Shields
Something else I should mention. I would consider 41% slotted about the right defense value, but I left phalanx Fighting out of my calculation. I don't think it's a good idea to balance a set based on one of the powers being so carp that no one would take it!
I really should do something about this signature.
Lvl 1
Deflection:
+15% Defense to Melee
+5% Resistance to Smashing and Lethal
End Cost: .21/s
Omg this is going to suck in the lower levels I mean I remember running around with Rock Armour, yes that armour people come out of Granite for The armour that leaves people not feeling too good but at least this is half stone skin. I'd make the Res in it 10% to give stone skin too as I got no earths embrace this time.
Lvl 1
Battle Agility:
+15% Defense to Ranged and AoE
+17.3% Resistance to Defense *
End Cost: .21/s
This is running with the Res to Def Debuff that Rock Amours got. Deflection would be Rock Armour if the resists in it was here and the def debuff res was there.
Lvl 2
Phalanx Fighting:
+1% Defense to All for each friendly entity within 8' (Max of 7)
End Cost: Auto Power
So does 10% Res to S and L make up for a lack of heal combined with this defense that you'd never see? I'd make this buff to 7% by a likely 2 people in 10' AoE. This way by this point I would be like an SR tank except lacking in their resistances to other damage types. Do I care yet? Only with Toxic. I care about Toxic Res early! Once you pack say 8 enemies in 8ft for Against All Odds, you then have guys on the outside but within 10ft which is 1 guys melee range + another guys melee range and meh phalanxes get broken anyway.
Lvl 6
Active Defense:
Protection to Sleep, Disorient, Fear, Immobilize, Confusion, Repel, Knockback, Hold
Resistence to Defense Debuffs (21.63% and is enhanceable) This power now correctly shows that is is mez protection rather than resistance
End Cost: 10.4
Duration: 120 seconds
Recharge: 200 seconds
That's gonna be a superb power to have.
Lvl 8
Against All Odds:
Taunt
+15% Damage Buff (For each enemy within 8', max of 10)*
End Cost: .21
(This power's damage buff was changed from 25% to 15%.)
I think I'd rather the damage buff at 50 than people next to me for a paltry def buff which is why Fighting Phalanx became 10'. You can atleast then give that power a chance. This power is good anyways. I think that with this set your pretty survivable at the start of a fight but if its a fight guaranteed to be of long duration then your survivability could lower. With AVs I would count on it. For typical team missions this is very good. I would also add all the Toxic Resist we are due to have later right here cos of its name "Against All Odds". Lvl 26 for 5% is painfully late and painfully small.
Lvl 12
Grant Cover:
11.7% Defense to All for teammates within 15' (The "Does not include self" tag was removed)
End Cost: .19end/s
So you can grant cover with the shield out to 15'. I'd be 15' ranged, 10' melee and 0ft AoE, its a nerf, its more realistic imo, it being a nerf will help pay for the changes above I would think. I usually wouldn't want people who smell like Defs, Cont and Blappers next to me anyway.
Lvl 18
Shield Charge:
~1.3 Smashing Damage (Damage Scalar)
Activiation Time: 2.87s
Recharge: 90s
Endurance: 13.52
Attack Type: Cone-- 60ft radius, 30 degree arc. Ten targets max. 70% chance for .64 mag knockback.
That sounds really cool. The 60ft isn't quite outside Boss perception range I don't think. Its roughly 44', 54' and 64' we usually have to worry about. A range slot here me thinks.
Lvl 26
True Grit:
+140.56 HP
+5% Resistance to Fire, Cold, Energy, Negative Energy, and Toxic
End Cost: Auto Power
In comparing it to my SR the +HP is practically where I'd want it to be with accolades so this is ++ . This is late Toxic Resistance and m00t at that...crumbs when it comes to Toxic XD.
Lvl 32
One With the Shield:
30% Resistance to Smashing and Lethal
15% Resistance to Fire, Cold, Energy, Negative Energy, Toxic
+30% of Recovery
Protection from Disorient, Immobilize, Hold, Knockback, Repel, and Sleep
-60 End after two minutes.
Duration: 120 seconds
Recharge: 360 seconds
End Cost: 2.6
I think that for something that is up 1/3rd of the time with such small bonuses; -60 end is heavy. -60 end every 6 mins isn't heavy. I love Unstoppable despite that it takes all of your end down to 0. Unstoppable can be up 3/5ths of your time for a more comforting 180 secs uptime 120secs down time easy, where as this is 1/3rd of the time for 120 secs up 240 down. I find 180 secs valuable personally as an SR and Invuln and I would rather this have 180 secs up 180 down This will then have this tier up 50% of the time which is not quite 3/5ths but close. I would rather not have a full end crash on this character. Lack of passives means it can afford that even less. For the duration going up 50% the end crash could go up 50% but then you would lose 90% end which depending on your endurance could mean your detoggled. With so little in terms of passives and HP I would rather a gazump to 10 endurance points like MoG crashed.
The total defense of 41%, (not inclusive of Phalanx Fighting I don't think) meaning that your practically eluded with combat jump just to get; is not overpowered when you think of what the other Tankers have got going for them.
OK if I see those changes I'd be happier.
Edited: So that I could understand me better XD
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.
Active Defense, that power will be meeeh untill you got it fully slotted at lvl12, or worse.
Not untill 70% recharge (200/1.7=117.6sec) it becomes perma, untill then i just dont wanna run around with it.
So either you have it 6slotted at lvl12, or wait untill you can reach some SO's at 20-22. Before that, only hasten can pull it down a bit. So either you have a friendly empath (i believe all others get their mez-prot later on) or you are pretty fooked (bf is your only friend) in the pre-20 TF's.
Assumable the Scrapper version lingers around 30-35% all, maybe i just prefer going scrapper.
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There will not be much of a reason to have clickies like this in i13. On SRs in a arena match, if you die, and res you have no Mezz protection. With defense sets being popped off quicker that maybe this powersets downfall depending on what changes are made. So a toggle could be the answer.
This powerset is prolly very immortal with Aid Self but the cast on Aid Self is ugly for tanking. If in controlling an AV I need to taunt and aid self at the same time, I'd have to taunt and take my chances.
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.
I thought about altering the figures to what I'd rather have.
Lvl 1
Deflection:
+15% Defense to Melee
+10% Resistance to Smashing and Lethal
End Cost: .21/s
Lvl 1
Battle Agility:
+15% Defense to Ranged and AoE
+17.3% Resistance to Defense *
End Cost: .21/s
Lvl 2
Phalanx Fighting:
+3.5% Defense to All for self with each friendly entity within 10' (Max of 2)
End Cost: Auto Power
Lvl 6
Active Defense:
Protection to Sleep, Disorient, Fear, Immobilize, Confusion, Repel, Knockback, Hold
Resistence to Defense Debuffs (21.63% and is enhanceable) This power now correctly shows that is is mez protection rather than resistance
End Cost: 0.12/sec toggle
Lvl 8
Against All Odds:
Taunt
+15% Damage Buff (For each enemy within 8', max of 10)*
20% Res to Toxic.
End Cost: .21
(This power's damage buff was changed from 25% to 15%.)
Lvl 12
Grant Cover:
11.7% Range Defense to All teammates within 15'
11.7% Melee Defense to All teammates within 10'
(The "Does not include self" tag was removed)
End Cost: .19end/s
Lvl 18
Shield Charge:
~1.3 Smashing Damage (Damage Scalar)
Activiation Time: 2.87s
Recharge: 90s
Endurance: 13.52
Attack Type: Cone-- 60ft radius, 30 degree arc. Ten targets max. 70% chance for .64 mag knockback.
Lvl 26
True Grit:
+140.56 HP
+5% Resistance to Fire, Cold, Energy, Negative Energy
End Cost: Auto Power
Lvl 32
One With the Shield:
30% Resistance to Smashing and Lethal
15% Resistance to Fire, Cold, Energy, Negative Energy,
+30% of Recovery
Protection from Disorient, Immobilize, Hold, Knockback, Repel, and Sleep
Endurance set to 10 end for 0.5 secs after 3 minutes.
Duration: 180 seconds
Recharge: 360 seconds
End Cost: 2.6
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.
Slot for regen?
I bet that the +HP power is enhanceable ain't it. I forgot to factor that in so there is more than enough HP to my way of thinking. The biggest thing for me is Toxic Resistance in early.
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.
Most toxic attacks are typed, so your def should cover most of it. Dunno about vaz zombie vomit though.
I really should do something about this signature.
Only vaz i encounter is in the sewers and prepping my build for encounter a handful of vaz on my way to level 8 seems redundant.
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Only vaz i encounter is in the sewers and prepping my build for encounter a handful of vaz on my way to level 8 seems redundant.
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On your way to lvl 8? There is nowhere else to put it between 8 and the time your 26 and most of the vomit to worry about, would be history by 26. At lvl 10 you could join Positrons TF and get it very first mission, lots of it. I wouldn't want to wait to 35 for it on a Brute. I think the low levels are probably harsh due to the number of people who can't put a balanced team together more than anything though. You'd get 6 Regens all +4 to you and a controller empath with heal aura and resurrect all expecting to you to Tank more than one group at a time of +5s for them XD. Luminous Eidolons do a vast amount of -def I think, until SOs that can be bad, that, and Zombie Vomit was the main reasons.
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.
I hate posi and only do it for the badge. Worst tf in the game. Besides i don't really worry about toxic res. The slows and -rech on the reapers darts is far more deadly.
I can't say I've ever been seriously bothered by toxic damage. I have done Positron TF once, and that is quite enough thank you. Since I usually level via Hollows and Faultline, I rarely encounter vaz in missions.
I really should do something about this signature.
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Primairy i would say SS, Rage perma to bump up the dmg output even greater. Dont believe tanker getting broadsword, sadly though.
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If you're talking about Broadsword for damage, from what I understand, due to the base damage of the set, Broadsword would be worse than Battle Axe for damage on a Tanker.
No broadsword for the looks
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Sign the petition, dont let CoH go down! SIGN!
I thought you might say that.
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I can't say I've ever been seriously bothered by toxic damage. I have done Positron TF once, and that is quite enough thank you. Since I usually level via Hollows and Faultline, I rarely encounter vaz in missions.
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I've done Positron well over ten times and the problem with me and TFs is that I don't really concern myself with ghosting stuff and would happily spend hours annihilating everything. I practically leveled Shannon up on Vahzilok for first 20 levels as well. I think that being able to avoid content doesn't make a reason for not having something that can matter a lot early.
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.
It's not a matter of avoiding it. All the heroes I have leveled since scanner missions and Faultline where done simply have not had time to fit in the Vaz missions before outleveling them. Not that they where that paticulary troublesome even when zombie vomit was untyped.
Edit:
It looks like GC isn't buffing self again, which is perhaps not that supprising, but it shows where the defense numbers need to be buffed to in order to make this a viable set.
Making the basic shields 17% (same as Ice), would be a start, and then buffing Phalanx Fighting to something worth taking. It should be something like 2% base + 1% per team mate within 15'. That would also increase effectiveness at lower levels.
As for the damage buff from the taunt aura, does anyone disagree with me that this really doesn't have to be much at all, say 2.5% per mob?
I really should do something about this signature.
Doesn't matter how or why you've avoided something, its still avoided.
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Making the basic shields 17% (same as Ice), would be a start, and then buffing Phalanx Fighting to something worth taking. It should be something like 2% base + 1% per team mate within 15'. That would also increase effectiveness at lower levels.
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So you get 9% from having 7 people up your butt? I hate the idea of people within a certain area and the fewer to needed for a buff the better otherwise its a undesireable power. All shield teams will only last so long. Only with people like scrappers would it be reasonably okay but I usually ain't swimming amongst them. Be it that most people take powers they get the most mileage of. I'd be on their side. I would only get a power or slot a power for little mileage if it enables to me to better keep most of a concept. A lot of people of a typical team make up next to me is asking for AoE deaths. Fewer numbers would be better no matter what.
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As for the damage buff from the taunt aura, does anyone disagree with me that this really doesn't have to be much at all, say 2.5% per mob?
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I totally disagree. This is a defense set without the secondary effect resistances or the soft control of Ice. Its survivability is all at the front end with little to prolong a streakbreaker. The longer in a fight the worse it gets. It needs to cut a fight duration down. In order to make the grant cover viable and even contemplate squishies in it, it needs to cut a fight duration down. It lacks in secondary effect to soft control therefore it needs to aid its own survivability by finishing fights sooner and it lacks a damage aura which contrary to what people may think can add up to considerable DoT. 2.5% per target would be pants. Less than SOs worth in a damage buff on average is [censored]. Put fort on a firetanker for damage and we ain't talking about a dramatic change.
I don't think many people are taking into account AVs and how defenders support powers stack with this set. I wouldn't want to have a crutch. For some people Granite tanks is their crutch, other people laugh about it despite them needing a Kin as their crutch..."We don't need tank, let alone granite, we survive most of the time if there is a kin in the team". Screw crutches. I am looking at the build and thinking "what if?". I don't want to see it play second fiddle in tanking, at any point, if it does it ain't equal. 120 secs of not even G mode from a tier 9 that has a 240 downtime, so little resistance put it against higher mobs for longer fights without a perfectly picked fotm team that is typical of having people that don't even understand their powers and let them sit in the tray when they're needed and I'd still expect it to perform.
I deffo getting Aid self on this with current figures but stepping outside of reasonably pure builds is something I hate to do when it comes to tanks.
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 totally disagree. This is a defense set without the secondary effect resistances or the soft control of Ice. Its survivability is all at the front end with little to prolong a streakbreaker. The longer in a fight the worse it gets. It needs to cut a fight duration down.
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It's a fair point, but I would say it applies more to scrappers and brutes than to tankers. A tanker would normally only be doing a small proportion of the whole team's damage output anyway, so buffing that wouldn't make much difference to how long the mobs to take to die, so it wouldn't help suvivability very much.
I really should do something about this signature.
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I totally disagree. This is a defense set without the secondary effect resistances or the soft control of Ice. Its survivability is all at the front end with little to prolong a streakbreaker. The longer in a fight the worse it gets. It needs to cut a fight duration down.
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It's a fair point, but I would say it applies more to scrappers and brutes than to tankers. A tanker would normally only be doing a small proportion of the whole team's damage output anyway, so buffing that wouldn't make much difference to how long the mobs to take to die, so it wouldn't help suvivability very much.
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Define the team then. Are you making one? And why aren't you limiting yourself to thinking about typical in mission mobs? A cut in fight duration is always useful.
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.
Any team, the larger the team and the more damage dealers, the bigger the (lack of) effect.
consider a team of 8 tankers, one of which is a Shield tanker. Each tanker is doing arount 12.5% of the total damage. Say they get +150% from thier aura, as it appears to be at the moment. taking build up and slotting into acount, thier damage output will be around 50% greater, so the total damage output is increased by about 6%. The mobs survive for 1/1.06 = 94% of the original time, so they do 94% or the original damage, therefore, in this case +150% damage is about equivelent to +6% resistance to all. This is best case scenario for a tanker on a full team. If the team includes blasters or scrappers it is much much worse.
I really should do something about this signature.
I don't follow your way of looking at things. Firstly I would never consider a team of 8 tankers as that is 7 tankers in one team too many. I will wait to see what the finished product is like. With all the changes in RL my mind is elsewhere.
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 you're on a team increasing your damage is actually the lowest priority out of all the people who could mitigate damage. Unless you have a defender with no secondary or epic of course.
The amount of damage a tank does as a % on the team is minimal compared to the other members so a buff to your damage will make a minimal effect on the duration of fights. There are exceptions and I am sure they will be FOTMs shortly
"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"
I agree, need to see how it actually plays after release. You can't really plan a class like this because it may still change, actual changes in the patch to game mechanics too may also have impact on the way it plays.
Most importantly from low level you need synergy. Alot of you are talking about making a specific single build even though in other threads that you're posting on we mention the new alternative slotting system.
I'm not going to be playing this set before I tire of spore tbh
Edit:
Due to the nature of the buffs its viability for soloing is utterly dire at best.
So on paper they are best tank with a thermal. Trashload extra on resist, forge (another dmg boost) and a heal, pretty much everything they need. Sonic being a great second.
Since def is already skyrocket, FF/Frost is no good.
Primairy i would say SS, Rage perma to bump up the dmg output even greater. Dont believe tanker getting broadsword, sadly though.
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Sign the petition, dont let CoH go down! SIGN!