The ULTIMATE team player (Read me!!!)


Darkness3221

 

Posted

Hey, i was looking at a shield set for scrappers not too long ago, and thought, y'know this would be so much easier to soft cap on a tank, but i'm not a fan of tanks because of their quite low Damage output. then i thought super strength has rage which is good for aiding damage, and then i thought manouvres is easier to access than weave and it offers team defense, and concidering shield is a pretty team oriented set anyways, i thought i'd come up with a very team oriented high damageing soft capped tank. So here it is

Tell me what you guys think =)


Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Hero Profile:
------------
Level 1: Deflection RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(3), RedFtn-Def/EndRdx/Rchg(5), RedFtn-Def(17), RedFtn-EndRdx(50)
Level 1: Jab T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(42), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(50)
Level 2: Battle Agility RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(7), RedFtn-Def(27), RedFtn-EndRdx(37)
Level 4: True Grit S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(9), ResDam-I(9), Numna-Heal(11), Numna-Heal/EndRdx(11), Heal-I(13)
Level 6: Haymaker Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(45), Mako-Dam%(46)
Level 8: Active Defense RechRdx-I(A)
Level 10: Against All Odds EndRdx-I(A)
Level 12: Hasten RechRdx-I(A), RechRdx-I(13), RechRdx-I(15)
Level 14: Super Speed Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(17)
Level 16: Hurdle Jump-I(A)
Level 18: Health Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(21), RgnTis-Regen+(21)
Level 20: Stamina P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc/Rchg(25)
Level 22: Knockout Blow Hectmb-Dmg(A), Hectmb-Dmg/Rchg(36), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Acc/Rchg(37), Hectmb-Dmg/EndRdx(37), Hectmb-Dam%(40)
Level 24: Phalanx Fighting LkGmblr-Rchg+(A)
Level 26: Grant Cover LkGmblr-Rchg+(A)
Level 28: Rage GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Build%(31)
Level 30: Shield Charge Armgdn-Dam%(A), Armgdn-Dmg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Dmg/Rchg(34), Armgdn-Acc/Rchg(34)
Level 32: Maneuvers LkGmblr-Def(A), LkGmblr-Rchg+(34), LkGmblr-Def/EndRdx(36)
Level 35: Hurl Apoc-Dmg(A), Apoc-Acc/Rchg(43), Apoc-Dmg/EndRdx(46), Apoc-Acc/Dmg/Rchg(48)
Level 38: Foot Stomp Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Combat Jumping LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), Jump-I(46)
Level 44: Conserve Power RechRdx-I(A)
Level 47: Physical Perfection P'Shift-End%(A), P'Shift-EndMod(48), Mrcl-Rcvry+(48)
Level 49: Tactics AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Jump-I(A)
Level 2: Rest RechRdx-I(A)
Level 1: Gauntlet


 

Posted

Ehh, not a fan of Maneuvers for Tanks. The amount of def it gives is about as much as CJ, at a much higher endurance cost. And you definitely don't need the Leadership pool to be a great team tank.

Besides, the build you've posted doesn't even need Maneuvers to reach the soft-cap for Melee and Ranged, so why bother? I'd drop Maneuvers for Taunt and slot to soft-cap AoE--a couple of Scirocco's sets should do it.

BTW, though the Blessing of the Zephyr -KB is nice for the AoE def it provides, Shield doesn't need the KB protection and that particular IO is very hard to find and expensive. I think it would be easier and less expensive to get your AoE def in another way.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

this is true, plus with the shield def aura manouvres is kinda like the annoying little brother really.

ill tweak it a little and see what i get =)

thanx

[EDIT]

here's the revised build, not sure what power to put in the final slot, probally something to aid the team, but not sure what

Click this DataLink to open the build!


^^^


 

Posted

Quote:
Originally Posted by NeonPower View Post
this is true, plus with the shield def aura manouvres is kinda like the annoying little brother really.

ill tweak it a little and see what i get =)

thanx

[EDIT]

here's the revised build, not sure what power to put in the final slot, probally something to aid the team, but not sure what

Click this DataLink to open the build!


^^^
tweaks...

most things are minor... but I would move the Miracle +recov to health and change one of the Numinas to a Miracle Heal. (the bonus from four Numinas is worthless to you.)

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(3), RedFtn-Def/EndRdx/Rchg(5), RedFtn-EndRdx(15), RedFtn-Def(17)
Level 1: Jab -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(42), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(50)
Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(7), RedFtn-Def(27), RedFtn-EndRdx(37)
Level 4: True Grit -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(9), ResDam-I(9), Numna-Heal(11), Numna-Heal/EndRdx(11), Heal-I(13)
Level 6: Haymaker -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(45), Mako-Dam%(46)
Level 8: Active Defense -- RechRdx-I(A)
Level 10: Against All Odds -- EndRdx-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15)
Level 14: Super Speed -- Zephyr-Travel(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(19), Mrcl-Heal(21), RgnTis-Regen+(21), Mrcl-Rcvry+(48)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc/Rchg(25), P'Shift-Acc/Rchg(42)
Level 22: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(37), Lock-EndRdx/Rchg/Hold(40)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 26: Grant Cover -- LkGmblr-Rchg+(A)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Build%(31)
Level 30: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 32: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg/Rng(34), Mocking-Taunt/Rng(36), Mocking-Taunt/Rchg(46), Mocking-Rchg(50), Mocking-Acc/Rchg(50)
Level 35: Hurl -- Apoc-Dmg(A), Apoc-Acc/Rchg(43), Apoc-Dmg/EndRdx(46), Apoc-Acc/Dmg/Rchg(48)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(40)
Level 41: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48)
Level 49: Super Jump -- Winter-ResSlow(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet



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YMMV---IMO
Ice Ember

 

Posted

So far in this thread I like Ice Embers' build best. Doing one myself that can come close to an ultimate build would require me subscribing to the monthly jet pack for a travel power without question. I have been giving that some thought but then that would be wasting a 60 month vet for some.


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 New Dawn View Post
So far in this thread I like Ice Embers' build best. Doing one myself that can come close to an ultimate build would require me subscribing to the monthly jet pack for a travel power without question. I have been giving that some thought but then that would be wasting a 60 month vet for some.
Go out to the Shard and buy a temp pack.


"I never said thank you." - Lt. Gordon

"And you'll never have to." - the Dark Knight

 

Posted

As far as Tankers go, "The ULTIMATE team player" build will have Taunt in it.


"I never said thank you." - Lt. Gordon

"And you'll never have to." - the Dark Knight

 

Posted

i like taunt power...but certain tanks can get away without it,,invul, ice armor and shield ftw.


 

Posted

Quote:
Originally Posted by Darkness3221 View Post
i like taunt power...but certain tanks can get away without it,,invul, ice armor and shield ftw.
All but WP can get along with it, but then, they would't be "The ULTIMATE team player" builds.


"I never said thank you." - Lt. Gordon

"And you'll never have to." - the Dark Knight

 

Posted

having played shield & ice & fire tanks & fire,invul and dark armor scrappers. i feel only ice, shield. and invul have have taunt and fast acting taunt effects sufficient enuff to keep agg. unless u are willing to slot in taunt durations and wait for what seems to be the long 1-2 sec aura tic that the weaker auras generate to get agg, i would just grab the taunt power and ensure agg is mine.


 

Posted

Quote:
Originally Posted by Darkness3221 View Post
having played shield & ice & fire tanks & fire,invul and dark armor scrappers. i feel only ice, shield. and invul have have taunt and fast acting taunt effects sufficient enuff to keep agg. unless u are willing to slot in taunt durations and wait for what seems to be the long 1-2 sec aura tic that the weaker auras generate to get agg, i would just grab the taunt power and ensure agg is mine.
Ice has the best aggro holding power of all the tauntless tanks (chilling embrace plus the damage aura), I don't know where you get that from. Invul is fine too.

WP and stone are the only two that I take taunt on without thinking about it. WP has a poor short duration taunt aura, and it's difficult to zip around and aura taunt with stone unless you always play with a kin.

Ice I never take taunt on, and almost never miss it (MoGd paragon protectors can be about the only real issue).

Others I go case by case.


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

When fighting the Haloween GMs my Invl scrapper pulled aggro off a fire tank about 60% of the fight, I was pretty surprised and chuffed


 

Posted

I have a shield/war mace tank thats pretty similar to what you are going for, I did take the manuvers because it stacks with grant cover so I figured the more def the merrier.

I don't think you will be dissapointed with the damage anyway (wipe out wall spawns in about 4 moves).

I did take taunt for some control at range and AVs, GMs ect.


 

Posted

Quote:
Originally Posted by Star_Seer View Post
When fighting the Haloween GMs my Invl scrapper pulled aggro off a fire tank about 60% of the fight, I was pretty surprised and chuffed
Not sure if they ever got around to fixing this, but scrapper invuln has been broken for some time. Tanker invuln refreshes the taunt duration during each tick, but the scrapper's invuln stacks it. My cousin's invuln scrapper had (granted, he quit 6 months ago) no problem pulling guys off of my invuln tank, unless I'm directly attacking them.