Invu/SS build, comments please.
dont know if its just me being extremly misstaken or your planner being so, but didnt they make changes so thattaunt is now availeble at lvl 10 instead of 4-6? and moved the third attack down a step instead. please correct me if i'm wrong. (my planner shows it at lvl 4 as well but i'm pretty sure that wrong)
@EU Brimmy - Union and Exalted servers
Ah, true, haven't updated the planner in a while. Well, that's just cosmetics, the character is at lv 22 now and just got the SOs in place and decided that it's time to think of a respec.
Shouldn't affect the end result, will need to switch Combat Jumping to lv 6, Taunt to 10 and push the two resistance powers up a notch or two. End result should be quite alike (unless I'm exemplaring)
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ye the result shouldnt be too different..
@EU Brimmy - Union and Exalted servers
1 power i serious should consider is footstomp. Awsome agro power (if slotted with rech even quite fast spamming) and helps tanking alot (massive knockdown).
For epic i would go for a ranger, fire ball or stalmites are good agro keepers, specialy for the run-offs.
By using some extra aoe powers you can work around the awfull taunt-cap, footstomp gives the team time enough to let you go back to below-cap-taunt.
50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore
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i regret not taking footstomp, gonna respec it in first chance i get. and when i do so i will have 2 AoE's 2!!!!! combining footstomp and stalgemites will make some niiice aggro (and not to forget mudpots)
@EU Brimmy - Union and Exalted servers
You didnt take salt crystals? i have this power since i got this toon to 50, without doubt its a live safer and aggro magnet (secondair some -def, but minor).
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Good points there, took Focused Accuracy for the +perc out of old stalker-hating habits, and Laser Beam Eyes. Well... Come, on, Laser Beam Eyes! It's better than sharks with lasers. But seriously speaking - toyed around the build a bit more.
I hate Endurance Drain, and on a toon that relies on this many toggles, I've tried to make this as endurance light as possible, so that I can survive even when end-drain starts hitting me.
Switched from Energy to Stone Epic as you suggested, which left me with one unused power slot that I used on getting the Foot Stomp early on. Is the slotting on Foot Stomp and Salt Crystals ok in your opinion?
Exported from version 1.5B of CoH Planner
http://joechott.com/coh
Archetype: Tanker
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Super Strength
01 : Jab acc(01)
01 : Resist Physical Damage damres(01) damres(3) damres(3)
02 : Temp Invulnerability damres(02) damres(5) damres(5) endred(37) endred(37) endred(50)
04 : Dull Pain recred(04) recred(7) recred(7) hel(31) hel(31) hel(34)
06 : Combat Jumping jmp(06) jmp(9) jmp(9)
08 : Resist Elements damres(08) damres(11) damres(11)
10 : Unyielding damres(10) damres(13) damres(13) endred(40) endred(42)
12 : Resist Energies damres(12) damres(15) damres(15)
14 : Taunt tntdur(14) tntdur(17) tntdur(17)
16 : Super Jump jmp(16)
18 : Invincibility defbuf(18) defbuf(19) defbuf(19) endred(46) endred(48)
20 : Hurdle jmp(20) jmp(21) jmp(21)
22 : Provoke tntdur(22) tntdur(23) acc(23) acc(31)
24 : Health hel(24) hel(25) hel(25)
26 : Tough Hide defbuf(26) defbuf(27) defbuf(27)
28 : Stamina endrec(28) endrec(29) endrec(29)
30 : Boxing acc(30)
32 : Unstoppable damres(32) damres(33) damres(33) recred(33) recred(34) recred(34)
35 : Tough damres(35) damres(36) damres(36) endred(36) endred(37)
38 : Foot Stomp tntdur(38) tntdur(39) tntdur(39) acc(39) acc(40) endred(40)
41 : Weave defbuf(41) defbuf(42) defbuf(42) endred(43) endred(43) endred(43)
44 : Salt Crystals acc(44) acc(45) endred(45) endred(45) recred(46) recred(46)
47 : Swift runspd(47) runspd(48) runspd(48)
49 : Acrobatics endred(49) endred(50) endred(50)
-------------------------------------------
01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)
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I dont see hasten, was used in my case to even up -recharge from GA. I went for a acc/acc/dmg/dmg/rech/rech for my tanker, but if you want to focus for tanking only i'd go a acc/acc/endred/taunt/rech/rech (maybe change taunt for another recharge) as best fit.
Maybe 1 taunt in Taunt to swap with a recharge, yet swift _and_ hurdle imho a bit overdone, you might swap it out and go for the immobilize power of the stone epic (works even on AV's with decent recharge). Then see if you can skip 1 more extra power to eventualy get stalgmites, also a very nice earth epic power since it is a target-based aoe with disorient chance. AoE realy works great for aggro managemen and with footstomp/stalmites/salt crystals you become a mini controller .
My 2 favo chains
Footstomp -> stagmites -> salt crystals (dmg dmg sleep).
Salt crystal (scattered group) -> footstomp -> stagmites on remaining mobs (the aggro magnet)
Since your taunt-aura dont have damage, i think mobs around you will stay in mez-sleep effect, not sure though.
But be sure to test earth epic on the testserver if you got a chance, though i (and some others) like the epic, it is possible you might not like it that much due slow recharge or small effect.
50)Sinergy X/(50)Mika.
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Sign the petition, dont let CoH go down! SIGN!
why have you taken no attacks, the attacks allow you to tank better and actually have a degree of soloing ability.
For epics i took Arctic Mastery which has a fantastic hold (Block of Ice) which gives you a way to hold most bosses in conjunction with knockout blow, which also has some hold.
Theres also no point taking Hurdle and Swift as it doesn't make much difference having both, especially Hurdle when you have combat jumping and super jump.
Also note Invincibilty will make you an irrisistible taunt magnet that will keep most enemies attacking you as long as you keep stomping and hitting things to keep the agro up.
[ QUOTE ]
why have you taken no attacks, the attacks allow you to tank better and actually have a degree of soloing ability.
[/ QUOTE ]
Think of it as a concept build. I'm trying to keep the purpose of the character quite straightforward - a team tank with absolutely no soloing potential.
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For epics i took Arctic Mastery which has a fantastic hold (Block of Ice) which gives you a way to hold most bosses in conjunction with knockout blow, which also has some hold.
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I looked at it, but as there will be controllers and ice blasters who can hold things way better, the point of a single-target hold is a bit lost on the concept.
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Theres also no point taking Hurdle and Swift as it doesn't make much difference having both, especially Hurdle when you have combat jumping and super jump.
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On the contrary - I have 3-slotted Hurdle and 3-slotted Combat Jump on the character, the movement ability those two provided in combat together is remarkable. I'm not that sure on taking swift, but it's sort of a back-up movement power for pvp (combined with sprint) if I get -jump:ed by some power. I have my pools full, so I can't take an additional actual movement power.
[ QUOTE ]
Also note Invincibilty will make you an irrisistible taunt magnet that will keep most enemies attacking you as long as you keep stomping and hitting things to keep the agro up.
[/ QUOTE ]
Yup, one of the reasons I have it. Not sure about how to slot it, might move one slot to it from somewhere just to get a Taunt Enha into it.
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After playing a few levels upwards, I've thought about slotting and powers a bit more again...
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Simulacrus
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
---------------------------------------------
01) --> Resist Physical Damage==> DmgRes(1)DmgRes(3)DmgRes(3)
01) --> Jab==> Acc(1)
02) --> Temp Invulnerability==> DmgRes(2)DmgRes(5)DmgRes(5)EndRdx(37)
04) --> Dull Pain==> Rechg(4)Rechg(9)Rechg(9)Heal(40)Heal(43)Heal(46)
06) --> Resist Elements==> DmgRes(6)DmgRes(7)DmgRes(7)
08) --> Hurdle==> Jump(8)Jump(31)Jump(46)
10) --> Taunt==> Rechg(10)Rechg(11)Rechg(11)Taunt(15)Taunt(15)Taunt(31)
12) --> Combat Jumping==> DefBuf(12)DefBuf(13)DefBuf(13)
14) --> Super Jump==> Rechg(14)Jump(34)
16) --> Unyielding==> DmgRes(16)DmgRes(17)DmgRes(17)EndRdx(48)
18) --> Resist Energies==> DmgRes(18)DmgRes(19)DmgRes(19)
20) --> Invincibility==> DefBuf(20)DefBuf(21)DefBuf(21)Taunt(25)Taunt(25)Taunt(31)
22) --> Hasten==> Rechg(22)Rechg(23)Rechg(23)
24) --> Health==> Heal(24)Heal(29)Heal(29)
26) --> Tough Hide==> DefBuf(26)DefBuf(27)DefBuf(27)
28) --> Stamina==> EndMod(28)EndMod(37)EndMod(37)
30) --> Boxing==> Acc(30)
32) --> Unstoppable==> Rechg(32)Rechg(33)Rechg(33)DmgRes(33)DmgRes(34)DmgRes(34)
35) --> Tough==> DmgRes(35)DmgRes(36)DmgRes(36)EndRdx(36)EndRdx(46)
38) --> Foot Stomp==> Acc(38)Acc(39)Rechg(39)Rechg(39)Taunt(40)Taunt(40)
41) --> Knockout Blow==> Acc(41)Acc(42)Rechg(42)Rechg(42)Hold(43)Hold(43)
44) --> Salt Crystals==> Acc(44)Acc(45)EndRdx(45)EndRdx(45)
47) --> Acrobatics==> EndRdx(47)EndRdx(48)EndRdx(48)
49) --> Weave==> DefBuf(49)DefBuf(50)DefBuf(50)EndRdx(50)
---------------------------------------------
01) --> Sprint==> Jump(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
More a crowd-controller build than a pvp one now, still over-the-top resistances for s/l and holds/knockback, but that, along with KO Blow are nods for PvP purposes. Main point still is to keep some form of crowd control going. If/when going for full PvP, slotting for Taunt will be 2xAcc, 2xRechg, 2xTaunt, but since the Accuracy changes in Taunt affect only PVP environments, there is no point in taking them for normal play.
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here is a plan of a tanker SS/Inv that I have up to lvl 20 at the minute and plays very well as a taunty tank. I have built the remaining to allow maximum tauntage in a team.
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name:
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
---------------------------------------------
01) --> Resist Physical Damage==> DmgRes(1) DmgRes(3) DmgRes(3)
01) --> Jab==> Dmg(1) Acc(9) Dmg(11) Acc(36) Taunt(36) Dmg(36)
02) --> Temp Invulnerability==> DmgRes(2) DmgRes(5) DmgRes(5) EndRdx(21) EndRdx(42)
04) --> Dull Pain==> Rechg(4) Rechg(11)
06) --> Combat Jumping==> DefBuf(6) DefBuf(7) DefBuf(7) EndRdx(21)
08) --> Punch==> Dmg(8) Acc(9) Dmg(15) Acc(15) Taunt(37) Rechg(37)
10) --> Taunt==> Range(10) Range(37)
12) --> Unyielding==> DmgRes(12) DmgRes(13) DmgRes(13) EndRdx(23)
14) --> Super Jump==> Jump(14)
16) --> Hand Clap==> Taunt(16) Acc(17) Rechg(17) Rechg(40) Rechg(46)
18) --> Invincibility==> TH_Buf(18) DefBuf(19) DefBuf(19) EndRdx(23) Taunt(31) Taunt(43)
20) --> Swift==> Run(20)
22) --> Health==> Heal(22)
24) --> Stamina==> EndMod(24) EndMod(25) EndMod(25)
26) --> Tough Hide==> DefBuf(26) DefBuf(27) DefBuf(27)
28) --> Rage==> TH_Buf(28) Rechg(29) Rechg(29)
30) --> Knockout Blow==> Hold(30) KB_Dist(31) Hold(31) Rechg(34) Rechg(43) Acc(43)
32) --> Unstoppable==> DmgRes(32) DmgRes(33) DmgRes(33) EndRdx(33) Rechg(34) Rechg(34)
35) --> Acrobatics==> EndRdx(35)
38) --> Foot Stomp==> Acc(38) Taunt(39) Acc(39) Taunt(39) Acc(40) Taunt(40)
41) --> Conserve Power==> Rechg(41) Rechg(42) Rechg(42)
44) --> Laser Beam Eyes==> Dmg(44) Acc(45) Dmg(45) Acc(45) Acc(46) Dmg(46)
47) --> Energy Torrent==> Dmg(47) Acc(48) Dmg(48) Acc(48)
49) --> Hurl==> Acc(49) Dmg(50) Acc(50) Dmg(50)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Dmg(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------
[ QUOTE ]
Think of it as a concept build. I'm trying to keep the purpose of the character quite straightforward - a team tank with absolutely no soloing potential.
[/ QUOTE ]
As you know i done a tf with you last night, and i said i havent seen a build like that..well since me. Difference with your build and my very first old build is i had jab, punch and brawl till past 20 i think lvl 24 but i never had a travel power until level 30 i was "tp pls" to people who i always teamed with.
I have had the tanker build that was exempable to tank at any level with all of the primaries and the fighting pool.
I'll be right back a similar model is on the forums, i'll get it.
This post will be edited shortly. Sod it, i do know where it is but i'd change stuff with what i know now already.
lets look at this:
01) --> Jab==> Acc(1) if you constantly used it, itll eat up endurance as much as any other single target melee attack in the ss set over time (more than the toggles do per second)
04) --> Dull Pain==> Rechg(4) Rechg(9) Rechg(9) Heal(40) Heal(43) Heal(46) i'm glad you said you slotted any old way
cos heals this late would be bad versus high burst alphas imo.
08) --> Hurdle==> Jump(8) Jump(31) Jump(46) extra slotting is for jump speed, i cant see a need for it.
10) --> Taunt==> Rechg(10) Rechg(11) Rechg(11) Taunt(15) Taunt(15) Taunt(31) best taunt slotting versus upto lvl 53 against lvl 54 we dont have enough slots. imo for RV an extra 3 range slots would be good on top of this.
14) --> Super Jump==> Rechg(14) Jump(34) dont take recharges, an endredux is nice, i have never needed a jump in it, i cant see the benefits.
20) --> Invincibility==> DefBuf(20) DefBuf(21) DefBuf(21) Taunt(25) Taunt(25) Taunt(31) This will keep aggro versus plus levels nicely, the taunt duration runs out before the next taunt pulse, 1 slot fills it versus even to +1 levels nicely imo but the more the better to keep even higher levels more in check.
30) --> Boxing==> Acc(30) same said about jab
32) --> Unstoppable==> Rechg(32) Rechg(33) Rechg(33) DmgRes(33) DmgRes(34) DmgRes(34) 1 dam res helps almost reach your capped resist, most likely you may run other toggles too but most certainly your passives are always there. End mods are very nice though. 3 recharge is basically if you feel you would like to use it more often than you actually would, in RV having such a fast recharge has saved me though.
38) --> Foot Stomp==> Acc(38) Acc(39) Rechg(39) Rechg(39) Taunt(40) Taunt(40) Gauntlet isnt that good its worth slotting taunt at the price of endurance slots, with such a fast recharge taunt and the amount of taunt durations in invincible i cant see it worth losing an endurance slot over. Combined with taunt its good for those just outside of aura to say "remember me".
41) --> Knockout Blow==> Acc(41) Acc(42) Rechg(42) Rechg(42) Hold(43) Hold(43) again an endurance slot, this can be used to hold sappers for yourself, the thing is can you get to them quick enough. i have that amount of holds in mine currently with 3 holds i can sip a drink and casually kill a sapper but with your lack of damage you definately need someone there.
44) --> Salt Crystals==> Acc(44) Acc(45) EndRdx(45) EndRdx(45) its a sleep, it only takes someone with an aoe to wake everyone up, its still good used for the right groups at the right moments, like while you are tanking one group a patrol appears so you sleep them.
47) --> Acrobatics==> EndRdx(47) EndRdx(48) EndRdx(48)
i cant see you needing this, there seems to be 2 extremes. Unyielding will resist most anything pve but what it cant resist, acrobatics wont be enough.(hurl or air sup for the -fly would be more useful to keep av's grounded so that other people can more easily keep their dps up).
49) --> Weave==> DefBuf(49) DefBuf(50) DefBuf(50) EndRdx(50) another end slot imo
You have made a build designed for taking all the aggro, ive had my moments of having to kill or be killed myself so doing damage has helped me to survive, any attack with secondary effects or control powers from outside pools help do the same but nothing comes with a guarantee.
If i havent commented on a power its a "if it aint broke dont fix it". Your build is designed to last longer in groups, my current build is designed not to spend too long in groups and so i try to tank to not have to be exposed to too much too soon especially when i should never have to.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
After last night's experience of going through 3 taskforces with this character I've come to think some slotting and powers again - I'll make a new build when I have a bit more time, but here's some comments on some stuff..
[ QUOTE ]
08) --> Hurdle==> Jump(8) Jump(31) Jump(46) extra slotting is for jump speed, i cant see a need for it.
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I'm probably not taking the extra Jump heights on this one, as said, they just aren't worth it. I realized I don't have them now and I'm doing fine. I'll have to see about mobility vs. slotting things over on Test Server..
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14) --> Super Jump==> Rechg(14) Jump(34) dont take recharges, an endredux is nice, i have never needed a jump in it, i cant see the benefits.
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The Rechg is a glitch from the builder, should say Jump(14) Jump(34), which should cap the Super Jump height. Since I'll be running Combat Jumping in combat situations, I don't think I'll have much need for an End Red in this, the Jump enha improves travel speed, I'll have to take a look how I can best slot the movement powers (hurdle, superjump, sprint) as a combination and not make individual choises. Will probably mean that I'll have to make a Test Server build and make a couple of different versions before I can say anything about it.
[ QUOTE ]
32) --> Unstoppable==> Rechg(32) Rechg(33) Rechg(33) DmgRes(33) DmgRes(34) DmgRes(34) 1 dam res helps almost reach your capped resist, most likely you may run other toggles too but most certainly your passives are always there. End mods are very nice though. 3 recharge is basically if you feel you would like to use it more often than you actually would, in RV having such a fast recharge has saved me though.
[/ QUOTE ]
Took a look at the numbers, and you're right. No point in having more than one +res in this. With the toggles running, it would have brought the resistances to something like 140%, with smashing/lethal at 200%... With resistance capping at 90%. Will drop or change slotting a bit on this one.. Recharges will stay to keep it available any time possible
[ QUOTE ]
38) --> Foot Stomp==> Acc(38) Acc(39) Rechg(39) Rechg(39) Taunt(40) Taunt(40) Gauntlet isnt that good its worth slotting taunt at the price of endurance slots, with such a fast recharge taunt and the amount of taunt durations in invincible i cant see it worth losing an endurance slot over. Combined with taunt its good for those just outside of aura to say "remember me".
[/ QUOTE ]
Probably changing the slotting to Taunt, Taunt, Acc, Acc, EndRed, EndRed, (or 2x Taunt, 2x Acc, EndRed, Rechg, will need to test it) because It's not a primary way of taunting for me anyways - no need to have it ready all the time, but once in a while (much like Salt Crystals, FS will be used in some situations, but not all)
[ QUOTE ]
41) --> Knockout Blow==> Acc(41) Acc(42) Rechg(42) Rechg(42) Hold(43) Hold(43) again an endurance slot, this can be used to hold sappers for yourself, the thing is can you get to them quick enough. i have that amount of holds in mine currently with 3 holds i can sip a drink and casually kill a sapper but with your lack of damage you definately need someone there.
[/ QUOTE ]
I will most likely be changing this power into Hurl, just to fit a -fly power in there somewhere. A Hold will not be that necessary power for a Tank and KO Blow having only melee range, makes things even more difficult. Other possibility is getting the single target hold from Earth Epic and getting the AoE Immob instead of Acrobatics at 47. Will have to see what this means for my slotting.
[ QUOTE ]
44) --> Salt Crystals==> Acc(44) Acc(45) EndRdx(45) EndRdx(45) its a sleep, it only takes someone with an aoe to wake everyone up, its still good used for the right groups at the right moments, like while you are tanking one group a patrol appears so you sleep them.
[/ QUOTE ]
The best thing I see about the Crystals is that they have a huge area of effect (30' if I remember correctly), which means that they can give the team a breather if attacked by overwhelming enemies, giving a second or two to regroup and maybe get a vital member of the team back on their feet. I can also imagine it having use in getting attention of a bit scattered group of enemies in the beginning of a conflict.
[ QUOTE ]
47) --> Acrobatics==> EndRdx(47) EndRdx(48) EndRdx(48)
i cant see you needing this, there seems to be 2 extremes. Unyielding will resist most anything pve but what it cant resist, acrobatics wont be enough.(hurl or air sup for the -fly would be more useful to keep av's grounded so that other people can more easily keep their dps up).
[/ QUOTE ]
Agreed, and will be dropping this for something more worthwile. Either some nice attack from SS or Earth Epic, or move Weave here and get something else at 49.
[ QUOTE ]
49) --> Weave==> DefBuf(49) DefBuf(50) DefBuf(50) EndRdx(50) another end slot imo
[/ QUOTE ]
*nods* Quite endurance heavy power it seems. I'll have to take a look at things better in the morning, but moving Weave to an earlier level would make it possible to get enough slots into it.
[b][color=blue]Coldest War /[color=red]/ Omega Patient[/b]
[url="http://www.the-cow.net/"][color=red]The CoW Network (Blog) /[/url][url="http://www.collegeofwar.com/"][color=blue]/ College of War[/url]
[ QUOTE ]
(footstomp) Probably changing the slotting to Taunt, Taunt, Acc, Acc, EndRed, EndRed, (or 2x Taunt, 2x Acc, EndRed, Rechg, will need to test it) because It's not a primary way of taunting for me anyways - no need to have it ready all the time, but once in a while (much like Salt Crystals, FS will be used in some situations, but not all)
[/ QUOTE ]
Either way its good to see your slots work rather than feel as though they are so its a good idea to play around with them in game and visually see the effects.
[ QUOTE ]
(Knockout Blow)I will most likely be changing this power into Hurl, just to fit a -fly power in there somewhere. A Hold will not be that necessary power for a Tank and KO Blow having only melee range, makes things even more difficult. Other possibility is getting the single target hold from Earth Epic and getting the AoE Immob instead of Acrobatics at 47. Will have to see what this means for my slotting.
[/ QUOTE ]
If you lose this then lose it for a hold, i tend to scrank malta, i like to be first in or first seen no matter. I like to make sure sappers are dealt with for myself. i kill the sapper then worry about tanking the rest of the group. It takes a hold or disorient to see to them comfortably really but with earth epics you have to wait till 44 for a hold. With the pyre and ice mastery you can get a hold at 41 so you may find it best to keep knockout blow until the time is right to lose it really.
[ QUOTE ]
(Salt Crystals)The best thing I see about the Crystals is that they have a huge area of effect (30' if I remember correctly), which means that they can give the team a breather if attacked by overwhelming enemies, giving a second or two to regroup and maybe get a vital member of the team back on their feet. I can also imagine it having use in getting attention of a bit scattered group of enemies in the beginning of a conflict.
[/ QUOTE ]
Its a sleep i cant see it getting attention as the effect i'd imagine outlasts the taunt duration. I do like the aoe sleep more for (with correct team cooperation) using just before hibernate or detoggling toggles that maybe there on enemies who arent sleep protected or preventing ambushes. Getting teams to use their powers in synche with your own is often hard, you may say right ill sleep that lot and someone else unleashes rain of fire on them just after.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
[ QUOTE ]
Either way its good to see your slots work rather than feel as though they are so its a good idea to play around with them in game and visually see the effects.
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Yup. All the stuff above level 31 below is peliminary since I have no experience in them. I will most likely have to respec the character again at levels 40 and 50...
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(Knockout Blow)
[/ QUOTE ]
If you lose this then lose it for a hold, i tend to scrank malta, i like to be first in or first seen no matter. I like to make sure sappers are dealt with for myself. i kill the sapper then worry about tanking the rest of the group. It takes a hold or disorient to see to them comfortably really but with earth epics you have to wait till 44 for a hold. With the pyre and ice mastery you can get a hold at 41 so you may find it best to keep knockout blow until the time is right to lose it really.
[/ QUOTE ]
At the moment it feels natural to go for full Earth Mastery set - Good AoE Immob, the large-area Sleep, a -Fly ST Immob and a ranged ST Hold. Changes shown below. My lv 50 respec will probably include testing all possible epics on Test Server, but Earth seems most controllery in my mind.
[ QUOTE ]
[ QUOTE ]
(Salt Crystals)
[/ QUOTE ]
Its a sleep i cant see it getting attention as the effect i'd imagine outlasts the taunt duration. I do like the aoe sleep more for (with correct team cooperation) using just before hibernate or detoggling toggles that maybe there on enemies who arent sleep protected or preventing ambushes. Getting teams to use their powers in synche with your own is often hard, you may say right ill sleep that lot and someone else unleashes rain of fire on them just after.
[/ QUOTE ]
True. I have some doubts of it, but there are situations I can see it being useful. In PvP, Sleep is more rarely resisted than Holds. In PvE, There are situations where the team gets attacked by more than one group and you have trouble keeping aggro, in which case added control can help. But I have no experience in SC except seeing it in action by some Earth Controllers. Will have to see about it when the time comes.
The following build is pretty certain up to level 32 (will be respeccing into it once I get 6 bubbles and get there so I can sell enhances while respeccing)
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Simulacrus
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
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01) --> Resist Physical Damage==> DmgRes(1)DmgRes(3)DmgRes(3)
01) --> Jab==> Acc(1)
02) --> Temp Invulnerability==> DmgRes(2)DmgRes(5)DmgRes(5)EndRdx(37)EndRdx(43)
04) --> Dull Pain==> Rechg(4)Rechg(7)Rechg(7)Heal(37)Heal(40)Heal(43)
06) --> Resist Elements==> DmgRes(6)DmgRes(9)DmgRes(9)
08) --> Unyielding==> DmgRes(8)DmgRes(11)DmgRes(11)EndRdx(40)EndRdx(43)
10) --> Taunt==> Rechg(10)Rechg(13)Rechg(13)Taunt(23)Taunt(23)Taunt(31)
12) --> Combat Jumping==> DefBuf(12)DefBuf(15)DefBuf(15)
14) --> Super Jump==> Jump(14)
16) --> Resist Energies==> DmgRes(16)DmgRes(17)DmgRes(17)
18) --> Invincibility==> DefBuf(18)DefBuf(19)DefBuf(19)Taunt(31)Taunt(31)Taunt(34)
20) --> Hasten==> Rechg(20)Rechg(21)Rechg(21)
22) --> Hurdle==> Jump(22)
24) --> Health==> Heal(24)Heal(25)Heal(25)
26) --> Tough Hide==> DefBuf(26)DefBuf(27)DefBuf(27)
28) --> Stamina==> EndMod(28)EndMod(29)EndMod(29)
30) --> Boxing==> Acc(30)
32) --> Unstoppable==> Rechg(32)Rechg(33)Rechg(33)DmgRes(33)DmgRes(34)EndMod(34)
35) --> Tough==> DmgRes(35)DmgRes(36)DmgRes(36)EndRdx(36)EndRdx(37)EndRdx(46)
38) --> Weave==> DefBuf(38)DefBuf(39)DefBuf(39)EndRdx(39)EndRdx(40)EndRdx(46)
41) --> Stone Prison==> Acc(41)Acc(42)EndRdx(42)EndRdx(42)
44) --> Salt Crystals==> Acc(44)Acc(45)EndRdx(45)EndRdx(45)Rechg(46)
47) --> Stalagmites==> Acc(47)Acc(48)EndRdx(48)EndRdx(48)
49) --> Fossilize==> Acc(49)Acc(50)Hold(50)Hold(50)
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01) --> Sprint==> Jump(1)
01) --> Brawl==> Acc(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Rechg(2)
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[b][color=blue]Coldest War /[color=red]/ Omega Patient[/b]
[url="http://www.the-cow.net/"][color=red]The CoW Network (Blog) /[/url][url="http://www.collegeofwar.com/"][color=blue]/ College of War[/url]
I'm wondering why you are bothering with having /SS as a secondary if you are only taking the first power and taunt. At least take Foot Stomp for tanking Psi enemies and grabbing aggro. It will aid your tanking and provide control in more circumstances than the AoE sleep ( Salt Crystals ) due to it's awesome knockdown.
Also, a note about AoEs. Most AoEs are 10 target maximum, this means from a PbAoE you are going to be hitting ( and therefore aggroing/controlling ) the same 10 targets as invincibility will.
@Unthing ... Mostly on Union.
Well, the reason I have SS secondary is because you have to pick one secondary pool. And since I'm not using any attacks from it, who cares which it is, SS just happens to fit the character profile better than the other stuff out there.
Beyond the 10 targetted persons, you can only keep total of 17 people (or 18 or how much it was, anyways) aggroed at a time, in which case control becomes more important than taunting - thus Earth Epic. The Salt Crystals is probably the one that has to go, but the ranged hold, the -fly immob and the AoE immbo are things that are staying.
About Foot stomp, it's a knockdown? Getting mixed info from various sources on that. The reason I opted out of it was that it was stated to be knockback in some guide I read. If it's a KD as you say, then it's 90% surely going to replace Salt Crystals.
But as said, I'm really not sure about post 32 powers, I'll be testing them once I hit the appropriate levels.
[b][color=blue]Coldest War /[color=red]/ Omega Patient[/b]
[url="http://www.the-cow.net/"][color=red]The CoW Network (Blog) /[/url][url="http://www.collegeofwar.com/"][color=blue]/ College of War[/url]
IIRC, aoe has 16 cap, not 10.
50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore
Sign the petition, dont let CoH go down! SIGN!
[ QUOTE ]
IIRC, aoe has 16 cap, not 10.
[/ QUOTE ]
There are a few tiers of power. Novas have 16 target caps, taunts and melee cones have 5. Most AoEs, including taunt auras have 10 I think. I guess we need confirmation from others.
@Unthing ... Mostly on Union.
I don't think that you will need 3 Heal Enhancememnts in health. It won't save your life, and it won't reduce your downtime enough to be really noticeable.
@Scorpio EU
[ QUOTE ]
I don't think that you will need 3 Heal Enhancememnts in health. It won't save your life, and it won't and it won't reduce your downtime enough to be really noticeable.
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I disagree, 3 slotted health will save your life. You are better of putting slots in health than combat jumping, weave, Resist Elements and Resist Energies from a survivability point of view.
This is a very defensive build. The more defensive the build the more use health is. Health allows you to ride out the gaps in between Dull Pain hits. However it is only really of use to the self sufficient tank, if you are in a team with reliable healers Health is pretty pointless. I've been on enough all blaster teams to value it though.
@Unthing ... Mostly on Union.
[ QUOTE ]
About Foot stomp, it's a knockdown? Getting mixed info from various sources on that. The reason I opted out of it was that it was stated to be knockback in some guide I read. If it's a KD as you say, then it's 90% surely going to replace Salt Crystals.
[/ QUOTE ]
its one of the best powers any tanker set can get and yep its knockdown not back, its one power that does make you feel like a superhero.
@ExtraGonk
It is like every SS power, knockdown on -1 and higher mobs, and knockback on everything below.
50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore
Sign the petition, dont let CoH go down! SIGN!
First of all, this is meant for literal tanking purposes - tank is there to take the aggro while the team takes care fo the enemies, not a solo build in any possible way. (Think of a dedicaded empath as a good comparison point - very useless outside teams).
The reason for Acrobatics and over-the-cap resistances brought by stuff like Tough are there with Recluses Victory in mind - planning to one day bring it there to team-play pvp.
Don't pay attention to the levels the slots are taken, it's done in expert mode.
Can LBE be slotted with Taunt? Hero planner said "no", but thought to check it with you guys.
Exported from version 1.5B of CoH Planner
http://joechott.com/coh
Archetype: Tanker
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Super Strength
01 : Jab tntdur(01)
01 : Resist Physical Damage damres(01) damres(3) damres(3)
02 : Temp Invulnerability damres(02) damres(5) damres(5) endred(40) endred(43)
04 : Dull Pain recred(04) recred(7) recred(7) hel(46) hel(46) hel(46)
06 : Taunt tntdur(06) tntdur(9) tntdur(9)
08 : Resist Elements damres(08) damres(11) damres(11)
10 : Unyielding damres(10) damres(13) damres(13) endred(40) endred(43)
12 : Resist Energies damres(12) damres(15) damres(15)
14 : Combat Jumping jmp(14) jmp(17) jmp(17) defbuf(19) defbuf(19) defbuf(21)
16 : Super Jump jmp(16) endred(45)
18 : Invincibility defbuf(18) defbuf(21) defbuf(23) tntdur(23) tntdur(25) tntdur(25)
20 : Hurdle jmp(20) jmp(27) jmp(27)
22 : Provoke tntdur(22) tntdur(29) tntdur(29) acc(31) acc(31) acc(31)
24 : Health hel(24) hel(33) hel(33)
26 : Tough Hide defbuf(26) defbuf(33) defbuf(34)
28 : Stamina endrec(28) endrec(34) endrec(34)
30 : Boxing acc(30)
32 : Unstoppable damres(32) damres(36) damres(36)
35 : Tough damres(35) damres(36) damres(37) endred(37) endred(37) endred(43)
38 : Weave defbuf(38) defbuf(39) defbuf(39) endred(39) endred(40) endred(42)
41 : Swift runspd(41) runspd(42) runspd(42)
44 : Acrobatics endred(44) endred(45) endred(45)
47 : Focused Accuracy endred(47) endred(48) endred(48) thtbuf(48) thtbuf(50)
49 : Laser Beam Eyes dmg(49) dmg(50) dmg(50)
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01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)
[b][color=blue]Coldest War /[color=red]/ Omega Patient[/b]
[url="http://www.the-cow.net/"][color=red]The CoW Network (Blog) /[/url][url="http://www.collegeofwar.com/"][color=blue]/ College of War[/url]