Dark/Fire build


Dying_Breath

 

Posted

Hi All,

This is my Dark/Fire build I've been playing around with. I've taken presence and cloak of fear for flavour and built for def. Managed to soft cap energy/neg and within a hair of doing the same on smash/lethal. Doesn't leave a lot of room for much else though! I'm a bit worried about end (1.6 end gain per sec with everything running + whatever the perf shifter and theft of essence procs give me) and have had to give up any other bonuses so no recharge or global acc ...

So what do you think? Will this work? Ignore slot levels - these got a bit messed up!

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

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam:40(3), RctvArm-EndRdx:40(5), S'fstPrt-ResDam/Def+:30(9)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(37), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39)
Level 2: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(42), C'ngImp-Acc/Dmg/EndRdx:50(42)
Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(5), RctvArm-ResDam/Rchg:40(7), RctvArm-EndRdx:40(7)
Level 6: Combat Jumping -- Zephyr-ResKB:50(A), Zephyr-Travel:50(25)
Level 8: Obsidian Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(9), RctvArm-ResDam/Rchg:40(37), RctvArm-EndRdx:40(37)
Level 10: Combustion -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(11), Erad-Acc/Rchg:30(11), C'ngBlow-Acc/Dmg:50(15), C'ngBlow-Dmg/Rchg:50(15), C'ngBlow-Dmg/EndRdx:50(17)
Level 12: Dark Regeneration -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(13), Erad-Acc/Dmg/Rchg:30(13), Theft-+End%:30(17), Theft-Acc/EndRdx/Heal:30(19), Theft-Acc/EndRdx/Rchg:30(34)
Level 14: Super Jump -- Zephyr-ResKB:50(A)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(19)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-EndMod/Rchg:50(36)
Level 22: Death Shroud -- Erad-Dmg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(23), Erad-%Dam:30(23), Sciroc-Dmg/EndRdx:50(25), M'Strk-Acc/Dmg/EndRdx:50(31), Sciroc-Acc/Dmg/EndRdx:50(39)
Level 24: Cloak of Fear -- N'mare-Acc/EndRdx:50(A), Abys-Acc/EndRdx:50(29), N'mare-Acc/Fear:50(40), N'mare-EndRdx/Fear:50(46), N'mare-Acc/Fear/Rchg:50(46)
Level 26: Cloak of Darkness -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(27), RedFtn-Def/EndRdx:50(27)
Level 28: Fire Sword Circle -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(29), Erad-Acc/Rchg:30(31), Sciroc-Acc/Dmg/EndRdx:50(31), M'Strk-Dmg/EndRdx/Rchg:50(34), Sciroc-Dmg/Rchg:50(34)
Level 30: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(48), KntkC'bat-Dmg/Rchg:35(48), KntkC'bat-Dmg/EndRdx/Rchg:35(48)
Level 32: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(33), RctvArm-ResDam/Rchg:40(33), RctvArm-EndRdx:40(33)
Level 35: Weave -- LkGmblr-Def/EndRdx:50(A), RedFtn-Def/EndRdx:50(36), LkGmblr-Def:50(36)
Level 38: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43), C'ngImp-Acc/Dmg/EndRdx:50(45)
Level 41: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(45), C'ngImp-Acc/Dmg/EndRdx:50(46)
Level 44: Provoke -- Acc-I:50(A)
Level 47: Intimidate -- Acc-I:50(A)
Level 49: Invoke Panic -- N'mare-Acc/Rchg:50(A), N'mare-Acc/Fear/Rchg:50(50), N'mare-Acc/Fear:50(50), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:

  • 26.8% Defense(Smashing)
  • 26.8% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 27.1% Defense(Energy)
  • 27.1% Defense(Negative)
  • 3% Defense(Psionic)
  • 14.9% Defense(Melee)
  • 17.4% Defense(Ranged)
  • 3% Defense(AoE)
  • 9% Max End
  • 3.3% Enhancement(Terrorized)
  • 5% Enhancement(Accuracy)
  • 5% FlySpeed
  • 175.7 HP (9.38%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Immobilize) 18.2%
  • 3.5% (0.06 End/sec) Recovery
  • 50% (3.91 HP/sec) Regeneration
  • 5% RunSpeed


 

Posted

not bad

1.59 end consumption with all combat toggles running, with a recovery of 3.14 endurance per second

most of your clicks have 40% to 70% end reduction however, and I suppose you always have the option of shutting off some of the more expensive powers at times.

I'm assuming this is a solo build since I don't see much taunt involved, save provoke which is somewhat limited.

However, if you want to increase your threat, you might look at dropping the single Multi-Strikes in Death Shroud and Fire Sword Circle.

currently, your Fire Sword Circle produces 14.89 threat (in millions), by replacing the multistrike with a dedicated taunt enhancement you increase that threat to 19.6.

The cost being a drop in damage from 134.47 to 124.33, endurance cost from 10.05 to 11.36 and accuracy from 1.968 to 1.756 (not accounting for your global bonus).

Likewise, your Death Shroud is producing 1.921 threat per tick, replacing the multistrike with a taunt brings that threat to 2.529.

The cost here is a damage drop from 17.36 to 16.05, an accuracy drop from 1.31 to 1.17 and an endurance increase from .27 to .31.

The most dangerous thing here being the the endurance bump.

Using an attack chain of the following:

FSC
Combustion
Incinerate
GFS
FS
Scorch

a 12 second attack chain

(I'm avoiding the attacks I haven't done threat ratings for yet)

(given all the acc bonuses, I'm assuming an overal to hit of 95%)

You have a total DPS of 409.43 (this figuring total damage, ie, if you do an aoe power and deal 5 damage to two different targets, that's 10 damage total)
An average DPS of 40.943 (averaged over 10 targets)

If you aren't spreading your attacks and are instead focusing on one opponent, then the dps for that individual is 85.85.

Your endurance consumption for that time, assuming all toggles running is:

38.56 for clicks, 19.08 for toggles, making a total of 57.64

on average your chance for end will proc 2.4 times in 12 seconds for 24 endurance (obvious average) and your base recovery will regain you 37.68 endurance.

Which is a total recovery of 61.68, meaning you will, on average recover more than you lose.

Your Threat per Second looks like this (remember numbers are in millions):

Total TPS (all targets combined) 72.6375
Average TPS: 7.26375
Individual TPS (if focusing on one opponent): 10.1045

If you replace the two enhancements I suggested, the stats look like this:

Total DPS: 388.95
Average DPS: 38.895
Individual DPS(focused target): 74.4

Endurance Consumption Clicks -39.87
Endurance Consumption Toggles -19.56
Total Endurance Consumption: -59.43
Endurance Recovery +37.68
Endurance Proc +24
Total Endurance Gain: +61.68
Net: +2.25 gain

Total TPS: 82.6425
Average TPS: 8.26425
Individual TPS: 15.4225

Remember, the threat numbers are in millions.

That's effectively a 5% reduction to total and average DPS, 14% reduction to individual/focused DPS and overall no short term change to endurance while increasing total and average TPS by 13% and individual/focused TPS by 52%.


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

 

Posted

Thanks for the advice and very helpful numbers Lycanus. I have to admit I've been using finger in the air estimates for how much of any enhancement is enough rather than sitting down and running the numbers.

Also hadn't thought about threat all that much. My only previous tanking experience has been an ice tank with procced up auras and holding aggro was laughably easy. I once had a stone tank quit the team in a huff because he couldn't peel aggro off me no matter what he tried (and the fights tended to be half over before he arrived ...)

I do want to team (pretty much exclusively) with this toon so I think I'm going to make the changes you suggest. Thanks again for your help!


 

Posted

Quote:
Originally Posted by parabola_EU View Post
Thanks for the advice and very helpful numbers Lycanus. I have to admit I've been using finger in the air estimates for how much of any enhancement is enough rather than sitting down and running the numbers.

Also hadn't thought about threat all that much. My only previous tanking experience has been an ice tank with procced up auras and holding aggro was laughably easy. I once had a stone tank quit the team in a huff because he couldn't peel aggro off me no matter what he tried (and the fights tended to be half over before he arrived ...)

I do want to team (pretty much exclusively) with this toon so I think I'm going to make the changes you suggest. Thanks again for your help!
no problem, question, was your previous ice tank ice/ice?

Because ice has slow on almost every attack making produce huge amounts of threat.

Do note, however, that I've been told I was multiplying an extra 2.050 into all my numbers. Thankfully, the mistake is in EVERY number, and since I've only dealt with one AT, the numbers maintain the same ratio to each other and the mistake is merely one of value rather than percentages. (6 to 4 having the same ratio as 3 to 2, for instance)

More seriously, I've recently heard the endurance proc is more like once every 10 seconds instead of once every second, so the endurance is not as secure as I thought. You will have a net loss of endurance with both enhancement types, but it will only be around 15.8 endurance after 12 seconds for my suggestions, giving you an ability to go full tilt for one minute 12 seconds, at the end of which you would have around 5.2 endurance left.


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

 

Posted

Quote:
Originally Posted by Lycanus View Post
no problem, question, was your previous ice tank ice/ice?

Because ice has slow on almost every attack making produce huge amounts of threat.
She was ice/fire and a highly enjoyable ride so I'm happy to go /fire again for this one. Luckily enough it fits the concept too. Does the dot on fire cause extra aggro generation?

Quote:
Originally Posted by Lycanus View Post
More seriously, I've recently heard the endurance proc is more like once every 10 seconds instead of once every second, so the endurance is not as secure as I thought. You will have a net loss of endurance with both enhancement types, but it will only be around 15.8 endurance after 12 seconds for my suggestions, giving you an ability to go full tilt for one minute 12 seconds, at the end of which you would have around 5.2 endurance left.
Yeah this could be an issue. Not sure what to do about it really - dropping CoF would make sense from the numbers side but I wanted to fear element for concept reasons (also another layer of mitigation). Any changes to the build will likely drop S/L or E/N def as well ... To be honest I might run with it and accept that I can't sustain an unbroken attack chain. I can use the breaks for re-positioning etc.

Thanks again for your advice - now all I need to do is devote some time and level this toon (altitis ... sigh).


 

Posted

Quote:
Originally Posted by parabola_EU View Post
She was ice/fire and a highly enjoyable ride so I'm happy to go /fire again for this one. Luckily enough it fits the concept too. Does the dot on fire cause extra aggro generation?



Yeah this could be an issue. Not sure what to do about it really - dropping CoF would make sense from the numbers side but I wanted to fear element for concept reasons (also another layer of mitigation). Any changes to the build will likely drop S/L or E/N def as well ... To be honest I might run with it and accept that I can't sustain an unbroken attack chain. I can use the breaks for re-positioning etc.

Thanks again for your advice - now all I need to do is devote some time and level this toon (altitis ... sigh).
Ah, yes, /Fire has a lot of AoE, making it a heavy threat builder.


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

 

Posted

Your build is great until lvl 41. Although it looks like a good idea to stack Invoke Panic with CoF, the long recharge time of Invoke Panic makes this approach inefficient.

My advice is that you should drop the entire presence pool, add OG (it's a great power with just one Accuracy-IO) and Taunt slotted with four Mocking Beratement-IO's (giving you 1.8 Endu and 2.5% S/L-Def). The last power would be a pure quality of life choice like Soul Transfer or Conserve Power.

Btw: It's great to see another DA/FM Tanker. Mine was the only one I've ever seen since the introduction of this combo.


 

Posted

If you add in the Portal Jockey and Atlas Medallion accolades, you'll get an additional 0.3 end/sec, or just about the cost of Cloak of Darkness and Dark Embrace.


 

Posted

Quote:
Originally Posted by SteelKing View Post
Your build is great until lvl 41. Although it looks like a good idea to stack Invoke Panic with CoF, the long recharge time of Invoke Panic makes this approach inefficient.

My advice is that you should drop the entire presence pool, add OG (it's a great power with just one Accuracy-IO) and Taunt slotted with four Mocking Beratement-IO's (giving you 1.8 Endu and 2.5% S/L-Def). The last power would be a pure quality of life choice like Soul Transfer or Conserve Power.

Btw: It's great to see another DA/FM Tanker. Mine was the only one I've ever seen since the introduction of this combo.
I thought about suggesting this as well, but tend not to suggest against what I take to be theme builds.

Taunt is loads better than provoke, however, Invoke is a decent power for a character that doesn't already have AoE fear (I've played with it on Dark/Regen and Kat/Inv) but its a bit superfluous on top of a primary or secondary fear (even one as buggy as CoF can be)

as for the other epic pools:

Energy is great for increasing endurance, which you might consider, picking up Conserve Energy and Physical Perfection (given your heavy end-consumption, I'd avoid the temptation to take Focused Accuracy)

Fire is good for extra damage given melt armor and fireball (fireball also makes a decent taunt)

Ice is always excellent for taunt because it adds a debuff to damage, debuffs generally double the taunt of a given power.

Earth would probably be similar to ice given that it also debuffs.

Don't know if Dark epics are available yet to tanks, but they apply debuff, soft control and damage.


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

 

Posted

Yeah the CoF and presence pool thing was for theme. However I'm not really married to it and it is expensive in powers and slotting for CoF (particularly compared to opressive gloom). It was useful being able to slot eng/neg def in the fear powers though. However I was pleased to discover that I can shove a fifth set of three eradications in soul transfer and with a bit of a reshuffle it now looks like this ...

(the other option is to drop taunt and build up and take conserve power and physical perfection)

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

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam:40(3), RctvArm-EndRdx:40(5), S'fstPrt-ResDam/Def+:30(9)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(37), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), C'ngImp-Acc/Dmg/EndRdx:50(50)
Level 2: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(42), C'ngImp-Acc/Dmg/EndRdx:50(42)
Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(5), RctvArm-ResDam/Rchg:40(7), RctvArm-EndRdx:40(7)
Level 6: Combat Jumping -- Zephyr-ResKB:50(A), Zephyr-Travel:50(25), DefBuff-I:50(50)
Level 8: Obsidian Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(9), RctvArm-ResDam/Rchg:40(37), RctvArm-EndRdx:40(37)
Level 10: Combustion -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(11), Erad-Acc/Rchg:30(11), C'ngBlow-Acc/Dmg:50(15), C'ngBlow-Dmg/Rchg:50(15), C'ngBlow-Dmg/EndRdx:50(17)
Level 12: Dark Regeneration -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(13), Erad-Acc/Dmg/Rchg:30(13), Theft-+End%:30(17), Nictus-Acc/EndRdx/Rchg:50(19), Theft-Acc/EndRdx/Rchg:30(34)
Level 14: Super Jump -- Zephyr-ResKB:50(A)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(19)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-EndMod/Rchg:50(36)
Level 22: Death Shroud -- Erad-Dmg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(23), Erad-%Dam:30(23), Sciroc-Dmg/EndRdx:50(25), M'Strk-Acc/Dmg/EndRdx:50(31), Sciroc-Acc/Dmg/EndRdx:50(39)
Level 24: Cloak of Darkness -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(27), LkGmblr-Def/EndRdx/Rchg:50(27), LkGmblr-Rchg+:50(29)
Level 26: Oppressive Gloom -- Acc-I:50(A)
Level 28: Fire Sword Circle -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(29), Erad-Acc/Rchg:30(31), Sciroc-Acc/Dmg/EndRdx:50(31), M'Strk-Dmg/EndRdx/Rchg:50(34), Sciroc-Dmg/Rchg:50(34)
Level 30: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(48), KntkC'bat-Dmg/Rchg:35(48), KntkC'bat-Dmg/EndRdx/Rchg:35(48)
Level 32: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(33), RctvArm-ResDam/Rchg:40(33), RctvArm-EndRdx:40(33)
Level 35: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx/Rchg:50(36), LkGmblr-Rchg+:50(40)
Level 38: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43), C'ngImp-Acc/Dmg/EndRdx:50(45)
Level 41: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(45), C'ngImp-Acc/Dmg/EndRdx:50(46)
Level 44: Soul Transfer -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(46), Erad-Acc/Rchg:30(46)
Level 47: Taunt -- Acc-I:50(A)
Level 49: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:

  • 2% DamageBuff(Smashing)
  • 2% DamageBuff(Lethal)
  • 2% DamageBuff(Fire)
  • 2% DamageBuff(Cold)
  • 2% DamageBuff(Energy)
  • 2% DamageBuff(Negative)
  • 2% DamageBuff(Toxic)
  • 2% DamageBuff(Psionic)
  • 26.8% Defense(Smashing)
  • 26.8% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 26.4% Defense(Energy)
  • 26.4% Defense(Negative)
  • 3% Defense(Psionic)
  • 14.9% Defense(Melee)
  • 17.1% Defense(Ranged)
  • 3% Defense(AoE)
  • 9% Max End
  • 15% Enhancement(RechargeTime)
  • 18% Enhancement(Accuracy)
  • 5% FlySpeed
  • 217.9 HP (11.6%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Immobilize) 18.2%
  • 3.5% (0.06 End/sec) Recovery
  • 50% (3.91 HP/sec) Regeneration
  • 5% RunSpeed



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Posted

Nice build!

Though I shudder to think how long/how much infl it's going to take to put together *5 sets* of Kinetic Combat. If Boxing is just an IO mule, you might want to consider replacing one of the rarer IOS with the KD proc--it's much cheaper and easier to find.


My Characters

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

 

Posted

Aren't the Eradications much harder to get?
Everyone I know does random rolls in the 35-39 range these days. 30-34 any better?

I agree, very nice build.
You convinced me to build for typed defense, I'm trying a couple of days now to build for positional defense and I'm not breaking the +40% margin with normal means (Dark/Fire too, but I need Hasten and PP in my build for AV scranking).

Out of curiosity, what's your attack string for AV fights?


 

Posted

Quote:
Originally Posted by Finduilas View Post
Though I shudder to think how long/how much infl it's going to take to put together *5 sets* of Kinetic Combat.
Yeah, trying not to think about that! As I level I'll probably just 4 slot smashing haymaker for a bit of s/l def and worry about the kinetic combats later. Think my farmers are going to have some work to do!


 

Posted

Quote:
Originally Posted by munecaroon View Post
Aren't the Eradications much harder to get?
Everyone I know does random rolls in the 35-39 range these days. 30-34 any better?
To be honest I haven't been looking at the market while putting this together. I can (and will probably have to) do a bit of farming to afford this!

Quote:
Originally Posted by munecaroon View Post
I agree, very nice build.
You convinced me to build for typed defense, I'm trying a couple of days now to build for positional defense and I'm not breaking the +40% margin with normal means (Dark/Fire too, but I need Hasten and PP in my build for AV scranking).
Thanks . I really like the idea of taking a resist based set and layering as much def as you can on top of it. My previous tank was pure def and while she's pretty solid there's not much to fall back on when it goes wrong.

Here I've been trying mainly to build for eng/neg def to cover the slight gap in the eng resist in dark armour and smash/lethal for the obvious 'it's everywhere' reason.

Quote:
Originally Posted by munecaroon View Post
Out of curiosity, what's your attack string for AV fights?
Sadly this toon is currently lv1 while I spend all my time playing around with mids... When I get near an AV I'll let you know


 

Posted

Quote:
Originally Posted by munecaroon View Post
Aren't the Eradications much harder to get?
Not IME. Kinetic Combats have been more expensive and harder to find for some time now. The only Erad that is still hard to find is the Acc/Dam/Rchg/End, which is why I usually don't bother to slot it.


My Characters

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

 

Posted

Quote:
Originally Posted by parabola_EU View Post


Sadly this toon is currently lv1 while I spend all my time playing around with mids... When I get near an AV I'll let you know
In general, I've been told that you shouldn't really think about set bonuses until you're around the 50s.

The most important part of your powers are the enhancement percentages, so from 1-49 you should be looking at frankenslotting so that you can acheive max stats. Uniques and procs are almost always worth it, of course.

Once you get level 50, the IO bonuses give such high numbers that you can chase set bonuses without sacrificing your percentages.


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

 

Posted

Quote:
Originally Posted by Lycanus View Post
In general, I've been told that you shouldn't really think about set bonuses until you're around the 50s.

The most important part of your powers are the enhancement percentages, so from 1-49 you should be looking at frankenslotting so that you can acheive max stats. Uniques and procs are almost always worth it, of course.

Once you get level 50, the IO bonuses give such high numbers that you can chase set bonuses without sacrificing your percentages.
I don't agree that's necessarily the best approach. Many, if not most of the sets IOs I slot aren't level 50--more like level 35-45. And because of ED's diminishing returns, it often doesn't give you much of an advantage to slot all level 50 IOs anyway. Plus there's the fact that although the set bonuses are the same regardless of level, lower level set IOs are often much cheaper than the top level of the set.

As it happens, many of the set IOs I use the most top out at levels 30, 35 and 40. If I have enhancement that I plan to include in my final build and it's in a level range I can slot, why shouldn't I slot it, especially if I can get the benefit of a set bonus? I see absolutely no advantage in waiting until level 50.

Frankenslotting until 50 is one approach, but it's certainly not the only one or even the best one, IMO, no matter what "they" say.


My Characters

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

 

Posted

Quote:
Originally Posted by Finduilas View Post
I don't agree that's necessarily the best approach. Many, if not most of the sets IOs I slot aren't level 50--more like level 35-45. And because of ED's diminishing returns, it often doesn't give you much of an advantage to slot all level 50 IOs anyway. Plus there's the fact that although the set bonuses are the same regardless of level, lower level set IOs are often much cheaper than the top level of the set.

As it happens, many of the set IOs I use the most top out at levels 30, 35 and 40. If I have enhancement that I plan to include in my final build and it's in a level range I can slot, why shouldn't I slot it, especially if I can get the benefit of a set bonus? I see absolutely no advantage in waiting until level 50.

Frankenslotting until 50 is one approach, but it's certainly not the only one or even the best one, IMO, no matter what "they" say.
the main point is that it is more important to have the right enhancement percentages than it is to have set bonuses until you're in upper level.

The reasoning is that once you're in the upper levels, whether through having more slots or the higher bonuses it is easier to get those ED maxed bonuses than it is at lower level.

it's more important for your resistances to have that 50%+ resistance enhancement than it is to have a set bonus and, given the lack of slots until higher levels, it is better to focus on just getting those percentages than it is to five/six slot things for a high end slot bonus or even four slot for things like Res and Def.

Save that sort of slotting for level 45-50 when you have some flexibility. Also, the high-end IO values allow more flexibility as well. And yes, I do use 35-40 IOs as well.

I especially like Red-Fortune which is best when at least five-slotted.


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

 

Posted

Quote:
Originally Posted by Lycanus View Post
In general, I've been told that you shouldn't really think about set bonuses until you're around the 50s.
...
Unless you want to plan in advance to make sure if a build will work out at the targetted level.

It's simply not much fun to make a toon without knowing if it's gonna be great later and probably have to delete and remake because it's not tough enough, or can't keep up with end usage or some other shortcoming.
Parabola has made a very awesome build, can be refined here and there (attack chain, recovery), but in general it has a lot potential.
Probably the most rounded out tank after Granite in terms of defense/resistance.

I plan all my toons in advance now to prevent rerolls and then at lv 50, with a bit more playtime under the belt, do the fine-tuning.


 

Posted

Quote:
Originally Posted by Lycanus View Post
the main point is that it is more important to have the right enhancement percentages than it is to have set bonuses until you're in upper level.

The reasoning is that once you're in the upper levels, whether through having more slots or the higher bonuses it is easier to get those ED maxed bonuses than it is at lower level.

it's more important for your resistances to have that 50%+ resistance enhancement than it is to have a set bonus and, given the lack of slots until higher levels, it is better to focus on just getting those percentages than it is to five/six slot things for a high end slot bonus or even four slot for things like Res and Def.

Save that sort of slotting for level 45-50 when you have some flexibility
Why should I when there is more than sufficient "flexibility" to get a start on set bonuses 15 levels earlier?

Since when has it been a challenge to have fully enhanced shields before level 50? I'd guess most tanks do by level 30 or so. By the 30s, a character has enough slots to take care of the basics--and after all, players 'made do' with just SOs for a long time, so I don't see why you think frankenslotting is essential. If anything, throwing a few set IOs into the mix will only make it easier, not more difficult.

The difficulty of the game hasn't changed much since the SO days, so I honestly don't see the need for the kind of "hyperslotting" you're suggesting.

I've got a level 32 Ice/Axe tank who's slotted with a mix of set IOs and common IOs. Shields fully slotted, Stamina, Hoarfrost slotted to the "right" enhancement levels, attacks just a slot or two shy of fully slotted. What exactly is the big advantage frankenslotting would give me over my current slotting?

The big advantages I see in NOT waiting until 50 are that you can start getting set bonuses sooner, and that you don't have to replace all those set IOs you've used to frankenslot until level 50.

Now, I can see the advantage of waiting until 50 if you're going to heavily invest in purples, but for the average player it doesn't make sense, IMO.

I don't know how the "no sets until 50" mantra got started, but frankly, I think it's complete BS.


My Characters

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

 

Posted

Quote:
Originally Posted by Finduilas View Post
Why should I when there is more than sufficient "flexibility" to get a start on set bonuses 15 levels earlier?

Since when has it been a challenge to have fully enhanced shields before level 50? I'd guess most tanks do by level 30 or so. By the 30s, a character has enough slots to take care of the basics--and after all, players 'made do' with just SOs for a long time, so I don't see why you think frankenslotting is essential. If anything, throwing a few set IOs into the mix will only make it easier, not more difficult.

The difficulty of the game hasn't changed much since the SO days, so I honestly don't see the need for the kind of "hyperslotting" you're suggesting.

I've got a level 32 Ice/Axe tank who's slotted with a mix of set IOs and common IOs. Shields fully slotted, Stamina, Hoarfrost slotted to the "right" enhancement levels, attacks just a slot or two shy of fully slotted. What exactly is the big advantage frankenslotting would give me over my current slotting?

The big advantages I see in NOT waiting until 50 are that you can start getting set bonuses sooner, and that you don't have to replace all those set IOs you've used to frankenslot until level 50.

Now, I can see the advantage of waiting until 50 if you're going to heavily invest in purples, but for the average player it doesn't make sense, IMO.

I don't know how the "no sets until 50" mantra got started, but frankly, I think it's complete BS.

Pretty much ditto..... The difference between lvl 50 set IO's and lvl 35 set IO's isn't large (but yes, they can add up), but by going with the lvl 35's you have some flexibility for exemping down and still receiving some set bonuses without sacrificing all that much. As always YMMV.


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Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Quote:
Originally Posted by Rangle M. Down View Post
Pretty much ditto..... The difference between lvl 50 set IO's and lvl 35 set IO's isn't large (but yes, they can add up), but by going with the lvl 35's you have some flexibility for exemping down and still receiving some set bonuses without sacrificing all that much. As always YMMV.
Not to mention that a significant proportion of the IOs that have bonuses desirable for tank builds top out at level 40 or below. Reactive Armor, Kinetic Combat, Smashing Haymaker, Eradication, Gift of the Ancients, Impervium Armor, and Steadfast Protection are all 40 and below, to name a few.


My Characters

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