First attempt at a Tanker
Looks pretty solid to me...
Hand Clap is an annoying power to many, and may be to you, because of its knockback effect.
YOu may wish to consider squeezing in punch/tough/weave if you are going for heavy dutry tanking. Tough will give you silly smash/lethal damage (Taking you to close to cap) and you will certainly notice the damage reduction at such high levels.
Weave is usually thought of as rubbish, but the defence is more helpful in issue 7. Also, come the level 30's / 40's and you start facing psionic attacks on an increasingly frequent basis this will be your only limited protection. IIRC you can slot weave up to about 5-7% def vs all as a tank, which translates to 10-14% damage reduction / mez reduction / secondary effect reduction (hey anything helps vs sappers).
BUt pretty solid anyway. Id just suggest you consider the fighting pool if you want to go the "super-tough" route.
I'd drop punch in favour of haymaker. (take dull pain at 2, and haymaker at 4) slots in jab are really a waste. The base damage is so poor.
I think the order of slotting is more suited to a brute really. The primaries are what make any AT the AT imo. I'd slot to make the primaries real good first and then make it so i am putting the primaries to use in teams like i would with any AT.
Taunt at lvl 10 helps an invuln put their primaries to use for the team, that i like.
If you solo, duo or trio (well small teams) you are better off seeing to the secondaries, but if you get invited to big teams there could be most likely more of a meatshield expectation than the damage dealer expectation. I dont know if the slotting order is the slotting order but the build has more survivability with a beat them as you greet them attitude than you would have herding enemies so that the rest of the team can be at their most damaging in general.
I would 3 slot stamina straight away and take haymaker before knockout blow for better dps and gps (gauntlet per second). Without knowing what your intentions are or how you play i cant say much more than i have.
I would of 6 slotted dullpain, 3 slotted temp invulnerability and 3 slotted unyielding by lvl 12 personally, basically nothing else would of seen slots.
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.
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I think the order of slotting is more suited to a brute really. The primaries are what make any AT the AT imo. I'd slot to make the primaries real good first and then make it so i am putting the primaries to use in teams like i would with any AT.
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My personal advice is that lvls 1-10 slot attacks only regardless what AT you are. This is to make soloing possible. After lvl 10 start slotting defensive powers. I have found that for soloing your way thru the early game you want the attacks slotted (of course you want the powers themselves, what Im saying is that basic slot is enough). Having TOs in defensive powers isnt worth it. Only after you get DOs you want slots in the powers.
Thanks for the comments guys.
I'm upto lvl 13 with the char now War N' Peace and so far it's been great fun actually feels really Heroic
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YOu may wish to consider squeezing in punch/tough/weave if you are going for heavy dutry tanking. Tough will give you silly smash/lethal damage (Taking you to close to cap) and you will certainly notice the damage reduction at such high levels.
Weave is usually thought of as rubbish, but the defence is more helpful in issue 7. Also, come the level 30's / 40's and you start facing psionic attacks on an increasingly frequent basis this will be your only limited protection. IIRC you can slot weave up to about 5-7% def vs all as a tank, which translates to 10-14% damage reduction / mez reduction / secondary effect reduction (hey anything helps vs sappers).
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I like where your going with this, the addition of the fighting pool would make the char almost immortal, but where can i fit it in to my current build?
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I'd drop punch in favour of haymaker. (take dull pain at 2, and haymaker at 4) slots in jab are really a waste. The base damage is so poor.
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In hindsight (as things always are) this would probably have been the way to go, however, i don't want to start again.
One thing i've noticed whilst playing the build to lvl 13 is that i've probably gotten Unyielding too early, as of yet i've not needed it at all, maybe should have left it until the very late teens early 20's?
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I think the order of slotting is more suited to a brute really. The primaries are what make any AT the AT imo. I'd slot to make the primaries real good first and then make it so i am putting the primaries to use in teams like i would with any AT.
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My personal advice is that lvls 1-10 slot attacks only regardless what AT you are. This is to make soloing possible. After lvl 10 start slotting defensive powers. I have found that for soloing your way thru the early game you want the attacks slotted (of course you want the powers themselves, what Im saying is that basic slot is enough). Having TOs in defensive powers isnt worth it. Only after you get DOs you want slots in the powers.
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Well i did go on to say this:
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If you solo, duo or trio (well small teams) you are better off seeing to the secondaries,
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that method of slotting that i suggested is to be able to armour up on DO's well at 12.
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.
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One thing i've noticed whilst playing the build to lvl 13 is that i've probably gotten Unyielding too early, as of yet i've not needed it at all, maybe should have left it until the very late teens early 20's?
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There are plenty of mezz effects post 5, its highly possible you could of had it on and not realised it is doing something for you, either that or you have missed tanking frostfire, magma, mages, calibans, the list can go on and on really. Pre 5 you would most likely only ever be disoriented at the most but unyielding also offers extra resistance which is also something you cant notice without taking the same attack twice with it off and with it on and noticing the damage you have taken.
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.
Hellowie!
I'm I teamed with War n' Peace a few days ago. If so, you played fantastically. So yay for your build. It's going well
The Rot Hood.
You really need to slot Dull Pain up far earlier. It should be six slotted by the time you get SOs at level 22, and getting it six slotted by level 12 is a really good idea.
Similarly slot invincibilty ASAP too, you should have it 3 slotted at level 19.
Tough Hide makes more difference than the passives. Get it at level 26. The Resist passives are so rubbish they are purely optional. If you want a place to put Tough / Weave, these are the replacements for it.
If you are going to keep Accs in your attacks, Rage slotted for to hit buffs is pointless.
@Unthing ... Mostly on Union.
After playing as a BS/Regen Scrapper for sometime, i've decided to create a Tanker currently i'm at lvl10 and loving every second, my proposed build upto lvl 38 is below, any comments would be appreciated:
War N' Peace
Archetype: Tanker
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Super Strength
01 : Jab acc(01) dam(5) dam(5) dam(11) endred(27) disdur(37)
01 : Temp Invulnerability endred(01) damres(11) damres(13) damres(13)
02 : Punch acc(02) dam(3) dam(3) dam(9) endred(21) tntdur(37)
04 : Dull Pain recred(04) recred(15) recred(15) hel(34) hel(34) hel(34)
06 : Air Superiority acc(06) dam(7) dam(7) dam(9) endred(21) recred(37)
08 : Unyielding endred(08) damres(17) damres(19) damres(19)
10 : Taunt tntdur(10)
12 : Swift runspd(12)
14 : Fly endred(14) fltspd(17) fltspd(33) fltspd(40)
16 : Health hel(16)
18 : Invincibility endred(18) defbuf(27) defbuf(31) defbuf(31)
20 : Stamina endrec(20)
22 : Knockout Blow acc(22) dam(23) dam(23) dam(25) endred(25) recred(36)
24 : Resist Energies damres(24)
26 : Resist Elements damres(26)
28 : Rage recred(28) recred(29) recred(29) thtbuf(31)
30 : Hand Clap acc(30)
32 : Unstoppable recred(32) recred(33) recred(33)
35 : Tough Hide defbuf(35) defbuf(36) defbuf(36)
38 : Foot Stomp acc(38) dam(39) dam(39) dam(39) endred(40) recred(40)