't see that you really have much AOE damage. Is this normal, or am I missing something? Maybe I dont understand tankers design philosophy.
My biggest thing is that I am constructed to fight with alot of friends and foes around, but dont understand how to hit the foes en masse. I see AOE skills in the SS line, but no one seems to take them,
I know that the tanker is not *primarily* damage, but I do want to bust *some* heads.
Handclap is just Footstomp's retarded cousin. It's ok to take it when you're a young hero and can't handle yourself, but it knocks the foes away, and that's just annoying since then you're going to be doing less damage because AAO just lost a few targets for a few seconds. Once you're leveled, you'll have Footstomp and Shield Charge; those will be enough as far as AoE goes once you get them slotted. A hint in case you weren't aware, don't use Shield Charge to actually charge. Run into the spawn and let AAO boost your damage up first, then activate Shield Charge and click right at your feet.
@Johnstone & @Johnstone 2
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All my characters
Shield Charge by itself is huge damage, and as I understand it (My Shield character is a scrapper, not a tank) it actually does the same damage as the Scrapper version? In that case it's huge... mine routinely does 350+ damage to a large AOE. Foot Stomp is another healthy AOE, I don't know if it's that good (I've never played /SS) but it doesn't stink by any stretch.
Slot your attacks for damage, particularly Shield Charge & Foot Stomp and you'll do just fine. While I haven't personally played /SS I do know it's a great damage set. Oh, I DON'T recommend Hand Clap; it will knock the entire group around you back way out of range and scatter them. If you've ever played with a bad Storm defender or controller Hand Clap works a little like Gale.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Shield Charge and Footstomp together are generally enough to wipe out most, if not all, minions in a spawn (I'm talking orange minions). It's even more effective if you herd for yourself to get the most out of AAO's damage boost.
AoE two-shotting minions with a couple of 15 ft radius attacks, often every 45 seconds or less (seem people get it down to 25 for Shield Charge) isn't enough AoE? Well, pick up the Fire ancillary set!
Shield Charge is truth. The trick with the Shield Bomb is to wait to use it. Don't automaticly use it to enter the mob (unless you need to be in there RIGHT NOW), but leap into the middle of the fray and let your tanking aura buff your damage first. Then lay a charge to your feet (something you'll get used to doing a LOT) and BAM.
Some people will think you're a blaster at that point.
Others have already given you sound advice and I agree with them.
Do not give up on it till you get AAO + Rage + Shield Charge + Foot Stomp. These 4 powers will define your hero (or brute).
AOE potential comes late to SS in Foot Stomp, but you will find you will regularly get off 2-3 or more FS to every Shield Charge. That is the beauty of FS and why Super Strength is good on AOE damage.
I play my SHield/ SS fairly often but there is one thing I will not do with it-- exemplar below lvl 26 because that's when Shield Charge becomes available.
OH, Shield Defense actual defense #'s are lacking till you can slot SOs at which point it becomes average. It's only when you start slotting IOs for set bonuses and special enhancements that bring it to godliness.
[ QUOTE ]
Thanks for posting your build.
I don't see that you really have much AOE damage. Is this normal, or am I missing something? Maybe I dont understand tankers design philosophy.
My biggest thing is that I am constructed to fight with alot of friends and foes around, but dont understand how to hit the foes en masse. I see AOE skills in the SS line, but no one seems to take them,
I know that the tanker is not *primarily* damage, but I do want to bust *some* heads.
[/ QUOTE ]
The AOE damage in SS is a late bloomer. Stick with and I think you will be happy. As others have said. Make sure Rage is up, jump in the mob, hit shield charge then hit Footstomp - if there is anything left you have a few single target attacks to take them out.
My interest in my tanker is definitely renewed by this, I didn't realize how this all played out.
Thanks for all the great responses!
I am coming back to CoH after a long hiatus, and am starting a Tanker to have a different PoV. I decided on SD/SS for look-and-feel, and it appears that it should be a functional, playable combo
So far I have found a few threads, but no real overall guide. That's fair since SD is from I13. I think I really like SD, I sort of get it, but I am having trouble understanding using SS, and I might be interested in another Secondary that fits my char feel.
I am only 11, so my experiences are limited, but the biggest thing I seem to be missing is the ability to tag for aggro or just plain hurt mobs AOE. Should I be taking the AOE attacks in SS or not? The few threads I saw, don't seem to take the SS AOE abilities.
Any other thoughts or tips from those with experience? Is this a combo that synergies well?