Positional or dmg-based defense
Generally, I think it is better to go Melee defense on a tank who does not have much or any defense since that is where you will be most of the time. (The exception is with fire armor and burn because things run away from you.)
It takes more slotting to go melee defense, it is rather easy to get ranged/aoe. (slot wise... not cost)
YMMV---IMO
Ice Ember
My Elec/Stone has 30% defense to S/L, and I hardly need to fire off Energize. Of course, I primarily focused on +HP and have him at 2700 health. So, you're experience may vary.
@Rylas
Kill 'em all. Let XP sort 'em out.
Hey all,
I'm pondering outfitting my elec/elec tanker (once I get it to 50), and am working on some theoretical builds in Mids'. Since Electric Defense has no built-in defense, most of it will be coming from IO set bonuses. So here's my question: Which would you see being 'better' to aim for? Positional (melee/ranged/aoe) or Damage (s/l/c/f/n/e/p)? I'm fully aware there's very limited point in attempting to do both, as a melee/smashing attack uses the higher of melee/smashing defense. Yeah, there are some powers that are kindof odd and use only positional or only damage-based, but they're not a big concern of mine. Either way, I could see getting up to about 30% def in s/l, or melee/aoe without using purps. Also, I should specify: I am focusing on end drain, def, regen, recharge in that order. Dang Performance Shifter's proc being bugged - Norbby :edit: This isn't request for help with a build, it's a request for advice. I can generate builds just fine :/edit: |
At least, that's my impression.
TEH WERDZ ON SKREEN HURTZ MI BRANE!
Since you cannot reasonably build for all 3 positional defenses, I'd go for S/L instead - it's gonna defend you against more stuff than any one position. If you're willing to blow wads of influence and can manage a build, covering all 3 positions with reasonable amounts of defense is better, though - it's just that if you can only pick one defense stat to build, S/L covers more than any other single defense.
At least, that's my impression. |
The vast majority of melee attacks have some smash/lethal component, and many PvE ranged attacks have some smash/lethal component (including guns, arrows, energy blasts, sonic, many cold blasts, etc.). So that means S/L defense covers most melee attacks and many ranged attacks, while Melee defense covers all melee attacks (including the relatively rare pure fire/cold/energy/negative attacks), but no ranged attacks.
The best strategy is to maximize S/L defense and include any ranged defense you can fit in without sacrifice.
Since you cannot reasonably build for all 3 positional defenses, I'd go for S/L instead - it's gonna defend you against more stuff than any one position.
|
Captain, your logic is sound.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
As has been said, if you're only going to be able to build one defense to significant level then S/L is certainly your best option, it protects against considerably more attacks than any other defense type.
I'd certainly recommend focusing exclusively on S/L... having that as high as practical will be more useful than getting all of your defenses to moderate levels.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Go for S/L defense I have my brute soft capped for S/L and the survivability is much better. Should be easier and cheaper for a tank.
Along with that I am about 18 for ranged defense that helps out a bit. I also went with as much +hp and regen as I could squeeze in. Probably my most money ever spent on a character but its my main one.
Freedom Server - Main = Lil Bug & way too many alts to list
This is what I'm going to build to on my electric/electric tank : 31% melee, 30% aoe and 19% ranged defense with around 2500 hp (mostly via accolades).
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Electrical Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
------------
Level 1: Charged Armor Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/EndRdx/Rchg(7), Aegis-ResDam/Rchg(11), Aegis-EndRdx/Rchg(46)
Level 1: Charged Brawl Mako-Acc/Dmg/EndRdx/Rchg(A)
Level 2: Lightning Field Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(3), Oblit-Acc/Dmg/Rchg(9), Oblit-Dmg/Rchg(17), Oblit-Acc/Rchg(34), Oblit-Dmg(34)
Level 4: Jacobs Ladder Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-Acc/Dmg/Rchg(5), Oblit-Dmg/Rchg(9), Oblit-Acc/Rchg(23), Oblit-Dmg(34)
Level 6: Conductive Shield Aegis-ResDam(A), Aegis-ResDam/EndRdx(7), Aegis-ResDam/EndRdx/Rchg(11), Aegis-ResDam/Rchg(23), Aegis-EndRdx/Rchg(33)
Level 8: Static Shield TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx/Rchg(42), TtmC'tng-ResDam/EndRdx(43)
Level 10: Grounded S'fstPrt-ResDam/Def+(A), GA-3defTpProc(37)
Level 12: Energize Dct'dW-Heal(A), Dct'dW-Rchg(13), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal/EndRdx(17)
Level 14: Super Speed Zephyr-Travel/EndRdx(A)
Level 16: Swift Run-I(A)
Level 18: Health Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(19), Panac-Heal/+End(31), RgnTis-Regen+(46)
Level 20: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(21), P'Shift-End%(45)
Level 22: Lightning Reflexes Run-I(A)
Level 24: Thunder Strike Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(25), Armgdn-Acc/Rchg(25), Armgdn-Acc/Dmg/Rchg(31), Armgdn-Dmg/Rchg(33), Armgdn-Dmg(33)
Level 26: Power Sink P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/EndRdx(27), RechRdx-I(31)
Level 28: Hasten RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Taunt Mocking-Rchg(A), Mocking-Taunt/Rng(37), Mocking-Taunt(37), Mocking-Taunt/Rchg(40), Mocking-Taunt/Rchg/Rng(43), Mocking-Acc/Rchg(43)
Level 32: Boxing Empty(A)
Level 35: Tough ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(36), ImpArm-ResDam/EndRdx/Rchg(36), ImpArm-ResDam/Rchg(36)
Level 38: Lightning Rod Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Rchg(40), Oblit-Dmg(40)
Level 41: Weave LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Chain Induction Hectmb-Dmg/EndRdx(A), Hectmb-Dmg/Rchg(45), Hectmb-Dam%(45), Hectmb-Acc/Dmg/Rchg(46), Hectmb-Acc/Rchg(50)
Level 47: Build Up GSFC-Build%(A), GSFC-ToHit/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-ToHit/Rchg(50), GSFC-ToHit(50)
Level 49: Combat Jumping LkGmblr-Rchg+(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
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)
15.4% Defense(Smashing)
15.4% Defense(Lethal)
19.8% Defense(Fire)
19.8% Defense(Cold)
7.25% Defense(Energy)
7.25% Defense(Negative)
7.88% Defense(Psionic)
21% Defense(Melee)
8.5% Defense(Ranged)
19.4% Defense(AoE)
4.05% Max End
4% Enhancement(Heal)
57% Enhancement(Accuracy)
62.5% Enhancement(RechargeTime)
10% FlySpeed
175.7 HP (9.38%) HitPoints
10% JumpHeight
10% JumpSpeed
MezResist(Held) 2.75%
MezResist(Sleep) 2.2%
MezResist(Stun) 6.6%
MezResist(Terrorized) 2.2%
15.5% (0.26 End/sec) Recovery
22% (1.72 HP/sec) Regeneration
6.3% Resistance(Fire)
6.3% Resistance(Cold)
6.26% Resistance(Toxic)
1.26% Resistance(Psionic)
20% RunSpeed
5% XPDebtProtection
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.
Ok, thanks for the advice, will focus on s/l
if it's possible for you, id build for positional so that you can be well rounded for any situation, such as psi dmg.
I'd go for Predator/Gladiator and pick up the Combat Shield for tough battles (think you can max out its bonus to about 20 minutes lasting)
I'm not sure what it is, but I think it is S/L and then build up on top of that.
Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
Hey all,
I'm pondering outfitting my elec/elec tanker (once I get it to 50), and am working on some theoretical builds in Mids'. Since Electric Defense has no built-in defense, most of it will be coming from IO set bonuses.
So here's my question: Which would you see being 'better' to aim for? Positional (melee/ranged/aoe) or Damage (s/l/c/f/n/e/p)?
I'm fully aware there's very limited point in attempting to do both, as a melee/smashing attack uses the higher of melee/smashing defense. Yeah, there are some powers that are kindof odd and use only positional or only damage-based, but they're not a big concern of mine.
Either way, I could see getting up to about 30% def in s/l, or melee/aoe without using purps.
Also, I should specify: I am focusing on end drain, def, regen, recharge in that order. Dang Performance Shifter's proc being bugged
- Norbby
:edit: This isn't request for help with a build, it's a request for advice. I can generate builds just fine :/edit: