Inv/SS Old School Tank final adjustments
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I'll be taking fossilize at 47 to deal with Malta Sappers and Rage at 49 to get the ToHit buff when getting attacked with -acc attacks to keep footstomp hitting and to give a boost to damage when such is needed.
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Malta arcs start at 40, i would be looking for a hold by then if possible *nods to knockout blow* and shifting things to a later date. I know fossilize you cant get to level 44 but if 44 is the earliest then thats when id have that too. Maybe you will not exemp.
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This is really defensive build, for some "old school" tanking, as opposed to scranking. At present the most used tactic is to jump in, footstomp and then taunt those that missed and wait for the team to clean up. Works like a charm.
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That is basically it, but if its a bunch of nems with flame throwers i like them all to be facing my way, but most likely on **** teams ive ran into the mob, got to the back of them, havent so much as taunted or footstomped and someone has half the group chasing them:P. "Has anyone ever heard of the word ready? Do i need to explain tanking to a bunch of level 49's or 50's? Ah bull later guys!" *log toon*. I am doing that now to drum seriousness into people.
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01) --> Temp Invulnerability==> DmgRes(1) DmgRes(3) DmgRes(3) EndRdx(40)
06) --> Combat Jumping==> DefBuf(6) DefBuf(11) DefBuf(13) EndRdx(43)
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Dont look at lowering the end cost of each individual power, look instead at lowering the endurance cost of the whole build and besides combat jump uses relatively next to none anyway. You would save more on endurance by not slotting combat jump but by slotting another end red on another toggle in this case it could be temp invuln and you save more endurance by having 2 endurance slots on temp invuln on the build then you would cutting the endurance cost of combat jump. You are also really squeezing out extra defence here. If i boost anything by a decimal place i dont bother. I have attacks that can cut my fight duration down lowering the time i have to sustain damage for and make those decimal place percentages count for nothing overall.
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10) --> Taunt==> Taunt(10) Taunt(15) Taunt(17) Rechg(17) Rechg(19) Rechg(19)
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This is supercharged in case your slowed or something i take it, what you do have is a taunt bit build but there is ample taunt duration here and more than enough recharge, i would find range of possibly good value instead of a 3rd recharge especially as you have haste.
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32) --> Unstoppable==> DmgRes(32) DmgRes(34) Rechg(34) Rechg(36) Rechg(36)
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With just one damage resistance plus passives you are at res cap so 2 damage resistances is a bit of a waste, but i dont think end mods are.
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38) --> Foot Stomp==> Acc(38) Acc(39) Dmg(39) Dmg(39) Dmg(40) Rechg(40)
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when you run this with rage you should only need 1 accuracy so an endurance slot would be good.
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.
If slots are tight you might think about Provoke. It would help if you get slowed rather than supercharging Taunt
My only comment and an expression of a current despressing trend in Tanks these days:
You have one power that will actually cause Damage: Footstomp.
I understand you've made the build to be as basically unkillable as possible, but ironically, it's overkill IMHO.
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If slots are tight you might think about Provoke. It would help if you get slowed rather than supercharging Taunt
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Actually, I switched from Provoke to Hasten because I got ultra-slowed by Galaxies at my 20s. With multiple slows, nothing recharges if I don't have Hasten running. There is also the auto-hit factor of Hasten + Taunt vs. Provoke that made me go that way... (there comes a time, like when fighting groups of CoT, when the value of auto-hit is seen)
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Malta arcs start at 40, i would be looking for a hold by then if possible
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not slotting combat jump but by slotting another end red on another toggle in this case it could be temp invuln and you save more endurance by having 2 endurance slots on temp invuln on the build then you would cutting the endurance cost of combat jump.
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when you run this with rage you should only need 1 accuracy so an endurance slot would be good.
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True. Will make these changes: Get Fossilize at 44, switch the endred to Temp Invu and When I get to 49 and get Rage, might drop one accuracy from Footstomp. Don't have experience with the 10 second crash time so I have to see how keeping aggro works with that.
Took another look - I have Foot Stomp slotted 2xAcc, 3xDmg, 1xEndRed at the moment, not recharge like I remembered. Will have to really test out slotting.
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This is supercharged in case your slowed or something i take it, what you do have is a taunt bit build but there is ample taunt duration here and more than enough recharge, i would find range of possibly good value instead of a 3rd recharge especially as you have haste.
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I've noticed that when things go pear-shaped it's usually because there are two or more enemies untaunted, at different sides of the room. Swapping one recharge for range might just do the trick. Will test this out, thanks.
[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]
Personally I think you've gone over defensive here. I would suggest getting Knockout Blow in the 40s.
Resist Elements and Resist Energies really do very little, I would move them later in the build and get tough/Weave earlier. Possibly even drop them completely as defence is your main mitigation against this sort of damage. The difference between 16% resistance and 27% resistance is about a 13% drop in survivability.
Against S/L damage you have something like 89% resist and 22% defence against one enemy. I had 80% ( no RPD ) and 22% in I6 and the only thing I fought that needed more were the DE monster in PI. So I would suggest if you can taking RPD later in order to move Tough and Weave earlier. Looking at your build, this may not be possible.
2 damage resistances in Unstoppable is pointless. Base is 70%, 1 SO is 84%, 2 SOs is 98%. However as you have Resist Physical Damage and Resist E*, you have a base of 10.5% resistance, so you cap at 2. Any resistance over the 90% cap is pointless, even against resistance debuffs.
@Unthing ... Mostly on Union.
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Personally I think you've gone over defensive here. I would suggest getting Knockout Blow in the 40s.
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I understand you've made the build to be as basically unkillable as possible, but ironically, it's overkill IMHO.
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That's the basic criticism I'm used to getting for the build. The counter-argument is that I haven't been doing any solo missions aside from the costume and store missions since I talked to Azuria. The character just isn't used that much outside big teams, where the need for single-target attacks from a tank isn't that big. I contribute "enough" to the damage-dealing process with just the Footstomp.
For comparison, did some solo hunting yesterday while waiting for a team, and had no trouble fighting spawns of +5 rikti. Sure, it could have been faster with KO blow or Haymaker (since I was pretty much portal-hunting), but it wasn't "slow and painful" either (like it is on my dedicated empath, who can barely solo greens)
The fact I haven't taken KO blow is only because I opted for a ranged hold instead of it and found two to be an overkill. When the need for a hold arises, I rather know I can do it from distance than having to worry about getting to the enemy (while leaving the main group of enemies behing) in mid-combat lag. Sure, the damage in KO blow is great (been there, gotten hit by it with my blaster), but the moment I start thinking about damaging a specific opponent, a portion of my mind is focusing on something else than keeping the team alive.
It's a matter of preference. Making tanking your duty, and keeping your team alive your function. The only thing I have that's an overkill is 0.5% extra S/L resistance when I have all enhances at best possible level. This is a conscious choise. I feel a bit disapointed I have to defend this all to the community.
PS. For some reason I looked at the Unstoppable resistance ratings wrong (once again). 2 SOs is indeed an overkill. This is good, as it allows me to move the slot to something that matters more.
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You are also really squeezing out extra defence here. If i boost anything by a decimal place i dont bother
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I'm scraping for all the def(all) I can get my hands on, as there still is Psi damage out there that makes me go thump in the night. The difference is, as said, marginal, but I'd rather have it than not. I guess it's a psychological thing - like you don't bother, I feel safer knowing I've done all I can
[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]
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Personally I think you've gone over defensive here. I would suggest getting Knockout Blow in the 40s.
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That's the basic criticism I'm used to getting for the build. The counter-argument is that I haven't been doing any solo missions aside from the costume and store missions since I talked to Azuria. The character just isn't used that much outside big teams, where the need for single-target attacks from a tank isn't that big. I contribute "enough" to the damage-dealing process with just the Footstomp.
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Footstomp is indeed awesome, both for damage and control. However I still think KO Blow in the 40s is a good idea.
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You are also really squeezing out extra defence here. If i boost anything by a decimal place i dont bother
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I'm scraping for all the def(all) I can get my hands on, as there still is Psi damage out there that makes me go thump in the night. The difference is, as said, marginal, but I'd rather have it than not. I guess it's a psychological thing - like you don't bother, I feel safer knowing I've done all I can
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I did that with GG's 40s levelling build too. I took the joke power weave and slotted Combat Jumping for 3 defence.
However I didn't take any of the passives so I had 3 more attack powers. I think going for all the tiny bits of def is a reasonable strategy and is probably more valid in I7 than in I6 when I did it. However I didn't do it for Psi, I did it for F/C/E/N when surrounded. Then it makes a big difference.
I also really think you should move Weave earlier in the build too. I think I got mine at level 30 or so.
@Unthing ... Mostly on Union.
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If slots are tight you might think about Provoke. It would help if you get slowed rather than supercharging Taunt
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powers look tight to me and 3 recharge and 3 taunt is exceptionally good for any non stone/ tank plus provoke isnt autohit.
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'm scraping for all the def(all) I can get my hands on, as there still is Psi damage out there that makes me go thump in the night. The difference is, as said, marginal, but I'd rather have it than not. I guess it's a psychological thing - like you don't bother, I feel safer knowing I've done all I can"
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I dont have nothing versus psionics on shannon and i still dont think that my tanker should go and look at lvl 52 mother mayhem and go "omg, omg!" i used to upto when i was nearing 50 but i have got through atleast 4 or 5 missions with her of that level unplanted. Try not being within 30ft of her and dont have anyone within 20 ft of you. You have done all that you can when you've a prepared plan versus her limitations and using what type of characters you have in the team. Having a recharge buff combined with haste to give me perma dull pain has been a great thing.
Sure you have children of anger on route to her, you can herd fast (hide before taunting flyby taunt) once they have herded up around you they may be debuffed and controlled (and those types of missions are a controllers domain too) then have the team kill *cough* "arrest" them fast.
With the right team you can get to her without using any insps in your AV kit once, not even with malaise in the way should it be the indoor one. Before you face the AV come up with a plan of how you need to things before any action as accidental pulls always plant the whole team unless someone has resists versus psi or got the hell out of the way.
I worry about the actions of the team more than any AV/enemy to be brutally honest.
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.
Original plans for the tank are found here. Getting to level 44 the next time I play with it (meaning it's time to start thinking of the final respec). I'm getting the feel of the powers I'm using and the reasons I'm using them for, so I made a new version based on what I know and feel
I'll be taking fossilize at 47 to deal with Malta Sappers and Rage at 49 to get the ToHit buff when getting attacked with -acc attacks to keep footstomp hitting and to give a boost to damage when such is needed.
This is really defensive build, for some "old school" tanking, as opposed to scranking. At present the most used tactic is to jump in, footstomp and then taunt those that missed and wait for the team to clean up. Works like a charm.
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Simulacrus
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
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01) --> Temp Invulnerability==> DmgRes(1) DmgRes(3) DmgRes(3) EndRdx(40)
01) --> Jab==> Acc(1) EndRdx(43)
02) --> Dull Pain==> Rechg(2) Rechg(5) Rechg(5) Heal(7) Heal(7) Heal(9)
04) --> Resist Physical Damage==> DmgRes(4) DmgRes(9) DmgRes(11)
06) --> Combat Jumping==> DefBuf(6) DefBuf(11) DefBuf(13) EndRdx(43)
08) --> Unyielding==> DmgRes(8) DmgRes(13) DmgRes(15) EndRdx(45)
10) --> Taunt==> Taunt(10) Taunt(15) Taunt(17) Rechg(17) Rechg(19) Rechg(19)
12) --> Resist Elements==> DmgRes(12) DmgRes(21) DmgRes(21)
14) --> Super Jump==> Jump(14)
16) --> Hasten==> Rechg(16) Rechg(23) Rechg(23)
18) --> Invincibility==> Taunt(18) Taunt(25) Taunt(25) DefBuf(27) DefBuf(27) DefBuf(29)
20) --> Resist Energies==> DmgRes(20) DmgRes(29) DmgRes(31)
22) --> Hurdle==> Jump(22)
24) --> Health==> Heal(24) Heal(31) Heal(31)
26) --> Tough Hide==> DefBuf(26) DefBuf(33) DefBuf(33)
28) --> Stamina==> EndMod(28) EndMod(33) EndMod(34)
30) --> Boxing==> Acc(30) EndRdx(46)
32) --> Unstoppable==> DmgRes(32) DmgRes(34) Rechg(34) Rechg(36) Rechg(36)
35) --> Tough==> DmgRes(35) DmgRes(36) DmgRes(37) EndRdx(37) EndRdx(37)
38) --> Foot Stomp==> Acc(38) Acc(39) Dmg(39) Dmg(39) Dmg(40) Rechg(40)
41) --> Stone Prison==> Acc(41) Acc(42) Rechg(42) Rechg(42) EndRdx(43)
44) --> Weave==> DefBuf(44) DefBuf(45) DefBuf(45) EndRdx(46) EndRdx(46)
47) --> Fossilize==> Acc(47) Acc(48) Hold(48) Hold(48) Rechg(50) Rechg(50)
49) --> Rage==> Rechg(49) Rechg(50)
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01) --> Sprint==> EndRdx(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]