Survivability


Captain_Tastic

 

Posted

(QR)

Regarding the build you posted Donna, I think it looks very durable. The only possible problem I can see would be endurance and recovery. You have good ToHit and Accuracy, so Siphon Life should hit.

Regarding the comments about Invulnerability earlier in situations where psi gets thrown around, I've found it possible to get around that to some extent by boosting regeneration and defense. I have actually gone for pure psi defense instead of relying on the positional defense you get from boosting the other typed defenses: this is due to the stacking possibilites with purple Elusive Mind and the Vanguard Psi shield temporary toggle power. If need be I can hit the softcap in PvE for a short time, or stay at about 30-35% for 30 minutes. This is usually the case during Mothership raids.


 

Posted

Ok so I looked again at builds last night for my new project, and I was quite impressed at the figures on Dark Armour, High Res' across the board including psi and with Tough S/L hits about 71%.

But I have decided to go with Fire / Dark / Fire, the overall benefits are better and i'm sure that it will be more of a players tank than an afk tank.
(chance to prove myself in a new archetype ;P)

Can anyone take the afore posted build and fine tune it, or have I pretty much cracked it

Possibly swapping Melt Armour for either Blazing Aura, or Taunt?

cheers


Consciousness: that annoying time between naps.

 

Posted

With Fire aren't you just swapping one weakness (Cascading defense failure in Ice) for others (Malta Sappers & Recharge Debuffs)?


 

Posted

"Possibly swapping Melt Armour for either Blazing Aura, or Taunt?"


both if you actually want aggro.


 

Posted

[ QUOTE ]
With Fire aren't you just swapping one weakness (Cascading defense failure in Ice) for others (Malta Sappers & Recharge Debuffs)?

[/ QUOTE ]

Nah, with 2 x PbAoe +Endurance powers with 55sec intervals, thats 1 every 28.5 seconds.

[ QUOTE ]

"Possibly swapping Melt Armour for either Blazing Aura, or Taunt?"


both if you actually want aggro.

[/ QUOTE ]

If you can fit 2 powers into the space of Melt armour i'd be interested to see how you did it :P


Consciousness: that annoying time between naps.

 

Posted

[ QUOTE ]
With Fire aren't you just swapping one weakness (Cascading defense failure in Ice) for others (Malta Sappers & Recharge Debuffs)?

[/ QUOTE ]

I agree completely. That is the case with ANY tank. Anyone looking for the perfect tank are going to be looking a long long time. Every tank has weakness and holes, but it is about covering those with experience and know-how. Like I said before, if you don't have that experience and know-how then Granite becomes the best option by far, otherwise the time you would spend levelling a new tank would be better off spent gaining experience with your current tank, otherwise you'd just be left with the same problem (i.e having a tank you don't know how to get the best out of). From my personal point of view I don't see how a fire tank will be any more survivable than an ice armour tank. No defence at all, no +HP etc. It will be more agressive but definely far higher maintanence.


 

Posted

[ QUOTE ]
"Possibly swapping Melt Armour for either Blazing Aura, or Taunt?"


both if you actually want aggro.

[/ QUOTE ]

I'm glad someone else brought that up. I would have done, but I am not allowed to talk about tauntless tanking anymore.


 

Posted

[ QUOTE ]
With Fire aren't you just swapping one weakness (Cascading defense failure in Ice) for others (Malta Sappers & Recharge Debuffs)?

[/ QUOTE ]
Sappers are not that hard if the team (or you) locks him down the moment he tries to attack. Some mobs still require priority over other mobs.

-recharge remains an issue with fire, specialy with /dark you rely alot on surounding mobs. Afaik the ice one (def/end one) is auto-hit based.

But at the end i focus on looks. Ice i never liked, same for dark. Not my style, dispite they might be 'great' to play. I've been born and raised with a granite, dispite back then the 'great tankers' were ice, inv or fire.

There is no 'best' tank, nor 'worse'. It is based on your playstyle, what you think is important (looks, abilities, survivability) and how/when you want to use it. I now have em all, each have pro's and con's.


50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore

Sign the petition, dont let CoH go down! SIGN!

 

Posted

A build that i did some time ago. It should have a really high survivability with a technical playstyle. Good defense, Good résistance, really nice heal and damage mitigation (hold, ice patch, fear and disorient). You can also benefit of every kind of buff or adjusting easily with inspirations.

Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Ice Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting

Hero Profile:
Level 1: Death Shroud <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Damage[*] (3) Scirocco's Dervish - Damage/Endurance[*] (3) Scirocco's Dervish - Accuracy/Damage/Endurance[*] (5) Scirocco's Dervish - Chance of Damage(Lethal)[*] (5) Cleaving Blow - Accuracy/Damage[*] (42) Obliteration - Chance for Smashing Damage[/list]Level 1: Frozen Fists <ul type="square">[*] (A) Mako's Bite - Accuracy/Damage[*] (37) Mako's Bite - Damage/Endurance[*] (39) Mako's Bite - Damage/Recharge[*] (39) Mako's Bite - Accuracy/Endurance/Recharge[*] (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge[*] (40) Mako's Bite - Chance of Damage(Lethal)[/list]Level 2: Dark Embrace <ul type="square">[*] (A) Resist Damage IO[*] (33) Titanium Coating - Resistance[*] (33) Titanium Coating - Endurance[*] (33) Titanium Coating - Resistance/Endurance[/list]Level 4: Murky Cloud <ul type="square">[*] (A) Titanium Coating - Resistance[*] (25) Titanium Coating - Endurance[*] (25) Titanium Coating - Resistance/Endurance[*] (27) Resist Damage IO[/list]Level 6: Obsidian Shield <ul type="square">[*] (A) HamiO:Ribosome Exposure[*] (7) Impervium Armor - Resistance/Endurance[*] (7) Impervium Armor - Resistance[*] (23) Steadfast Protection - Resistance/+Def 3%[/list]Level 8: Dark Regeneration <ul type="square">[*] (A) Touch of the Nictus - Chance for Negative Energy Damage[*] (9) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge[*] (9) Touch of the Nictus - Accuracy/Healing[*] (17) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration[*] (19) Touch of the Nictus - Accuracy/Endurance/Recharge[*] (19) Recharge Reduction IO[/list]Level 10: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (11) Recharge Reduction IO[*] (11) Recharge Reduction IO[/list]Level 12: Cloak of Darkness <ul type="square">[*] (A) Gift of the Ancients - Defense[*] (13) Gift of the Ancients - Defense/Endurance[*] (13) Gift of the Ancients - Run Speed +7.5%[*] (17) Gift of the Ancients - Defense/Endurance/Recharge[/list]Level 14: Super Speed <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[*] (15) Blessing of the Zephyr - Knockback Reduction (4 points)[*] (46) Endurance Reduction IO[/list]Level 16: Hurdle <ul type="square">[*] (A) Jumping IO[/list]Level 18: Health <ul type="square">[*] (A) Miracle - +Recovery[*] (43) Miracle - Heal[*] (46) Miracle - Heal/Endurance[*] (50) Numina's Convalescence - +Regeneration/+Recovery[/list]Level 20: Stamina <ul type="square">[*] (A) Performance Shifter - EndMod/Accuracy[*] (21) Performance Shifter - EndMod[*] (21) Performance Shifter - EndMod/Recharge[*] (46) Performance Shifter - Chance for +End[/list]Level 22: Ice Patch <ul type="square">[*] (A) Recharge Reduction IO[*] (23) Recharge Reduction IO[/list]Level 24: Taunt <ul type="square">[*] (A) Perfect Zinger - Chance for Psi Damage[/list]Level 26: Oppressive Gloom <ul type="square">[*] (A) HamiO:Endoplasm Exposure[*] (27) HamiO:Endoplasm Exposure[/list]Level 28: Freezing Touch <ul type="square">[*] (A) Mako's Bite - Accuracy/Damage[*] (29) Mako's Bite - Damage/Endurance[*] (29) Mako's Bite - Damage/Recharge[*] (31) Mako's Bite - Accuracy/Endurance/Recharge[*] (31) Mako's Bite - Accuracy/Damage/Endurance/Recharge[*] (31) Mako's Bite - Chance of Damage(Lethal)[/list]Level 30: Combat Jumping <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (40) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[*] (40) Blessing of the Zephyr - Knockback Reduction (4 points)[/list]Level 32: Build Up <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - To Hit Buff[*] (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge[*] (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance[*] (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance[*] (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance[*] (43) Gaussian's Synchronized Fire-Control - Chance for Build Up[/list]Level 35: Greater Ice Sword <ul type="square">[*] (A) Mako's Bite - Accuracy/Damage[*] (36) Mako's Bite - Damage/Endurance[*] (36) Mako's Bite - Damage/Recharge[*] (36) Mako's Bite - Accuracy/Endurance/Recharge[*] (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge[*] (37) Mako's Bite - Chance of Damage(Lethal)[/list]Level 38: Boxing <ul type="square">[*] (A) Accuracy IO[/list]Level 41: Tough <ul type="square">[*] (A) Impervium Armor - Resistance[*] (42) Impervium Armor - Resistance/Endurance[*] (42) HamiO:Ribosome Exposure[/list]Level 44: Weave <ul type="square">[*] (A) Gift of the Ancients - Defense[*] (45) Gift of the Ancients - Run Speed +7.5%[*] (45) Gift of the Ancients - Defense/Endurance[*] (45) Gift of the Ancients - Defense/Endurance/Recharge[/list]Level 47: Cloak of Fear <ul type="square">[*] (A) Siphon Insight - ToHit Debuff[*] (48) Siphon Insight - Accuracy/ToHit Debuff[*] (48) Siphon Insight - Accuracy/Recharge[*] (48) Siphon Insight - ToHit Debuff/Endurance/Recharge[*] (50) Siphon Insight - Accuracy/Endurance/Recharge[*] (50) Siphon Insight - Chance for +ToHit[/list]Level 49: Soul Transfer <ul type="square">[*] (A) Recharge Reduction IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]11,5% DamageBuff(Smashing)[*]11,5% DamageBuff(Lethal)[*]11,5% DamageBuff(Fire)[*]11,5% DamageBuff(Cold)[*]11,5% DamageBuff(Energy)[*]11,5% DamageBuff(Negative)[*]11,5% DamageBuff(Toxic)[*]11,5% DamageBuff(Psionic)[*]8% Defense(Smashing)[*]8% Defense(Lethal)[*]9,25% Defense(Fire)[*]9,25% Defense(Cold)[*]13% Defense(Energy)[*]13% Defense(Negative)[*]3% Defense(Psionic)[*]7,38% Defense(Melee)[*]23% Defense(Ranged)[*]15,5% Defense(AoE)[*]5,85% Max End[*]27% Enhancement(Accuracy)[*]5% Enhancement(Heal)[*]14% FlySpeed[*]281,1 HP (15%) HitPoints[*]14% JumpHeight[*]14% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 9,9%[*]MezResist(Immobilize) 9,9%[*]MezResist(Sleep) 4,4%[*]16,5% (0,28 End/sec) Recovery[*]10% (0,78 HP/sec) Regeneration[*]5% Resistance(Fire)[*]3,13% Resistance(Negative)[*]29% RunSpeed[*]2% XPDebtProtection[/list]


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Posted

[ QUOTE ]
Sappers are not that hard if the team (or you) locks him down the moment he tries to attack. Some mobs still require priority over other mobs.

[/ QUOTE ]

I think the reason for mentioning sappers is that Ice is very good against them.


I really should do something about this signature.

 

Posted

[ QUOTE ]
[ QUOTE ]
Sappers are not that hard if the team (or you) locks him down the moment he tries to attack. Some mobs still require priority over other mobs.

[/ QUOTE ]

I think the reason for mentioning sappers is that Ice is very good against them.

[/ QUOTE ]

Exactly. Everything has a weakness, I'm not sure you can make a Tank in CoH who is going to be best at everything (for obvious reasons).

For example Custom Mobs with Hard+ Cold Domination are going to make a Fire Tank (and lots of other things) weep regardless of how IO'd they are. Stacked Infrig &amp; Benumb is pure ebil (funny though. Especially since I gave them Dark Blast as their primary too)


 

Posted

[ QUOTE ]
[ QUOTE ]
Sappers are not that hard if the team (or you) locks him down the moment he tries to attack. Some mobs still require priority over other mobs.

[/ QUOTE ]

I think the reason for mentioning sappers is that Ice is very good against them.

[/ QUOTE ]

/Macro Sap, "$$targetname Sapper"

Go in and use the best ST Gauntlet you got and 1 shot them or if they're high aim to control. If they're around a blind corner and you rather not turn around it to sap before finding him, taunt them out, hide till you see him and then pop him. If he hovers knock him down from outside his perception range with a power like hurl or something or taunt him down by pulling under a low ceiling. Usually if its not in the shields, its in a secondary or an epic or a power pool.


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.

 

Posted

You don't really need to bother with that palarva if you are Ice though, the burgers can't hit you anyway. Just taunt and deal with them at leasure.


I really should do something about this signature.

 

Posted

What no one seemed to have asked was: is your ice at the def cap? I suppose it must be since you mention the 700 mill, but a ice tank is just so survivable that it seems too odd to me seing such a drastic faceplant as you describe.

My softcapped shield scrapper wades into ITF spawns without much of a problem just because they rarely hit leaving plenty of time to thin them down before they manage to acumulate enough hits.

I played with a shield tank doing the ITF and him yes, would have his HP dip into the red every spawn and ended dying a number of times when we couldn't pump his HP up fast enough. But it was fairly easy to see that without being capped the cascading thing put his only strength down at just the alpha.

Regarding your question IMO the strongest tank is a softcapped WP. 45% defense to all, around 100 HP regen with one mob around, res to S/L in the 70% mark, make it DM and you can throw a 300 HP heal every 3-4 seconds.


 

Posted

Well can speak for Invuln since I have slotted out mine differently through dual builds.

First build is the "I'm going to be tanking a lot of things with Psi" build where she has roughly 40% resistance to Psi, this is greater than her non S/L damage resistance. Yes it is very handy for tanking Psi stuff but there's very little Psi stuff that isn't positional based which is why...

...Def capped to all but Psi second build, yes it cost a lot of inf (well to me...probably around the 250-300 million inf mark) tends to come across more effective. I can wade into spawns and thanks to the buff to the passives, cascading defense failure isn't really much of an issue (the effects are cut by 50%).

I have yet to test run it under Statesman TF conditions (the biggest stress test) but I presume it would preform a lot better than the high psi resist build.


Badge Earned: Wing Clipper

A real showstopper!

 

Posted

[ QUOTE ]
I have yet to test run it under Statesman TF conditions (the biggest stress test) but I presume it would preform a lot better than the high psi resist build.

[/ QUOTE ]
STF isnt really a benchmark, as it rely also heavy on the rest of the team. Having a sonic and thermal in the team can cap out nearly any AT on resist, likewise on FF and frost for defence. (or hoarfrost for fire tankers).


50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore

Sign the petition, dont let CoH go down! SIGN!

 

Posted

From what I've seen on STFs with a good team and a good player behind it a Fire tank without Tough can tank it, with a bad team or a bad player behind the tank the build means nothing. I think STF tests the team make up and player ability. If you're lacking in one you better have a good load of the other


"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!"

 

Posted

I thought I'd post my build for Jess as an example of a survivable Inv/SS tank. It's not geared completely towards survival: picking up Aid Self would make it significantly better in that regard. It is a bit more general, with some focus on Accuracy and unsurpressed mobility. The major focus is passive survivability, i.e. defense, resistance and regeneration.
It is primarily a PvP build, although it does do well in PvE. I should mention that it's not updated for I14 yet - I expect to do a few changes to it.

Suggestions for improvement would be highly welcome.

PS
Yes, I know the extra psi defense could be considered wasted. I do not consider that to be the case, due to the stacking possibilities: Elusive Mind allows me to reach 40%+ psi defense for a minute. In addition, the Vanguard psi shield temporary power stacks with it and lasts for 30 minutes.
DS


Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Jessica Raven: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-ResDam/EndRdx/Rchg(33)
Level 1: Jab -- Amaze-ToHitDeb%(A)
Level 2: Dull Pain -- Numna-Heal(A), Numna-Heal/Rchg(3), Dct'dW-Rchg(3), Dct'dW-Heal/Rchg(7)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(13)
Level 6: Air Superiority -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(13), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx(17), Mako-Acc/EndRdx/Rchg(34)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-EndRdx(15)
Level 10: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(11), Aegis-ResDam/Rchg(11), Aegis-Psi/Status(15)
Level 12: Swift -- HO:Micro(A)
Level 14: Fly -- HO:Micro(A), Zephyr-Travel/EndRdx(34), Zephyr-Travel(43)
Level 16: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(31), Numna-Heal(37), Mrcl-Rcvry+(37), Numna-Heal/EndRdx(40), Mrcl-Heal(43)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), GftotA-Def/EndRdx(19), GftotA-Run+(21)
Level 20: Knockout Blow -- G'Wdw-Acc/EndRdx(A), Hectmb-Dmg/Rchg(21), Hectmb-Acc/Rchg(23), Hectmb-Dam%(25), Hectmb-Dmg/EndRdx(25), Hectmb-Acc/Dmg/Rchg(29)
Level 22: Stamina -- EndMod-I(A), P'Shift-EndMod(23), P'Shift-End%(36)
Level 24: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(34), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(48)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), GftotA-Run+(27)
Level 28: Rage -- HO:Membr(A), HO:Membr(29)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-EndRdx(50)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), GftotA-Def/EndRdx(33), GftotA-Run+(39)
Level 35: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(46)
Level 38: Foot Stomp -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(40), Armgdn-Dam%(40)
Level 41: Focused Accuracy -- HO:Cyto(A), HO:Cyto(42)
Level 44: Laser Beam Eyes -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46), Apoc-Dam%(46)
Level 47: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/Rchg(48)
Level 49: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(50), RctvArm-ResDam/Rchg(50)
------------
Level 1: Brawl -- Mako-Dam%(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]4% DamageBuff(Smashing)[*]4% DamageBuff(Lethal)[*]4% DamageBuff(Fire)[*]4% DamageBuff(Cold)[*]4% DamageBuff(Energy)[*]4% DamageBuff(Negative)[*]4% DamageBuff(Toxic)[*]4% DamageBuff(Psionic)[*]16,8% Defense(Smashing)[*]16,8% Defense(Lethal)[*]12,4% Defense(Fire)[*]12,4% Defense(Cold)[*]12,1% Defense(Energy)[*]12,1% Defense(Negative)[*]8% Defense(Psionic)[*]9,88% Defense(Melee)[*]11,8% Defense(Ranged)[*]7,69% Defense(AoE)[*]52,5% Enhancement(RechargeTime)[*]37% Enhancement(Accuracy)[*]9% FlySpeed[*]175,7 HP (9,38%) HitPoints[*]9% JumpHeight[*]9% JumpSpeed[*]MezResist(Immobilize) 11,6%[*]MezResist(Terrorized) 2,2%[*]16,5% (0,28 End/sec) Recovery[*]70% (5,48 HP/sec) Regeneration[*]5,04% Resistance(Fire)[*]5,04% Resistance(Cold)[*]3% Resistance(Psionic)[*]46,5% RunSpeed[/list]


 

Posted

That's a more of a "dueling" PvP build to me than a pentad one.


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.

 

Posted

[ QUOTE ]
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I have yet to test run it under Statesman TF conditions (the biggest stress test) but I presume it would preform a lot better than the high psi resist build.

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STF isnt really a benchmark, as it rely also heavy on the rest of the team. Having a sonic and thermal in the team can cap out nearly any AT on resist, likewise on FF and frost for defence. (or hoarfrost for fire tankers).

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If you can do the STF for my itty bitty TA and 6 blasters I call that a good enough bench mark for any tank.


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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To a large extent, yes. It's intended primarily for duels, smaller team fights and zone fights. It performs fairly well in duels and zones, and ok-ish in 2 vs 2 or similar. I found it more sensible to build with that type of PvP in mind, as I've found the opportunities to do proper pentad matches rather limited.


 

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My first ever character (and my first lvl 50) is an Invul/SS Tanker. I had problems surviving early on, as my resistances were nowhere near high enough to be truly effective, but that's hardly uncommon for any Tanker.

Once I hit around level 30, things just got so much easier. Even without Unstoppable, I was happily tanking EB's without too much trouble. The trick is to have a large group around you for Invincibility's +def while the +acc helps you take out the EB.

The general strategy I have now against EB's and AV's, when soloing, is this:

1. Set Rage on auto. Grab a nearby spawn and charge the boss, bringing them with me. I avoid using Foot Stomp if possible, as this will have the unwanted side effect of reducing defense over time.
2. When my HP get low, I hit Dull Pain. The way it's slotted, I not only reach the HP cap, but I'll usually be at max HP after using it.
3. Continue the fight as before. i.e Single target the boss, remembering to use Taunt frequently. (Chance for psi dam proc in it, and no endurance cost)
4. HP Low again? Time for Unstoppable. 3 minutes of 90% resists to all but psi damage, with a recovery rate that can survive the crash when Rage drops.
5. If the boss isn't dead by the time Unstoppable crashes, bad luck, I'm afraid. That's why I keep SS in reserve to run away to Rest if I can.

Of course this strategy doesn't work on psi-using enemies. The best advice I can give there is use Temp or Accolade powers to protect against that, and Hasten to increase your effective dps. If you can stack 2 Rages, you're laughing.

With a decent team, and the right buffs, I can tank Lord Recluse with all 4 towers still up in STF without having to rely on Unstoppable and its inevitable crash.

Seyshara's a solid, tiny force of nature who only really falls to psi damage or lag.

Hope that helps you.