Willpower, Energy melee, and Me. A Question to the more experienced.


Flarecrow

 

Posted

This may be TL/DR. There's a summary before the build, go there if you're in a hurry

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I rolled a WP/EM tanker because I though, what the hey? I love my Stone/SS, but he's pretty easy to tank with. I wanted to try something challenging and interesting, and I wanted to try some new sets that I hadn't gotten to mess around with before.

Looking through the tanker forums, I came across a guide by Heraclea (who taught me, both through reading and actually tanking alongside Hera) a LOT about tanking. The guide was a guide to Willpower, which I hadn't had the chance to mess around with, and about all the possible pairings for Willpower.

In this guide, she stated that she absolutely could not reccomend Energy Melee as a pairing for WP. And her reasons, as I understand them, are sound. Stuns will make the mob wander out of WP's weaker taunt aura. My only experience with EM was with my First toon, an Nrg/Nrg Blaster. With the concept of trying something new, challenging, and being able to ditch the pink pom-pom's of doom through I:16...I was hooked! And so I rolled...

I know what powers I want on my toon, but I can't seem to find a good way to slot em. Obviously, I'll need to slot Taunt and, also possibly some Taunt in RttC, and possibly slot my attacks with a little taunt as well to overcome the shortcomings of the combo. But I can't get my defense where I want it. I have a build I threw together sort of haphazardly, and I like all the power picks and the places I picked them, for the most part. Could somebody take a look at it and give me some experienced insight as to what I can do to give this guy a fighting chance?

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Now, for those who feel this is TL/DR, here's the short version:

What do I need to do to improve this build, save for re-choosing powers, since I'm happy with the choices I made? This build is, in no way, a finished product. This is the build in the state it was in at the exact moment I decided to ask for help

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Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Gamma Pulsar: Level 50 Mutation Tanker
Primary Power Set: Willpower
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting

Hero Profile:
Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-EndRdx/Rchg:40(11), RctvArm-ResDam/EndRdx/Rchg:40(29)
Level 1: Barrage -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(15), T'Death-Acc/Dmg/EndRdx:40(34), T'Death-Dmg/EndRdx/Rchg:40(37), T'Death-Dam%:40(46)
Level 2: Energy Punch -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(15), T'Death-Acc/Dmg/EndRdx:40(29), T'Death-Dmg/EndRdx/Rchg:40(34), T'Death-Dam%:40(46)
Level 4: Fast Healing -- RgnTis-Heal/EndRdx:30(A), RgnTis-EndRdx/Rchg:30(5), RgnTis-Heal/Rchg:30(11)
Level 6: Bone Smasher -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(7), T'Death-Dmg/Rchg:40(7), T'Death-Acc/Dmg/EndRdx:40(17), T'Death-Dmg/EndRdx/Rchg:40(19), T'Death-Dam%:40(46)
Level 8: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-EndRdx/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(17)
Level 10: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(50), Zephyr-ResKB:50(50)
Level 12: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(13), P'Shift-End%:50(13)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Swift -- Empty(A)
Level 18: Health -- Mrcl-Heal:40(A), Mrcl-Rcvry+:40(19)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-End%:50(21)
Level 22: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(23), LkGmblr-EndRdx/Rchg:50(23), LkGmblr-Def/EndRdx/Rchg:50(37), LkGmblr-Rchg+:50(43)
Level 24: Rise to the Challenge -- Numna-Regen/Rcvry+:50(A), RgnTis-Regen+:30(25), Taunt-I:50(25), Taunt-I:50(37)
Level 26: Taunt -- Insult-Taunt:20(A), Insult-Taunt/Rchg:20(27), Insult-Dsrnt%:20(27)
Level 28: Boxing -- Acc-I:50(A)
Level 30: Whirling Hands -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(31), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(40)
Level 32: Strength of Will -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-EndRdx/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33)
Level 35: Energy Transfer -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(36), Mako-Dmg/Rchg:50(36), Mako-Acc/EndRdx/Rchg:50(36), Mako-Acc/Dmg/EndRdx/Rchg:50(42), Mako-Dam%:50(50)
Level 38: Total Focus -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(39), Mako-Dmg/Rchg:50(39), Mako-Acc/EndRdx/Rchg:50(39), Mako-Acc/Dmg/EndRdx/Rchg:50(40), Mako-Dam%:50(40)
Level 41: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(42), LkGmblr-EndRdx/Rchg:50(42), LkGmblr-Def/EndRdx/Rchg:50(43), LkGmblr-Rchg+:50(43)
Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-EndRdx/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45)
Level 47: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(48), LkGmblr-EndRdx/Rchg:50(48), LkGmblr-Rchg+:50(48)
Level 49: Stun -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet



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"Iron defenses and a crappy attitude do not, a tanker, make."

Proud Leader and founder of The Gangbusters Super Group and The Madhouse Villain Group: Ask me about becoming a member!

 

Posted

Ideally most would go for damage type defense, I changed your build by changing what some slots are and left some empty for you to play with and make your own decisions on. It's good practise. If someone else comes up with a build you don't have to finish then thats okay as I only lost about 2 mins of my time.

Edit: resent with data chunk

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Unknown: Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting

Hero Profile:
Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam(11), RctvArm-ResDam/EndRdx/Rchg(29)
Level 1: Barrage -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(34), Empty(37), Empty(46)
Level 2: Energy Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(29), Empty(34), Empty(46)
Level 4: Fast Healing -- Empty(A), Empty(5), Empty(11)
Level 6: Bone Smasher -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(46)
Level 8: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx/Rchg(17)
Level 10: Combat Jumping -- Empty(A), Empty(50), Empty(50)
Level 12: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(13), P'Shift-End%(13)
Level 14: Super Jump -- Jump-I(A)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21)
Level 22: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(23), Empty(23), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(43)
Level 24: Rise to the Challenge -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(25), Taunt-I(25), Taunt-I(37)
Level 26: Taunt -- Insult-Taunt(A), Insult-Taunt/Rchg(27), Insult-Dsrnt%(27)
Level 28: Boxing -- Acc-I(A)
Level 30: Whirling Hands -- Erad-Dmg(A), Erad-Acc/Rchg(31), Erad-Dmg/Rchg(31), Erad-%Dam(31), Empty(34), Empty(40)
Level 32: Strength of Will -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-EndRdx/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33)
Level 35: Energy Transfer -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), Empty(42), Empty(50)
Level 38: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Empty(40), Empty(40)
Level 41: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(42), Empty(42), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Rchg+(43)
Level 44: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45)
Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Rchg+(48)
Level 49: Stun -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet



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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

Another relatively minor inconvenience of Energy Melee is that because everything is Stun, there aren't many attractive "off the beaten track" IO sets to get defense bonuses from. They all eat five slots with a Stun set, and you don't want to slot your attacks that way.

I would skip Stun itself and take Build Up. Energy Melee is a one trick pony with single target damage. You want to milk that for what you can.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

I grabbed stun because I had talked to...I believe Masque...who said that I would need Stun more because it's a more reliable stun since the % is higher and it would be good to have in case of emergencies, for stunning, say, a saper or whatnot. Again, I have no experience with EM, so it sounded good at the time.

Build Up would have the added bonus of keeping me from having an attack that is underslotted, because as it stands, Stun has 1 slot in my build.

In response to the other build that was posted, I played around and slotted combat jumping and a few other of the empties and got the defenses fairly high. However, I'm wondering what I should do with the empty slots in the attacks. Perhaps 2 slotting some of the taunt sets in them would be prudent? Here's what it looks like now.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Unknown: Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting

Hero Profile:
Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam:40(11), RctvArm-ResDam/EndRdx/Rchg:40(29)
Level 1: Barrage -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(34), Mocking-Taunt:50(37), Mocking-Taunt/Rchg:50(46)
Level 2: Energy Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(29), Mocking-Taunt:50(34), Mocking-Taunt/Rchg:50(46)
Level 4: Fast Healing -- Mrcl-Heal/EndRdx:40(A), Mrcl-EndRdx/Rchg:40(5), Mrcl-Heal/Rchg:40(11)
Level 6: Bone Smasher -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(7), T'Death-Dmg/Rchg:40(7), T'Death-Acc/Dmg/EndRdx:40(17), T'Death-Dmg/EndRdx/Rchg:40(19), T'Death-Dam%:40(46)
Level 8: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam:40(9), RctvArm-ResDam/EndRdx/Rchg:40(17)
Level 10: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(50), Zephyr-ResKB:50(50)
Level 12: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(13), P'Shift-End%:50(13)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Swift -- Run-I:50(A)
Level 18: Health -- Mrcl-Heal:40(A), Mrcl-Rcvry+:40(19)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-End%:50(21)
Level 22: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(23), LkGmblr-Def:50(23), LkGmblr-Def/EndRdx/Rchg:50(37), LkGmblr-Rchg+:50(43)
Level 24: Rise to the Challenge -- Numna-Regen/Rcvry+:50(A), RgnTis-Regen+:30(25), Taunt-I:50(25), Taunt-I:50(37)
Level 26: Taunt -- Insult-Taunt:20(A), Insult-Taunt/Rchg:20(27), Insult-Dsrnt%:20(27)
Level 28: Boxing -- Acc-I:50(A)
Level 30: Whirling Hands -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(31), Erad-Dmg/Rchg:30(31), Erad-%Dam:30(31), Mocking-Taunt:50(34), Mocking-Taunt/Rchg:50(40)
Level 32: Strength of Will -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-EndRdx/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33)
Level 35: Energy Transfer -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36), Mocking-Taunt:50(42), Mocking-Taunt/Rchg:50(50)
Level 38: Total Focus -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), Mocking-Taunt:50(40), Mocking-Taunt/Rchg:50(40)
Level 41: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(42), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx/Rchg:50(43), LkGmblr-Rchg+:50(43)
Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-EndRdx/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45)
Level 47: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(48), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-Rchg+:50(48)
Level 49: Build Up -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet



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"Iron defenses and a crappy attitude do not, a tanker, make."

Proud Leader and founder of The Gangbusters Super Group and The Madhouse Villain Group: Ask me about becoming a member!

 

Posted

I agree on Build up although Stun is still a good tool to have and think an extra slot for BU can be found.


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

I'd advise some way to get Fireball into the build. I found it indispenable for gaining and keeping agro on large groups of baddies. Personally, I left out Build Up, Energy Punch, and Strength of Will, and added Air Superiority, Fly, Char, Fire Blast, and Fireball. I've tried both builds, but when mine was fully IO'd out, I found I didn't really need Strength of Will, although I do miss having Strength of Will a bit.


 

Posted

If the idea is to just have a large multi target attack from an ancillary pool, Salt Crystals is your best friend. 30 foot AoE, and a tier 1.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Quote:
Originally Posted by Flarecrow View Post
In response to the other build that was posted, I played around and slotted combat jumping and a few other of the empties and got the defenses fairly high. However, I'm wondering what I should do with the empty slots in the attacks. Perhaps 2 slotting some of the taunt sets in them would be prudent? Here's what it looks like now.
I haven't got taunt slots in the attacks of any of my tanks, I basically have found little need. If something is in melee I use the more powerful attacks often to create a huge area of gauntlet, gauntlet is AoE and taunt what is ever outside of it or not on me. I'd put the powers in a more viable order if I were you otherwise when it comes to it you may find getting the slots in powers near the late levels is an issue.


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:
Originally Posted by Flarecrow View Post
I grabbed stun because I had talked to...I believe Masque...who said that I would need Stun more because it's a more reliable stun since the % is higher and it would be good to have in case of emergencies, for stunning, say, a saper or whatnot. Again, I have no experience with EM, so it sounded good at the time.
The thing about Stun is that it's relatively quick and can be used to stun sappers as your friend mentioned. (Total Focus has the same mag, but is much slower). The other thing is that if you hit a Boss with Total Focus (mag 3 stun) and then Stun (mag 3 stun) you will almost always stun them.

Energy Transfer only has a 60% chance of stunning, so it's not as reliable as Stun.

Whether to take Build Up is a matter of taste. If you solo a lot, it's very useful. Build Up, Total Focus and Energy Transfer is a very nice combo. If you're always tanking for a big group you can easily get along without it.


 

Posted

Quote:
Originally Posted by New Dawn View Post
I haven't got taunt slots in the attacks of any of my tanks, I basically have found little need. If something is in melee I use the more powerful attacks often to create a huge area of gauntlet, gauntlet is AoE and taunt what is ever outside of it or not on me. I'd put the powers in a more viable order if I were you otherwise when it comes to it you may find getting the slots in powers near the late levels is an issue.
While I understand your reasoning, the taunt IO's in the attacks, in my mind, are there to help overcome that litle gremlin in the corner - The combination of Willpower's Weaker Taunt Aura and Energy Melee's Stuns. If they won't help at all, then I suppose there's no poin in it and I can 2 slot some other damage-typed enhancements.

Quote:
Originally Posted by Rodion View Post
Whether to take Build Up is a matter of taste. If you solo a lot, it's very useful. Build Up, Total Focus and Energy Transfer is a very nice combo. If you're always tanking for a big group you can easily get along without it.
This was my theory as well. As I am a team-oriented player and never solo, I would find that the team will do sufficient damage on their own. As a tank, my priorities are survivability and keeping the mobs' attention. Build Up, I think, would be good to have, but Stun, to me, serves a more distinct purpose. Ideally, I can work the build around to stick Stun in where it can be slotted a little better, if for nothing else, accuracy and stun duration.


"Iron defenses and a crappy attitude do not, a tanker, make."

Proud Leader and founder of The Gangbusters Super Group and The Madhouse Villain Group: Ask me about becoming a member!

 

Posted

Your slotting is totally whacked - you dont need +melee defense you want +smashing/lethal defense. You only need 5 slots in your resistance powers for reactive armor, and you should fir in the steadfast unique somewhere unless I missed it.

3-5 sets of kinetic combat in your melee attacks will get you 11.25%-18.75% s/l defense, combined with cj, weave, Heightened Senses and the StdFst unique, you will have 36-44% s/l defense.

High Pain Tolerance should be slotted with heals for the +hp, which boosts your +regen. You should also consider getting the accolades for +hp.

Your heal uniques should NEVER be placed in RTTC, because they get negatively effected by +con foes. Put them in Fast Healing and 6 slot FH with 3 uniques and 2 other pieces of numina plus one common heal.

If it isn't purple you should be able to tank in indefinitely on a WP tank, especially once you get the kinetic combats slotted.


I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.

 

Posted

Take it from a guy who has rolled an Invul/Enrg since issue 3, I've never had a hard time tanking or dealing out damage. Then again you're taking advice from a person (Heraclea) who said that any attack that takes more than 3 seconds is gimped. To which she was corrected by the simple fact that every attack in the Enrg set is 3 seconds or less.


Clearly; he who lacks experience will always say foolish things, as so often is the case. Regardless, you could run with me on any TF and I could show you how easy it is for me to tank and attack with EM.

Two things to remember ; "Your attacks aren't end heavy, you're end heavy", and "Any set can tank"

Your strength is in the slotting, as usual take tough and weave, and slot accordingly. Also the player guides should help.


"If you can make a girl laugh, you can make her do anything"

"You're like Giraffe's, the way you look down on me, with your vegetarian scorn."

 

Posted

Hera was not saying anything negative about EM itself. She was merely noting that Energy Melee and Willpower do not work as well together as EM would with other sets.


"Iron defenses and a crappy attitude do not, a tanker, make."

Proud Leader and founder of The Gangbusters Super Group and The Madhouse Villain Group: Ask me about becoming a member!

 

Posted

Quote:
Originally Posted by Flarecrow View Post
Hera was not saying anything negative about EM itself. She was merely noting that Energy Melee and Willpower do not work as well together as EM would with other sets.
I'll be the first to admit that I'm not a fan of Energy Melee as a tanker set. It has poor synergy with Willpower because stunned mobs wander. (It also does not work well with sets that rely on self-heals, and at least Willpower does not have that problem.) The set is altogether too slow now, lacks fluidity, and needs to be supplemented with pool power attacks. It's essentially Build Up - Energy Transfer - Total Focus - Watch Paint Dry. and before you get all those attacks it's even worse.

That doesn't mean that I'm not going to do what I can to help anybody who's committed to playing an /Energy Melee tanker.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison