Yet Another Request for Inv/EM Guidance


Call Me Awesome

 

Posted

Hello Tankers and Friends,

I'm looking for advice and/or reassurance here. This my first 50 and still my main character after 4 years (even if that might be hard to tell, what with the 100+ other toons). After struggling to the finish-line, I thought IO Set Bonuses might help, so I started putting together some influence - even after all this time, I am NOT rich - I guess I'm 'casual' or something.
I've read tons of guides and other advice, including Call Me Awesome's excellent bit on soft-capping Defense - plus reading the recent flurry of posts regarding Invulnerability/Energy Melee. In the end, I'm a bit frustrated and confused. This is the build I've settled on.

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

Click this DataLink to open the build!

Perfect Perry: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(9), S'fstPrt-ResDam/Def+:30(37)
Level 1: Barrage -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(3), C'ngImp-Acc/Dmg/Rchg:40(11), C'ngImp-Acc/Dmg/EndRdx:40(15), C'ngImp-Dmg/EndRdx/Rchg:40(34)
Level 2: Energy Punch -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(3), C'ngImp-Acc/Dmg/Rchg:40(11), C'ngImp-Acc/Dmg/EndRdx:40(15), C'ngImp-Dmg/EndRdx/Rchg:40(34)
Level 4: Bone Smasher -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(5), C'ngImp-Acc/Dmg/Rchg:40(13), C'ngImp-Acc/Dmg/EndRdx:40(21), C'ngImp-Dmg/EndRdx/Rchg:40(34)
Level 6: Dull Pain -- Mrcl-Heal/Rchg:40(A), Mrcl-Heal/EndRdx/Rchg:40(7), Numna-Heal/Rchg:40(9), Numna-Heal/EndRdx/Rchg:40(13)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(40), RctvArm-ResDam/EndRdx/Rchg:40(43), RctvArm-ResDam:40(43)
Level 10: Combat Jumping -- Winter-ResSlow:40(A)
Level 12: Hurdle -- Jump-I:40(A)
Level 14: Super Jump -- SprngFt-EndRdx/Jump:40(A)
Level 16: Whirling Hands -- Sciroc-Acc/Dmg:40(A), Sciroc-Dmg/EndRdx:40(17), Sciroc-Dmg/Rchg:40(17), Sciroc-Acc/Rchg:40(25), Sciroc-Acc/Dmg/EndRdx:40(40)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/EndRdx/Rchg:40(19), LkGmblr-Def:40(19), AdjTgt-ToHit:40(21), AdjTgt-ToHit/EndRdx:40(25), Taunt-I:40(43)
Level 20: Health -- Mrcl-Heal:40(A), Mrcl-Rcvry+:40(42), Numna-Heal:40(42), Numna-Regen/Rcvry+:40(46)
Level 22: Stamina -- P'Shift-EndMod:40(A), P'Shift-EndMod/Rchg:40(23), P'Shift-EndMod/Acc:40(23), P'Shift-End%:40(46)
Level 24: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(46)
Level 26: Tough Hide -- GftotA-Def:40(A), GftotA-Run+:40(27), LkGmblr-Def:40(27), LkGmblr-Rchg+:40(29)
Level 28: Assault -- EndRdx-I:40(A), EndRdx-I:40(29)
Level 30: Tactics -- AdjTgt-ToHit:40(A), AdjTgt-ToHit/EndRdx/Rchg:40(31), AdjTgt-EndRdx/Rchg:40(31), AdjTgt-ToHit/EndRdx:40(31)
Level 32: Build Up -- AdjTgt-ToHit:40(A), AdjTgt-ToHit/Rchg:40(33), AdjTgt-ToHit/EndRdx/Rchg:40(33), AdjTgt-Rchg:40(33)
Level 35: Energy Transfer -- F'dSmite-Acc/EndRdx/Rchg:40(A), F'dSmite-Acc/Dmg/Rchg:40(36), T'Death-Acc/Dmg/EndRdx:40(36), T'Death-Dmg/EndRdx/Rchg:40(36), C'ngImp-Acc/Dmg/Rchg:40(37), C'ngImp-Acc/Dmg/EndRdx:40(37)
Level 38: Total Focus -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(39), C'ngImp-Acc/Dmg/Rchg:40(39), C'ngImp-Acc/Dmg/EndRdx:40(39), C'ngImp-Dmg/EndRdx/Rchg:40(40)
Level 41: Conserve Power -- RechRdx-I:40(A), RechRdx-I:40(42)
Level 44: Physical Perfection -- P'Shift-EndMod:40(A), P'Shift-End%:40(45)
Level 47: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-ResDam:40(48)
Level 49: Resist Elements -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(50), RctvArm-ResDam/EndRdx/Rchg:40(50), RctvArm-ResDam:40(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet

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The 'frustrating and confusing' part is - he's not capped for anything.

Which brings up the Meat of the issue - How much Resistance and Defense is Required to be a happy and popular Tanker?

This build puts out about 65% - 28% while letting me punch and move (and not miss) like the superb Boxer that Perfect Perry used to be (in his bio) before he became 'super'. On the final run to 50, I noticed that, solo, he was perfectly comfortable on Invincible, but on large Farm Teams, he could easily faceplant, almost instantly, without support from the team. (I guess 20 fireballs to the face is a bit much, even for an 'invulnerable' Tanker.)
But what was frustrating about that is that the Teams I was on seemed to Expect him to be able to take that, and More, without help. And I did see some other Tankers who could do it, too!
Only, it seemed to me that they gave up too much 'hammer' to gain that 'anvil' status.

Now, the point of this is that Perry has not run very much RWZ, has never been to the 'Wall' (wherever that is) in Cimerora, has not gone AV Hunting at Portal Corp, has only done a few Task Forces (and not the higher level ones), and never entered the Shadow Shard at all. And all of that 'missed' content has me worried that he won't be able to measure up and pull his own weight on a team - even with this 'new and improved' build.

How much Resistance and Defense do I need to have for that? If I'm not 'hard-core' will the Fire/Kins laugh and call me nooob?

I have a second build - it swaps Energy Punch for Boxing, and Assault & Tactics become Tough & Weave, while Conserve Energy gives way to Focussed Accuracy... it trades easy utility, 10% extra damage and to-hit, plus a bit of Endurance management for 90% (93%) Resistance and 36% Defense... Would that be enough?

Hero Plan by Mids' Hero Designer 1.601

Click this DataLink to open the build!

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Is it necessary to give up accuracy, recharge, and even regeneration, in order to go 'The Full Awesome', just to keep my self-respect?

Help me Obi-wan Kenobi, you're my only hope!

Be Well!
Fireheart


 

Posted

Quote:
Originally Posted by Fireheart View Post
Which brings up the Meat of the issue - How much Resistance and Defense is Required to be a happy and popular Tanker?
I went a different route with my inv/EM. He's got all powers from the primary, only 5 from the secondary and has Tough (but not Weave) and Aid Self.

I don't need to list his IO set-up because it's pretty basic and can be summed up in one word: regen. He's got most powers semi-frankenslotted with 2 pieces from one set, 2 from another, etc. Regen is the first set bonus so you can get lots of it and you can get it cheap. Not counting the cost of the Numina and Miracle uniques (because I had them lying around), the build cost under 30 million infl. He's got the 12% bonus five times, the 10% bonus five times, the 8% bonus five times, etc. He has 300% regen and I've tanked Lord Recluse with him. He has NOTHING to boost defense - not Combat Jumping, not even the Steadfast unique.

I might respec to get him Physical Perfection since that didn't exist when I finished his build. I can drop the Medicine pool since I stopped needing it after IO'ing him. I never used it again EXCEPT when tanking Lord Recluse with the red tower up.

So, to answer your question: maxing resistance and the defense you already get works fine for me, backed up with serious regen. I always saw invuln as primarily a resistance build so I took that and ran with it. He laughs at those clowns in Cimerora with their defense debuffs.


Paragon City Search And Rescue
The Mentor Project

 

Posted

Oh, and actually looking at the build: lose Assault and Tactics unless they're for PvP. The numbers suck for a tank. I only take those powers on defenders and controllers and my main scrapper. I respec'ed to get them on him for the PvP zones.


Paragon City Search And Rescue
The Mentor Project

 

Posted

I made some modifications to your second build. This will be costly to assemble if you do it on the market, but if you run all of those TFs you missed you will make it easily. This will give you close to Granite performance while being a lot more fun to play.

I dumped Focused Accuracy in favor of Conserve Power, and moved around a number of slots. Apart from that the powers selected are all yours. I also changed the order of the Invuln passives.

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

Click this DataLink to open the build!

Perfect Perry: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(9), RctvArm-EndRdx:40(37)
Level 1: Barrage -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(15), C'ngImp-Acc/Dmg:50(34), C'ngImp-Acc/Dmg/Rchg:50(45)
Level 2: Dull Pain -- Mrcl-Heal/Rchg:40(A), Mrcl-Heal/EndRdx/Rchg:40(3), Numna-Heal/Rchg:50(11), Numna-Heal/EndRdx/Rchg:50(15)
Level 4: Bone Smasher -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(21), C'ngImp-Acc/Dmg:50(34), C'ngImp-Acc/Dmg/Rchg:50(46)
Level 6: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(13), Acc-I:50(34)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(40), RctvArm-ResDam/EndRdx/Rchg:40(43), RctvArm-ResDam:40(43), RctvArm-EndRdx:40(45)
Level 10: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(42)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(45)
Level 16: Whirling Hands -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(17), Erad-Acc/Dmg/Rchg:30(17), C'ngBlow-Acc/Dmg:50(25), C'ngBlow-Dmg/EndRdx:50(40), C'ngBlow-Acc/Rchg:50(48)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(19), LkGmblr-Def:50(19), LkGmblr-Def/Rchg:50(21), GSFC-Build%:50(25), Taunt-I:50(43)
Level 20: Health -- Mrcl-Rcvry+:40(A), Numna-Heal:50(46), Numna-Regen/Rcvry+:50(50)
Level 22: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(23), P'Shift-EndMod/Acc:50(23), P'Shift-End%:50(46)
Level 24: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A)
Level 26: Tough Hide -- GftotA-Def:40(A), GftotA-Run+:40(27), LkGmblr-Def:50(27), LkGmblr-Rchg+:50(29)
Level 28: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(29), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam:40(50), RctvArm-EndRdx:40(50)
Level 30: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-EndRdx/Rchg:50(31), LkGmblr-Def/EndRdx/Rchg:50(31), LkGmblr-Def:50(31)
Level 32: Build Up -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(33), AdjTgt-ToHit/EndRdx/Rchg:50(33), AdjTgt-Rchg:50(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), C'ngImp-Acc/Dmg/Rchg:50(37), C'ngImp-Acc/Dmg:50(37)
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(48)
Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 44: Physical Perfection -- P'Shift-End%:50(A), RgnTis-Regen+:30(48)
Level 47: Resist Energies -- ResDam-I:50(A)
Level 49: Resist Elements -- Aegis-Psi/Status:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:

  • 5% DamageBuff(Smashing)
  • 5% DamageBuff(Lethal)
  • 5% DamageBuff(Fire)
  • 5% DamageBuff(Cold)
  • 5% DamageBuff(Energy)
  • 5% DamageBuff(Negative)
  • 5% DamageBuff(Toxic)
  • 5% DamageBuff(Psionic)
  • 21.8% Defense(Smashing)
  • 21.8% Defense(Lethal)
  • 4.88% Defense(Fire)
  • 4.88% Defense(Cold)
  • 16.1% Defense(Energy)
  • 16.1% Defense(Negative)
  • 3% Defense(Psionic)
  • 12.4% Defense(Melee)
  • 17.1% Defense(Ranged)
  • 6.75% Defense(AoE)
  • 1.8% Max End
  • 27% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 217.9 HP (11.6%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 3.3%
  • MezResist(Immobilize) 24.2%
  • 8% (0.13 End/sec) Recovery
  • 54% (4.22 HP/sec) Regeneration
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 3% Resistance(Psionic)
  • 12.5% RunSpeed



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

 

Posted

Thank you both for your input.

Ironblade's point about Resistance plus Regeneration effectively trumping Defense seems like a valid point - I have no experience to draw from on that, although my Willpower Tanker certainly seems to back it up.

I'm not sure why people are so down on Leadership for Tankers - it seems natural, and I wouldn't call a global +10% To-Hit and Damage that bad!

Heraclea's build certainly racks up the Resistance and Defense, though it loses a tiny fraction (4%) of Resistance from the build it's based on - it racks up 49% Defense vs S/L and 43% vs Energies. This uses IO choices from the builds I call 'The Full Awesome', from CMA's guide.

However, it gives up 20% global recharge and 37% global accuracy, then requires stealing slots from other powers, to get the accuracy, recharge, endurance and damage of the attacks back up close to previous levels. And if you have to ask me what I want with +10% to-hit and 180% accuracy, all I can say is Rikti Drones, Paragon Protectors, L54 Bosses, and AVs.
BUT! you say, 'Only a filthy Scranker would want to do damage!' or 'Real Tankers Taunt and Endure!'... to which I say "Bah!"

Anyway, as much as I appreciate your input, neither of you have really answered my Question, which is:

- - - How much Resistance and Defense is 'enough'?

I'm not asking how much I need to solo Ghost Widow, or to tank a 8++ spawn of Bosses in AE without back-up. I want enough to be Comfortable, no matter what I'm doing, in an 'average' situation. I want to be able, with some quick thinking and perhaps an Inspiration or two, to survive when the randomblaster accidentally pulls an extra spawn-group. Then high-five the def/troller who spammed lots of green numbers.
I'm not looking for enough protection to 'Not Die' regardless of the situation, I just want enough to Have Fun Playing and not ruin it for my teammates, by dying too soon.

When 'Heraclea' goes to work, how much Resistance is she carrying? When Ironblade's Tanker herds a pull, how much protection is he comfortable with?
Yes, 'The Maximum' is a fine goal - we all want to be Invulnerable - or as near as we can get. How much is 'enough'?

Be Well!
Fireheart


 

Posted

Quote:
- - - How much Resistance and Defense is 'enough'?

I'm not asking how much I need to solo Ghost Widow, or to tank a 8++ spawn of Bosses in AE without back-up. I want enough to be Comfortable, no matter what I'm doing, in an 'average' situation. I want to be able, with some quick thinking and perhaps an Inspiration or two, to survive when the randomblaster accidentally pulls an extra spawn-group. Then high-five the def/troller who spammed lots of green numbers.
I'm not looking for enough protection to 'Not Die' regardless of the situation, I just want enough to Have Fun Playing and not ruin it for my teammates, by dying too soon.

When 'Heraclea' goes to work, how much Resistance is she carrying? When Ironblade's Tanker herds a pull, how much protection is he comfortable with?

Yes, 'The Maximum' is a fine goal - we all want to be Invulnerable - or as near as we can get. How much is 'enough'?
That's a very good question and it depends on what level of challenge you want to take. Tanking for a small group with a few buffs available? Your base, SO level performance of your primary alone is perfectly adequate for this. Tanking for an 8 man team running normal missions facing +1 or +2 mobs? Unless you've def/res buffs on the team you'll want to be a bit tougher, adding Tough/Weave would handle this; possibly with a few set bonuses.

For most normal tanking you'll be ok with your ~70% S/L resistance and 25% or so defense provided you've at least minimal team support. Tanking the STF without significant team support buffs? That's the kind of thing you'll want to build up the defense/resistance for. I know CMA can tank anything Granite Flame, my Stone/Fire can tank. Sure it's overkill for 95% of the game; but that 5% is where you really need everything you can get. Tank Lord Recluse buffed by his towers unassisted while your team takes down the towers? Can Do... it just requires some thought beforehand and a decent inspiration layout. The only difference between CMA and Granite Flame is that Granite can do it without inspirations... and could do it on SO's.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Fireheart View Post
However, it gives up 20% global recharge and 37% global accuracy, then requires stealing slots from other powers, to get the accuracy, recharge, endurance and damage of the attacks back up close to previous levels. And if you have to ask me what I want with +10% to-hit and 180% accuracy, all I can say is Rikti Drones, Paragon Protectors, L54 Bosses, and AVs.
Heraclea is /SS, not /EM; I made that mistake with my fire tanker. I do have a second Invulnerability tanker, an Inv/DM, that is softcapped against physical and energy damage, and close to that for elemental damage.

Heraclea's main build is old-school, not at all focused on defense bonus, more about recovery, recharge, regeneration, and hit points: a farming build. On it, she has around 25% defense across the board and 90% physical damage resistance. She has tanked the entire game on it, including Recluse - but she doesn't have the master badge from that TF yet. Pursuing that is one reason why I've started a defense based second build.

A lot depends on who your teammates are. I certainly can understand why an Energy Melee character would want to focus on recharge. But recharge buffs are a dime a dozen when every other character with a buffing set is Kinetics.

If you solo, your primary's SO values are more than enough, If you team with a predictable group of characters, you know what their powers can and can't do for yours. If you team with unpredictable pickup teams, you may want to focus on building for survival first.



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

 

Posted

Heh, I've been following your posts for a while, Heraclea, so I knew your namesake was /SS rather than /EM, but it was the Invulnerability equation that I was concerned about. Your initial guide for Willpower formed a key part of my Willpower/Dual Blades Tanker and I've been well pleased with him. Thanks for revealing the Invulnerability details.

And a million thanks for your answer 'Mr. Awesome'! That fully cleared up my question.

Now, between Heraclea's answer and CMA's, along with a bit of Ironblade's observations I can be confident in building a graduated build. I think my target will be somewhere between my first and second builds, and I'll look for a bit more regeneration and hit-points, just to keep it interesting.
With that build, I can run the missions and Task Forces to earn the Merits and Influence that will allow me to create two builds, one for solo and small team Utility work, and a second one for more Extreme Tanking.

My own observations about Energy Melee is that it was a superb set, right up until the last round of 'improvements'. I could keep punching and the pom-poms would cut through most enemy resistances with the S/L + Energy combo. Yes, there were problems, but they were manageable.
With the latest animation-fix, my fast-punching set has been stuck in the slow lane. Only by using every attack available, could I fill the chain - and there are still uncomfortable pauses. Worse, the former King-Power, Energy Transfer has been turned into a "don't bother" by the long activation sequence. Solo, it still works fine, but on a team I'm often left blowing it on a corpse.
A long Recharge can be mitigated, a heavy Endurance cost can be dealt with, but a long animation time is just the Dev's way of saying 'you're out of luck now! Ha-hah!' (Un)fortunately, I still love the set and I have more Energy Melee Tankers than any other.

Be Well!
Fireheart


 

Posted

Quote:
Originally Posted by Fireheart View Post
Worse, the former King-Power, Energy Transfer has been turned into a "don't bother" by the long activation sequence. Solo, it still works fine, but on a team I'm often left blowing it on a corpse.
I see this a lot, and I recognize that it's frustrating, but I can't help thinking that the problem of "corpse-blasting" in general is not really worth all the electrons spilled about it.

Consider, for example, if you still had very fast-animating Energy Transfer. Your attack would hit home for huge damage just before the other players finish off the bad guy -- and their attacks would be wasted corpse-blasting. Furthermore, ET does a metric tonne of damage -- on anything that the other players would have finished off themselves, ET is probably overkill, doing much more damage than the enemy has remaining life.

I've corpse-blasted on fast-moving teams with Martial Arts attacks that animate in 0.83 seconds. It just happens when the team is crushing everything.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Fireheart View Post
Ironblade's point about Resistance plus Regeneration effectively trumping Defense seems like a valid point - I have no experience to draw from on that, although my Willpower Tanker certainly seems to back it up.
er, I didn't really say that. I said that *I* went that route and it was extremely effective. I haven't built an invuln around defense for comparison. Also, I want to be clear we're specifically talking about invuln tanks. Sets that are primarily defense are a different story.


Quote:
I'm not sure why people are so down on Leadership for Tankers - it seems natural, and I wouldn't call a global +10% To-Hit and Damage that bad!
What helps your SURVIVAL more - Assault/Tactics or Tough? Or Aid Self? If you want to beat things up faster, play a scrapper or brute. As a tank, there is always some power you can take to directly improve your survival - and it ain't the Leadership pool.


Quote:
And if you have to ask me what I want with +10% to-hit and 180% accuracy, all I can say is Rikti Drones, Paragon Protectors, L54 Bosses, and AVs.
BUT! you say, 'Only a filthy Scranker would want to do damage!' or 'Real Tankers Taunt and Endure!'... to which I say "Bah!"
I don't have a problem hitting stuff with my invuln until it gets down to the last enemy or two. Invincibility gives +to hit and I have it slotted for that (and defense, of course).


Quote:
- - - How much Resistance and Defense is 'enough'?

I'm not asking how much I need to solo Ghost Widow, or to tank a 8++ spawn of Bosses in AE without back-up. I want enough to be Comfortable, no matter what I'm doing, in an 'average' situation.
Well, originally I was going to answer 90% and 45%.

But for "average" situations?
Take the main powers in your primary and two of the passives (RPD and Tough Hide). Add the Fighting Pool to get Tough and Weave. Slot Invincibility for defense AND to hit. You'll want IO set pieces or HO's in Invincibility to max each effect plus get some end reduction. The rest of the build can be SO's or IO commons. That is MORE THAN ENOUGH durability for most of the game. My invuln tank was a beast back when we only had SO's. (AFTER the invuln nerfs.) I didn't have Weave, but I did have Aid Self. And I did take the other two passives in the primary.

You're saying you only want to be able to handle 'average teams and situations' but you're getting into some pretty specialized build details. You're already past handling 'average' stuff. My invuln is built for 'extreme tanking'. He can do it all. He can tank multiple GM's/AV's at once. He can tank the Statesman TF.


Starting with the basic powerset, I feel that the first goal is to add Tough since smashing/lethal are so common. Taking your resistance from under 70% to 90% against such a common damage type is HUGE.

Then you need to address other damage types. Your passives are of some use here. Going outside the powerset, you have two directions: regen and defense. Defense is better *most of the time* but it's harder to get enough and it's far more expensive. Also, for some damage types, you just won't be able to get enough defense. Plus, some enemies debuff defense. On the Imperious TF, my base defense went as low as -100%. Starting with 10%, 20% or 40% wouldn't have made much difference - in that specific situation.

Since regen is a 'universal defense' and it's so easy to get, I went that route. Of course, defense helps against sappers and their ilk and regen doesn't. Either route has trade-offs.


Paragon City Search And Rescue
The Mentor Project

 

Posted

Quote:
Originally Posted by Ironblade View Post
I went a different route with my inv/EM. He's got all powers from the primary, only 5 from the secondary and has Tough (but not Weave) and Aid Self.

I don't need to list his IO set-up because it's pretty basic and can be summed up in one word: regen. He's got most powers semi-frankenslotted with 2 pieces from one set, 2 from another, etc. Regen is the first set bonus so you can get lots of it and you can get it cheap. Not counting the cost of the Numina and Miracle uniques (because I had them lying around), the build cost under 30 million infl. He's got the 12% bonus five times, the 10% bonus five times, the 8% bonus five times, etc. He has 300% regen and I've tanked Lord Recluse with him. He has NOTHING to boost defense - not Combat Jumping, not even the Steadfast unique.

I might respec to get him Physical Perfection since that didn't exist when I finished his build. I can drop the Medicine pool since I stopped needing it after IO'ing him. I never used it again EXCEPT when tanking Lord Recluse with the red tower up.

So, to answer your question: maxing resistance and the defense you already get works fine for me, backed up with serious regen. I always saw invuln as primarily a resistance build so I took that and ran with it. He laughs at those clowns in Cimerora with their defense debuffs.
This is an interesting concept that I also have fooled around with a bit. I tried to max out the regen, and think I got all of the regen bonuses except for one 12% that I couldn't fit in, due to lack of another ranged attack or heal to hold the needed IOs. According to the Totals display in Mids, I ended up with 450% Regen.



Here is the build - do you see any regen opportunities that I missed?

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
SteelMountain - TF Build: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Barrage -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(7), Rope-Acc/Rchg(15), Rope-Acc/EndRdx(17), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(46)
Level 2: Dull Pain -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(9), Numna-Heal(11), Numna-Regen/Rcvry+(11)
Level 4: Bone Smasher -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(5), Rope-Acc/Rchg(17), Rope-Acc/EndRdx(34), Mako-Dmg/EndRdx(48), Mako-Dmg/Rchg(48)
Level 6: Resist Physical Damage -- ResDam-I(A), ResDam-I(40), ResDam-I(40)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(37)
Level 10: Taunt -- Annoy-Taunt(A), Annoy-Taunt/Rchg(13), Annoy-Taunt/Rchg/Rng(13)
Level 12: Resist Elements -- ResDam-I(A), ResDam-I(43), ResDam-I(43)
Level 14: Fly -- Frbd-EndRdx(A), Frbd-Fly(15)
Level 16: Swift -- Run-I(A)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(19), S'dpty-Def(19), S'dpty-Def/EndRdx(29)
Level 20: Health -- Numna-Heal(A), Numna-EndRdx/Rchg(21), Heal-I(21), Tr'ge-Heal/EndRdx(33), Tr'ge-Heal/Rchg(34)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(25)
Level 24: Boxing -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(25), Rope-Acc/Rchg(34), Rope-Acc/EndRdx(36)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(27), S'dpty-Def(29), S'dpty-Def/EndRdx(33)
Level 28: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(40)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), S'dpty-Def(31), S'dpty-Def/EndRdx(31)
Level 32: Whirling Hands -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(43), Sciroc-Acc/Rchg(45), Sciroc-Acc/Dmg/EndRdx(45), Sciroc-Dam%(46)
Level 35: Resist Energies -- ResDam-I(A), ResDam-I(42), ResDam-I(42)
Level 38: Total Focus -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(39), Rope-Acc/Rchg(39), Rope-Acc/EndRdx(39), Dmg-I(46)
Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(42), Rec'dRet-Pcptn(45)
Level 44: Laser Beam Eyes -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(50), Acc-I(50)
Level 47: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(48), Heal-I(50)
Level 49: Unstoppable -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------


 

Posted

Quote:
Originally Posted by SteelMountain View Post
I tried to max out the regen, and think I got all of the regen bonuses except for one 12% that I couldn't fit in, due to lack of another ranged attack or heal to hold the needed IOs.
Mine has Aid Other and Aid Self, so no shortage of heal powers to slot.


Quote:
Here is the build - do you see any regen opportunities that I missed?
ugh, I'm not going to figure the numbers on each IO set to see if anything is missing. However:
1) Why do you have the Numina unique in Dull Pain? You'll only get the benefit for 2 minutes after triggering Dull Pain.
2) I don't see the Regenerative Tissue unique (25% regen).
3) You've got a lot of full or close to full sets in there. I had to semi-frankenslot pairs of IO pieces to get my regen that high. Offhand, it looks like your build has significantly LOWER regen than mine. That 450% number in the display is either wrong or not measuring what it seems.


Edit: Okay, I'm an obsessive idiot; I added up the numbers on that build. I come up with 285% regen on top of base regen, so 385% total. My build has 392%. I have no idea where that 450 is coming from but it's wrong unless I'm an idiot and missing something. (Wait, I already said I'm an idiot, but I still don't think I'm missing anything.)


Paragon City Search And Rescue
The Mentor Project

 

Posted

Ironblade - thanks for the feedback!

1. Doh - thanks for the catch on the Numina unique!
2. Yup, overlooked that. Not sure I could afford it and the Numina, anyway, though!
3. Actually, I have a bunch of pairs as well, but its is sure hard to see in the short export format. When I add up the values manually, I get:

100% - Base Regen
188% - Set Bonuses
80% - Health
39% - Physical Perfection
20% - Numina Unique
------
427%

so, I'm not sure where Mids comes up with the 450%, either! In any case, the bottom line performance is 4X base.

Here's the build with the Numina unique moved in long form:

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
SteelMountain - TF Build: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:

Level 1: Temp Invulnerability

  • (A) Reactive Armor - Resistance
  • (3) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance/Recharge
  • (5) Reactive Armor - Resistance/Endurance/Recharge
Level 1: Barrage
  • (A) Pounding Slugfest - Accuracy/Damage
  • (7) Pounding Slugfest - Damage/Endurance
  • (15) Rope A Dope - Accuracy/Recharge
  • (17) Rope A Dope - Accuracy/Endurance
  • (27) Mako's Bite - Damage/Endurance
  • (46) Mako's Bite - Damage/Recharge
Level 2: Dull Pain
  • (A) Numina's Convalescence - Heal/Endurance
  • (7) Numina's Convalescence - Endurance/Recharge
  • (9) Numina's Convalescence - Heal/Recharge
  • (9) Numina's Convalescence - Heal/Endurance/Recharge
  • (11) Numina's Convalescence - Heal
Level 4: Bone Smasher
  • (A) Pounding Slugfest - Accuracy/Damage
  • (5) Pounding Slugfest - Damage/Endurance
  • (17) Rope A Dope - Accuracy/Recharge
  • (34) Rope A Dope - Accuracy/Endurance
  • (48) Mako's Bite - Damage/Endurance
  • (48) Mako's Bite - Damage/Recharge
Level 6: Resist Physical Damage
  • (A) Resist Damage IO
  • (11) Resist Damage IO
  • (40) Resist Damage IO
Level 8: Unyielding
  • (A) Reactive Armor - Resistance
  • (36) Reactive Armor - Resistance/Endurance
  • (36) Reactive Armor - Resistance/Recharge
  • (37) Reactive Armor - Resistance/Endurance/Recharge
Level 10: Taunt
  • (A) Annoyance - Taunt
  • (13) Annoyance - Taunt/Recharge
  • (13) Annoyance - Taunt/Recharge/Range
Level 12: Resist Elements
  • (A) Resist Damage IO
  • (43) Resist Damage IO
  • (43) Resist Damage IO
Level 14: Fly
  • (A) Freebird - Endurance
  • (15) Freebird - FlySpeed
Level 16: Swift
  • (A) Run Speed IO
Level 18: Invincibility
  • (A) Luck of the Gambler - Defense/Endurance
  • (19) Luck of the Gambler - Defense
  • (19) Serendipity - Defense
  • (29) Serendipity - Defense/Endurance
Level 20: Health
  • (A) Numina's Convalescence - Heal
  • (21) Numina's Convalescence - Endurance/Recharge
  • (21) Healing IO
  • (33) Triage - Heal/Endurance
  • (34) Triage - Heal/Recharge
  • (40) Numina's Convalescence - +Regeneration/+Recovery
Level 22: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (23) Efficacy Adaptor - EndMod/Recharge
  • (23) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (25) Efficacy Adaptor - EndMod/Accuracy
Level 24: Boxing
  • (A) Pounding Slugfest - Accuracy/Damage
  • (25) Pounding Slugfest - Damage/Endurance
  • (34) Rope A Dope - Accuracy/Recharge
  • (36) Rope A Dope - Accuracy/Endurance
Level 26: Tough Hide
  • (A) Luck of the Gambler - Defense
  • (27) Luck of the Gambler - Defense/Endurance
  • (29) Serendipity - Defense
  • (33) Serendipity - Defense/Endurance
Level 28: Tough
  • (A) Reactive Armor - Resistance
  • (37) Reactive Armor - Resistance/Endurance
  • (37) Reactive Armor - Resistance/Recharge
  • (40) Reactive Armor - Resistance/Endurance/Recharge
Level 30: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (31) Luck of the Gambler - Defense
  • (31) Serendipity - Defense
  • (31) Serendipity - Defense/Endurance
Level 32: Whirling Hands
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (33) Scirocco's Dervish - Damage/Endurance
  • (43) Scirocco's Dervish - Damage/Recharge
  • (45) Scirocco's Dervish - Accuracy/Recharge
  • (45) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (46) Scirocco's Dervish - Chance of Damage(Lethal)
Level 35: Resist Energies
  • (A) Resist Damage IO
  • (42) Resist Damage IO
  • (42) Resist Damage IO
Level 38: Total Focus
  • (A) Pounding Slugfest - Accuracy/Damage
  • (39) Pounding Slugfest - Damage/Endurance
  • (39) Rope A Dope - Accuracy/Recharge
  • (39) Rope A Dope - Accuracy/Endurance
  • (46) Damage Increase IO
Level 41: Focused Accuracy
  • (A) Rectified Reticle - To Hit Buff
  • (42) Rectified Reticle - To Hit Buff/Recharge
  • (45) Rectified Reticle - Increased Perception
Level 44: Laser Beam Eyes
  • (A) Devastation - Accuracy/Damage
  • (50) Devastation - Damage/Recharge
  • (50) Accuracy IO
Level 47: Physical Perfection
  • (A) Numina's Convalescence - Heal
  • (48) Numina's Convalescence - Heal/Endurance
  • (50) Healing IO
Level 49: Unstoppable
  • (A) Recharge Reduction IO
------------

Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet
------------

Set Bonus Totals:
  • 6.88% Defense(Smashing)
  • 6.88% Defense(Lethal)
  • 1.56% Defense(Fire)
  • 1.56% Defense(Cold)
  • 3.75% Defense(Energy)
  • 3.75% Defense(Negative)
  • 3.13% Defense(Psionic)
  • 3.44% Defense(Melee)
  • 1.88% Defense(Ranged)
  • 3.13% Defense(AoE)
  • 6% Enhancement(Heal)
  • 9% Enhancement(Accuracy)
  • 91.4 HP (4.88%) HitPoints
  • MezResist(Held) 3.3%
  • MezResist(Immobilize) 9.9%
  • 20% Perception
  • 1.5% (0.03 End/sec) Recovery
  • 188% (14.7 HP/sec) Regeneration
  • 3.13% Resistance(Negative)


 

Posted

Quote:
Originally Posted by Sailboat View Post
I see this a lot, and I recognize that it's frustrating, but I can't help thinking that the problem of "corpse-blasting" in general is not really worth all the electrons spilled about it.
...
I've corpse-blasted on fast-moving teams with Martial Arts attacks that animate in 0.83 seconds. It just happens when the team is crushing everything.
Yes, the 'problem' is that Energy Transfer doesn't just burn Endurance - there is also a noticeable Hit Point penalty (167 HPs at L50). 'Wasting' energy just makes you tired, but wasting a 'pound of flesh' is much more alarming! Granted, a full-up Tanker has enough health to barely wince at that loss - If he destroys his enemy in return.
Also, we're not talking a power that animates in under a second, where you just retarget and drop your hammer on the next enemy. We're talking about queuing up a 'Nuke', spending the Endurance, spending the Hit Points, and spending 3 seconds, rooted and staring at your own hands - and having it all go to waste.

I HATE that!

Be Well!
Fireheart


 

Posted

Quote:
Originally Posted by Fireheart View Post
Yes, the 'problem' is that Energy Transfer doesn't just burn Endurance - there is also a noticeable Hit Point penalty (167 HPs at L50). 'Wasting' energy just makes you tired, but wasting a 'pound of flesh' is much more alarming! Granted, a full-up Tanker has enough health to barely wince at that loss - If he destroys his enemy in return.
Also, we're not talking a power that animates in under a second, where you just retarget and drop your hammer on the next enemy. We're talking about queuing up a 'Nuke', spending the Endurance, spending the Hit Points, and spending 3 seconds, rooted and staring at your own hands - and having it all go to waste.

I HATE that!

Be Well!
Fireheart
I believe Sailboat's point was the mob was dead either way. There are two scenarios here:

Scenario 1
1) Energy Transfer hits, killing the enemy.
2) Teammate hits after ET, and corpse blasts. (Attack would have killed the target.)

Scenario 2
1) Teammate hits, killing the enemy.
2) Energy Transfer hits after your teammate, and corpse blasts. (Attack would have killed the target.)

It doesn't matter if you hit first or second, either way you're wasting hp/end on a target that was already dead. That, I believe, was the point. It's just a perception issue, albeit an annoying one.


 

Posted

Quote:
Originally Posted by SteelMountain View Post
3. Actually, I have a bunch of pairs as well, but its is sure hard to see in the short export format. When I add up the values manually, I get:

100% - Base Regen
188% - Set Bonuses
80% - Health
39% - Physical Perfection
20% - Numina Unique
------
427%
The build listing says 188% regen and I agree with that number. However, that INCLUDES the Numina unique and you're counting it again in your tally above.

Not a big deal, but I have a spreadsheet to calculate mine to the exact point, so a 20 point discrepancy jumps out at me.


Paragon City Search And Rescue
The Mentor Project

 

Posted

Quote:
Originally Posted by Fireheart View Post
Yes, the 'problem' is that Energy Transfer doesn't just burn Endurance - there is also a noticeable Hit Point penalty (167 HPs at L50). 'Wasting' energy just makes you tired, but wasting a 'pound of flesh' is much more alarming!
I agree. That's why my invuln/EM didn't take Energy Transfer.
It seemed counter-productive to my primary goal as a tank.


Paragon City Search And Rescue
The Mentor Project

 

Posted

Quote:
Originally Posted by Ironblade View Post
The build listing says 188% regen and I agree with that number. However, that INCLUDES the Numina unique and you're counting it again in your tally above.

Not a big deal, but I have a spreadsheet to calculate mine to the exact point, so a 20 point discrepancy jumps out at me.
OK, so now you've got my OCD going! I do not think the 188% includes the Numina Unique. The roll up of set bonuses looks like this:

Code:
Bonus Qty Total   Powers
12%   4    48%   Dull Pain, Health, Laser Beam Eyes, Physical Perfection
10%   5    50%   Invincibility, Stamina, Tough Hide, Weave, Whirling Hands
 8%    5    40%   Barrage, Bone Smasher, Fly, Boxing, Total Focus
 6%    5    30%   Barrage, Bone Smasher, Boxing, Total Focus, Rectified Reticle
 4%    5    20%   Taunt, Invincibility, Health, Tough Hide, Weave
                -------
Grand Total 188%
Here's the output from Mid's to back this up (edited to include only the resistance bonuses)

------------
Set Bonuses:

Pounding Slugfest (Barrage) 8% (0.63 HP/sec) Regeneration

Rope A Dope (Barrage) 6% (0.47 HP/sec) Regeneration

Numina's Convalescence (Dull Pain) 12% (0.94 HP/sec) Regeneration

Pounding Slugfest (Bone Smasher) 8% (0.63 HP/sec) Regeneration

Rope A Dope (Bone Smasher) 6% (0.47 HP/sec) Regeneration

Annoyance (Taunt) 4% (0.31 HP/sec) Regeneration

Freebird (Fly) 8% (0.63 HP/sec) Regeneration

Luck of the Gambler (Invincibility) 10% (0.78 HP/sec) Regeneration

Serendipity (Invincibility) 4% (0.31 HP/sec) Regeneration

Numina's Convalescence (Health) 12% (0.94 HP/sec) Regeneration

Triage (Health) 4% (0.31 HP/sec) Regeneration

Efficacy Adaptor (Stamina) 10% (0.78 HP/sec) Regeneration

Pounding Slugfest (Boxing) 8% (0.63 HP/sec) Regeneration

Rope A Dope (Boxing) 6% (0.47 HP/sec) Regeneration

Luck of the Gambler (Tough Hide) 10% (0.78 HP/sec) Regeneration

Serendipity (Tough Hide) 4% (0.31 HP/sec) Regeneration

Luck of the Gambler (Weave) 10% (0.78 HP/sec) Regeneration

Serendipity (Weave) 4% (0.31 HP/sec) Regeneration

Scirocco's Dervish (Whirling Hands) 10% (0.78 HP/sec) Regeneration

Pounding Slugfest (Total Focus) 8% (0.63 HP/sec) Regeneration

Rope A Dope (Total Focus) 6% (0.47 HP/sec) Regeneration

Rectified Reticle (Focused Accuracy) 6% (0.47 HP/sec) Regeneration

Devastation (Laser Beam Eyes) 12% (0.94 HP/sec) Regeneration

Numina's Convalescence (Physical Perfection) 12% (0.94 HP/sec) Regeneration

So, I'm sticking with my 427% as the correct number.


 

Posted

Quote:
Originally Posted by SteelMountain View Post
OK, so now you've got my OCD going! I do not think the 188% includes the Numina Unique.
It's possible. While I said that I had a spreadsheet for my character, I went through the OP's powers on a piece of paper. I looked up the set bonuses and came up with 168% (sans Numina) but I could have made an error.

The numbers still don't seem right to me, but I'm not digging that paper out of the trash AGAIN.


Paragon City Search And Rescue
The Mentor Project

 

Posted

Hello Sarrate, haven't seen you around in a while. Your re-emphasizing Sailboat's point about dead enemies generally ignores the difference in investment, in time, if nothing else. The 'other character' in your scenarios is not investing as much as the **/EM Tanker, to produce the target's demise.

Those instances where a comparable investment is involved are either AoE Nukes, or Snipes. In any case, not part of the character's general attack chain, as Energy Transfer once was part of mine. Yes, it was possible to Energy Transfer yourself to death, but a lot of enemies were defeated in the process. All it took was careful management.

Anyway, as promised, here is the middle-road build. It has 90+% Resistance to Smashing and Lethal and 28% Defense to S/L/E/N. There could be more resistance to exotics - frankly, that part is pretty poor, but I'm not sure what I can do for it, without compromising too much else.

(Perhaps a different slotting of Whirling Hands, or Energy Transfer? ET's total enhancement is awfully good! I'm not sure I'd want to re-balance those numbers by much, but that's certainly a power with forgettable Set bonuses.)

I almost wonder if I need Energy Mastery and PP... Just not sure.

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

Click this DataLink to open the build!

Perfect Perry: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(9), S'fstPrt-ResDam/Def+:30(37)
Level 1: Barrage -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(3), C'ngImp-Acc/Dmg/Rchg:40(11), C'ngImp-Acc/Dmg/EndRdx:40(15), C'ngImp-Dmg/EndRdx/Rchg:40(34)
Level 2: Dull Pain -- Mrcl-Heal/Rchg:40(A), Mrcl-Heal/EndRdx/Rchg:40(3), Numna-Heal/Rchg:40(11), Numna-Heal/EndRdx/Rchg:40(15)
Level 4: Bone Smasher -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(5), C'ngImp-Acc/Dmg/Rchg:40(13), C'ngImp-Acc/Dmg/EndRdx:40(21), C'ngImp-Dmg/EndRdx/Rchg:40(34)
Level 6: Boxing -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(7), C'ngImp-Acc/Dmg/Rchg:40(9), C'ngImp-Acc/Dmg/EndRdx:40(13), C'ngImp-Dmg/EndRdx/Rchg:40(34)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(40), RctvArm-ResDam/EndRdx/Rchg:40(43), RctvArm-ResDam:40(43)
Level 10: Combat Jumping -- Winter-ResSlow:40(A)
Level 12: Hurdle -- Jump-I:40(A)
Level 14: Super Jump -- SprngFt-EndRdx/Jump:40(A)
Level 16: Whirling Hands -- Sciroc-Acc/Dmg:40(A), Sciroc-Dmg/EndRdx:40(17), Sciroc-Dmg/Rchg:40(17), Sciroc-Acc/Rchg:40(25), Sciroc-Acc/Dmg/EndRdx:40(40)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/EndRdx/Rchg:40(19), LkGmblr-Def:40(19), AdjTgt-ToHit:40(21), AdjTgt-ToHit/EndRdx:40(25), Taunt-I:40(43)
Level 20: Health -- Mrcl-Heal:40(A), Mrcl-Rcvry+:40(45), Numna-Heal:40(46), Numna-Regen/Rcvry+:40(50)
Level 22: Stamina -- P'Shift-EndMod:40(A), P'Shift-EndMod/Rchg:40(23), P'Shift-EndMod/Acc:40(23), P'Shift-End%:40(46)
Level 24: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(46)
Level 26: Tough Hide -- GftotA-Def:40(A), GftotA-Run+:40(27), LkGmblr-Def:40(27), LkGmblr-Rchg+:40(29)
Level 28: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(29), RctvArm-ResDam:40(31), RctvArm-EndRdx:40(31)
Level 30: Assault -- EndRdx-I:40(A), EndRdx-I:40(31)
Level 32: Build Up -- AdjTgt-ToHit:40(A), AdjTgt-ToHit/Rchg:40(33), AdjTgt-ToHit/EndRdx/Rchg:40(33), AdjTgt-Rchg:40(33)
Level 35: Energy Transfer -- F'dSmite-Acc/EndRdx/Rchg:40(A), F'dSmite-Acc/Dmg/Rchg:40(36), T'Death-Acc/Dmg/EndRdx:40(36), T'Death-Dmg/EndRdx/Rchg:40(36), C'ngImp-Acc/Dmg/Rchg:40(37), C'ngImp-Acc/Dmg/EndRdx:40(37)
Level 38: Total Focus -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(39), C'ngImp-Acc/Dmg/Rchg:40(39), C'ngImp-Acc/Dmg/EndRdx:40(39), C'ngImp-Dmg/EndRdx/Rchg:40(40)
Level 41: Tactics -- AdjTgt-ToHit:40(A), AdjTgt-ToHit/EndRdx/Rchg:40(42), AdjTgt-EndRdx/Rchg:40(42), AdjTgt-ToHit/EndRdx:40(42)
Level 44: Conserve Power -- RechRdx-I:40(A), RechRdx-I:40(50)
Level 47: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-ResDam:40(48)
Level 49: Physical Perfection -- P'Shift-End%:40(A), RgnTis-Regen+:30(50)
------------
Level 1: Brawl -- Acc-I:40(A)
Level 1: Sprint -- Clrty-Stlth:40(A)
Level 2: Rest -- RechRdx-I:40(A)
Level 1: Gauntlet



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| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|
Be Well!
Fireheart