Thoughts on my tank build
A few things:
1) If you're going to be perma-Granite, then you won't need Tough. You'll be at the Res cap anyways with just Stone Skin and Granite Armor on. Weave might help, but you can get the Defense from other places cheaper.
2) Slot your attacks as attacks. I know what you're trying to do, but it's just overkill on the ToHit Debuffs. Killing an enemy means that it can't hit back at all.
3) Take Rooted much, much earlier than level 30. It's your status protection power, and you'll want it earlier than that.
4) Think about swapping Recall Friend with Teleport Foe. Much easier to snag the running enemy than having to run after them in Granite form.
As a generality, I think that you've gone way past the point in survivability that you'll actually need in order to tank anything in this game (minus Psi enemies), and you'd probably be a better team tank if you could put out some damage, too.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
A few things:
1) If you're going to be perma-Granite, then you won't need Tough. You'll be at the Res cap anyways with just Stone Skin and Granite Armor on. Weave might help, but you can get the Defense from other places cheaper. 2) Slot your attacks as attacks. I know what you're trying to do, but it's just overkill on the ToHit Debuffs. Killing an enemy means that it can't hit back at all. 3) Take Rooted much, much earlier than level 30. It's your status protection power, and you'll want it earlier than that. 4) Think about swapping Recall Friend with Teleport Foe. Much easier to snag the running enemy than having to run after them in Granite form. As a generality, I think that you've gone way past the point in survivability that you'll actually need in order to tank anything in this game (minus Psi enemies), and you'd probably be a better team tank if you could put out some damage, too. |
1) Tough was never going to be toggled, it's a route to Weave and holds the Steadfast proc without using a slot up....
2) As i said at the start, "Build is for Tanking not dmg output"
3) As i said at the start, "Build is for playing at lvl 50"
4) This choice was so that I was team friendly basically
Consciousness: that annoying time between naps.
Just to answer some points.. and to see if you still feel the same...
1) Tough was never going to be toggled, it's a route to Weave and holds the Steadfast proc without using a slot up.... 2) As i said at the start, "Build is for Tanking not dmg output" 3) As i said at the start, "Build is for playing at lvl 50" 4) This choice was so that I was team friendly basically |
1) That is fine, though I still think that you could make up for the Def in other places.
2) Damage is part of the Threat formula. Doing more damage will help you to keep aggro. As such, slotting your attacks for damage can help you be team friendly. Even with Taunt, if your attacks don't do much damage, you may see Aggro going to other, higher-damaging characters.
3) This also assumes that you will never, ever exemplar, or at the least that you'll have a second build for that. Tanking everything at level 50 is fine, but if you exemp down for a Synapse or Posi TF, then you're going to be hurting. Was just more of a warning than a suggestion, I guess.
4) Teams usually have the ability to get around fairly quickly. But if you've got a stray enemy (remember that there are a decent amount of enemies at higher level that don't stack nicely, such as Nemesis snipers). And if an enemy does run, you won't be moving too quickly after him. I would still take Teleport Foe over Recall Friend on any Stone Tanker, but that is your own call.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Honestly I think it's a terrible build. If you really want to be able to tank anything, you will be built so that you don't rely on granite armor. As it stands you have no means to survive a psi damage source.
And a slow moving hunk of rock is NOT team friendly. You will either be constantly toggling on and off your granite/rooted, or the team will finish the TF without you.
Teleport is great and all, until you have to go through a hallway or a cave. Click, animate, turn camera, click, animate, turn camera. By now the even the people with hover have gotten to the next group.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
In regards to Threat and damage, I believe that it's fully possible for */Invuln and */Shield scrappers to "steal" aggro away from a tank who isn't doing much damage. Damage is important, even on a Tank.
And in my own opinion, tanks in Granite Armor are tough enough for almost anything in the game. If a Granite tank can solo tank LR on the STF with just SO's, I don't see any reason for not slotting for damage when survivability is so great.
The way I look at this attitude is a wasted slot on the team. This is as bad as an empathy defender with no attacks.
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pacifist empaths are probably quicker at healing and more vigilant with buffs than those lost in their attack chains. I think the teams the defenders come across have alot more to do with the build and play decisions of the empath than people realise. But anyway not all heroes should be damage dealers.
To the OP, I'd atleast swap Brimstone for Minerals.
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.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
One thing that is useful for Stone Armor is to use IO sets to build up your run speed to help with combat manuverability as Dechs mentioned. In particular Aegis, Kinetic Comabt and the Gift of the Ancients Global IO provide good bonuses in convienient packaging.
http://wiki.cohtitan.com/wiki/Catego...rove_Run_Speed
http://wiki.cohtitan.com/wiki/Gift_o...ased_Run_Speed
Also, I agree with Dechs re: Tanker damage. A team friendly tanker is one who holds aggro. Your teammates will help keep you alive, but you need to deal damage to help keep them alive. A Shield or Invulnerability scrapper (for example) can peel aggro off a tanker, not dealing damage makes the problem even worse.
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.
My observations, separate from the current discussion:
1) You're nicely over the softcap for defense, and you've got decently high resistances. You'll be able to stand up to any non-psi situations a team is likely to encounter.
2) You're in a bad spot for psi defenses. You don't have enough protection to survive psi-heavy fighting, but you've put so much effort towards it that your other abilities are suffering. I'd redesign the build for non-perma-Granite, but the hefty self-heal in Siphon Life may let you out-heal the damage instead. I'm not familiar enough with Dark Melee to know if this is practical.
3) You're slow. 12 mph is decent for a non-rooted tank, but it's not very team-friendly. 14 mph is unenhanced run; single-slotted Swift is 21 mph while single-slotted Sprint is 24. Teleport can work for tactical maneuvering during a battle (and is pretty well essential since you can't jump), but battles are generally too close together to toggle in and out of Granite, but not positioned so you can teleport between them. The easiest fix for this is to put two more slots into Swift -- that gets you up to 15 mph.
4) You'll have trouble pulling enemies off your teammates. A character's threat level is basically determined by (damage done * taunt duration * threat rating), and the character with the highest threat is the one attacked. Since your damage is so low, anyone with a taunt effect can get a higher threat level.
Hi, thank you for all your replies... would like to reply to a few comments
Originally Posted by Aett_Thorn Damage is part of the Threat formula. Doing more damage will help you to keep aggro. |
Originally Posted by Dechs Kaison This worries me most, though. Teams win by doing damage. People contribute to teams by doing damage. The way I look at this attitude is a wasted slot on the team. But anyway not all heroes should be"contributors" This is what you're saying and I vehemently disagree |
regular team player on Union. Let me fill in your gaps....
Teams win by.... Doing Damage, Surviving attacks(tank), Stopping incoming attacks(Controller), Healing and buffing to increase team strength(Defender)
It's not all "SMASH SMASH!"... why do I get the feeling that your the token blaster/scrapper that runs off on their own during Master Of attempts that causes people to slap their foreheads.
Consciousness: that annoying time between naps.
It's not all "SMASH SMASH!"... why do I get the feeling that your the token blaster/scrapper that runs off on their own during Master Of attempts that causes people to slap their foreheads.
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I never said a defender should be doing more blasting than defending. Don't you dare put words into my keyboard. I said an empath without any attacks is a wasted slot on the team because it is. If you don't do damage, you don't contribute, it's as simple as that.
My recent Master of Statesman success was my dark tank, a peacebringer, two blasters, one /kin controller, one kin/ defender, and a rad/ defender.
And everyone contributed.
Highlighted portion is demonstrably untrue. A team of 8 defenders is the strongest thing in the game, and none of them have to heal. You forgot about debuffing, though.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
That's an argument against getting lost in your attack chain, not an argument for being a "pacifist" empath with no attacks. Based on my PUG experiences, I could just as easily argue that "pacifist" empaths are probably watching Glee on the television and only occasionally glancing at their monitors. :P
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Use all the tools at your disposal imo, one trick ponies tend to find themselves marginalised .
I'm wondering about your Tank on a LGTF Donna, aren't the Psi Clockwork and their daddy in the 1st mish going to cause you a lot of problems? His nuke is a PBAOE and Alpha move, isn't that going to go straight through your defenses?
Originally Posted by Dechs Kaison I never said a defender should be doing more blasting than defending. Don't you dare put words into my keyboard |
I said... "if you have the attitude that a defender should be blasting more than defending..."
..which does infact coincide with your statement "People contribute to teams by doing damage", and "If you don't do damage, you don't contribute"
Where as I have plenty of toons that don't do damage as they are designed for teams, they contribute alot to many TF's.
So don't say "Highlighted portion is demonstrably untrue" because that is simply your opinion and that's where it stops.
My experience might differ to yours however I am able to aknowledge that... instead of saying that my "opinion, is the truth", like yourself.
Consciousness: that annoying time between naps.
And i never said that you did say that,
I said... "if you have the attitude that a defender should be blasting more than defending..." ..which does infact coincide with your statement "People contribute to teams by doing damage", and "If you don't do damage, you don't contribute" Where as I have plenty of toons that don't do damage as they are designed for teams, they contribute alot to many TF's. So don't say "Highlighted portion is demonstrably untrue" because that is simply your opinion and that's where it stops. My experience might differ to yours however I am able to aknowledge that... instead of saying that my "opinion, is the truth", like yourself. |
Saying that a Defender should utilize his/her attacks does NOT mean that he was saying that they should blast more than defend. Just that they should attack SOME.
His highlighted portion is demonstrably untrue. Show me where you gain experience from Defending people. Show me where you get it from controls. Show me where you get it from heals. The only place that it comes from is from doing damage.
Healing, buffing, and controlling can help you to do damage, but damage is the only place that you can advance in this game. If you or your team can't do enough damage, then they won't succeed at their task. Plain and simple. Hence, doing damage, IN ADDITION to support is better than just support.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Well if you want to live in Granite...
I made this build. More HP than yours, much less end usage (no weave), 90% s/l resists, you run almost as fast in Granite as a normal toon with sprint (you don't need to turn rooted on all the time in Granite anyway except when you need the regen or after romulus rezzes), you actually do decent damage, and you get to keep your best attack, M. Grasp (although I wouldn't lot Siphon Life like I did here, but it's great for survivability). F/C isn't capped but I never found it necessary.
If you like it you can modify it since you may want to get some psionic def/res, but I think this build is extremely survivable (and even mobile) in Granite.
Hero Plan by Mids' Hero Designer 1,621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Dark Melee
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Leadership
Hero Profile:
Level 1: Stone Skin -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(3)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7)
Level 2: Earth's Embrace -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Rchg(3), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11)
Level 4: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(17)
Level 6: Swift -- Run-I(A), Run-I(11), Run-I(17)
Level 8: Rooted -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(19), Mrcl-Heal/EndRdx(21), Mrcl-Heal/EndRdx/Rchg(21), Mrcl-Heal(23)
Level 10: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(50)
Level 12: Recall Friend -- Range-I(A)
Level 14: Teleport -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(23), Winter-ResSlow(25)
Level 16: Siphon Life -- Acc-I(A), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx(36), Dct'dW-Heal(37), Dct'dW-Rchg(40)
Level 18: Health -- RgnTis-Heal/EndRdx(A), RgnTis-Regen+(25), Mrcl-Heal(29), Mrcl-Rcvry+(31), Mrcl-Heal/Rchg(34), Numna-Regen/Rcvry+(36)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc(37), P'Shift-End%(39)
Level 22: Mud Pots -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(40)
Level 24: Touch of Fear -- N'mare-Acc/Rchg(A), N'mare-EndRdx/Fear(40), N'mare-Acc/Fear/Rchg(50)
Level 26: Minerals -- GftotA-Def/EndRdx(A), GftotA-Run+(27), LkGmblr-Def/EndRdx(27), LkGmblr-Rchg+(29)
Level 28: Soul Drain -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(43), Erad-Acc/Dmg/Rchg(45), Erad-Acc/Dmg/EndRdx/Rchg(45), AdjTgt-EndRdx/Rchg(45)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Granite Armor -- GftotA-Def(A), GftotA-Run+(33), LkGmblr-Rchg+(33), HO:Ribo(33), HO:Ribo(34), HO:Ribo(34)
Level 35: Dark Consumption -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(46), Erad-Acc/Dmg/Rchg(46), Erad-Acc/Dmg/EndRdx/Rchg(46), RechRdx-I(50)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg/Rchg(43), DampS-Rchg/EndRdx(43)
Level 41: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Run+(48), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
Level 44: Rock Armor -- LkGmblr-Rchg+(A)
Level 47: Assault -- EndRdx-I(A)
Level 49: Crystal Armor -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
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Set Bonus Totals:
- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 12,4% Defense(Smashing)
- 12,4% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 11,1% Defense(Energy)
- 11,1% Defense(Negative)
- 3% Defense(Psionic)
- 10,5% Defense(Melee)
- 7,06% Defense(Ranged)
- 3% Defense(AoE)
- 5,4% Max End
- 9% Enhancement(Accuracy)
- 52,5% Enhancement(RechargeTime)
- 1,65% Enhancement(Terrorized)
- 8% Enhancement(Heal)
- 11% FlySpeed
- 246 HP (13,1%) HitPoints
- 11% JumpHeight
- 11% JumpSpeed
- MezResist(Immobilize) 5,5%
- MezResist(Sleep) 1,65%
- MezResist(Stun) 2,2%
- MezResist(Terrorized) 4,4%
- 15% (0,25 End/sec) Recovery
- 30% (2,35 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2,52% Resistance(Fire)
- 7,52% Resistance(Cold)
- 41,5% RunSpeed
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My Kin/AR spends more time damaging than buffing, but it buffs so good there' not much to do for a while.
Saying a stone tank needs heals is an odd thing. That's like saying a katana/ scrapper needs heals. Whatever green drops is more than enough.
WoW?
So don't say "Highlighted portion is demonstrably untrue" because that is simply your opinion and that's where it stops.
My experience might differ to yours however I am able to aknowledge that... instead of saying that my "opinion, is the truth", like yourself. |
A team of eight controllers can and has succeed at the MoSTF. Therefore a tank is not required.
A team of eight defenders can and has succeeded at the MoSTF. Therefore control is not required.
A team of eight blasters can and has succeed at the MoSTF. Therefore buffing and debuffing is not required.
The only thing required to advance in this game, as Aett pointed out, is damage.
If you cannot contribute to the required portion of the team, you will be replaced.
Gah, my humblest apologies Adeon. I know you were there. I think the rad/ defender wasn't, and I'm missremembering.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
But considerably less of a chance that they would stand if they had someone who contributed with BOTH sets.
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I got defenders where by the time they finish debuffing, mezz something stray, back somebody up the mobs are all dead. Now they could of been better off attacking with such teams, maybe, but then maybe not. People tend not to notice the really paltry damage you do in comparison to the sizeable amount of support you give. Given such characters and the lack of need to attack one might want to stack things to the debuffs or buffs in a roundabout way such as using leaderships effectively making the team even more effective - the more effective they are, the more fun they tend to have.
I could hear someone go "zz" as an empath (I pro buff but I can get preoccupied) and cm that person, during that time of clearminding them someone else could of got killed. It's that fast that you can lose someone. People could play better and allow empaths all over to have the time to contribute damage without fear of losing a team mate but people don't and those people won't remember the empath for their blasting they could be remembering how slow to react that empath was. I have a 50 empath that does attack but gets caught out in one action time. For empathy you can be judged on your reactions (sometimes its by numbnuts who require help all the time) but in order to get along ingame people would rathe keep the numbnuts upstanding and be appreciated than attack with all the might of a fluffy pillow. Better to keep that rabid scrapper alive doing damage than tickle some mob.
It's as much to blame the players who help to create pacifist empaths as it is the empaths that concede to being one although I could say that if they wanted to make a blaster they would of made one. Usually the best offending empaths aren't as vigilant as the best defending ones (with all seen the grey areas) but I just think those who spout off about efficiency tend to a) be inefficient in some area themselves and b) don't quite get that the game is about people creating what the hell they like and having fun.
If a nurse can't be classed as a hero then some plot is lost. I play to socialize not to use people.
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.
I got defenders where by the time they finish debuffing, mezz something stray, back somebody up the mobs are all dead. Now they could of been better off attacking with such teams, maybe, but then maybe not.
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For example on my Traps Defender I have 6 Traps I can potentially use on a spawn (I skipped the two explosives and FFG is always up). The only one I use on every group is Acid Mortar since resistance debuffs always help. The others I use when appropriate but if the team is fine without them then I generally hold off so I can focus on damage. Web Grenade is a nice recharge debuff but in general it only comes out for AVs or if I want to corral a boss for Ignite. Caltrops is mostly a solo power, I use them on teams which are light on melee characters and Controllers but most of the time the spawn isn't running around enough to need them. Triage Beacon is a nice bit of regen but most teams move so fast it's not worth it so I tend to only bother if it's clear we'll be in the area for a while (such as an Av or two spawns very close together). Poison Trap is again a nice debuff and hold but most spawns don't last long enough for it to be needed, I'm more likely to use it to stop a loose enemy (although even there I prefer Thunder Strike). Seeker Drones are probably the power I use the second most, I tend to toss them out even when they aren't needed just because they are a very nice debuff and can help with the alpha strike if needed.
My TA/A is similar. I use Acid Arrow and Disruption Arrow all the time. I tend to drop Glue arrow on most spawns but if I'm using Oil Slick I'll skip it for that spawn. Flash Arrow I use if I get there before the rest of the team, but I don't worry if I have to skip it. Poison Gas Arrow I reserve for teams that are struggling. Ice Arrow I mostly use re-actively if it's needed. EMP I either use in place of Glue/Oil Slick or as a panic button depending on how the team is doing.
With both of my Defenders and my Corruptor I can lay the NECESSARY debuffs and still have plenty of time to blast.
I could hear someone go "zz" as an empath (I pro buff but I can get preoccupied) and cm that person, during that time of clearminding them someone else could of got killed. It's that fast that you can lose someone. People could play better and allow empaths all over to have the time to contribute damage without fear of losing a team mate but people don't and those people won't remember the empath for their blasting they could be remembering how slow to react that empath was. I have a 50 empath that does attack but gets caught out in one action time. For empathy you can be judged on your reactions (sometimes its by numbnuts who require help all the time) but in order to get along ingame people would rathe keep the numbnuts upstanding and be appreciated than attack with all the might of a fluffy pillow. Better to keep that rabid scrapper alive doing damage than tickle some mob. |
That's an argument against getting lost in your attack chain, not an argument for being a "pacifist" empath with no attacks. Based on my PUG experiences, I could just as easily argue that "pacifist" empaths are probably watching Glee on the television and only occasionally glancing at their monitors. :P
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I do know one well liked empath who happens to get lost in their attack chain. They're not rated for empathy, they barely buff, expecting a heal any day soon is...well they might rock the aura and are not rated for their blasts (why would they be?) but liked for their company.
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.
I designed this to pretty much tank anything in game.... It will be perm in Granite form.
I looked to plug the psi hole with ranged def, -tohit and heal wih a small amount of Res.
Any thoughts on this please?
Build is for playing at lvl 50
Build is for Tanking not dmg output
Build is mainly to survive everything
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Softcapped Granite/Dm: Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Dark Melee
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Stone Skin -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(3), ImpArm-EndRdx/Rchg(3), ImpArm-ResDam/EndRdx/Rchg(5), ImpArm-ResDam(37), ImpArm-ResPsi(50)
Level 1: Shadow Punch -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/EndRdx/Rchg(5), Cloud-Acc/Rchg(7), Cloud-ToHitDeb/EndRdx/Rchg(7)
Level 2: Earth's Embrace -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Rchg(9), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(13)
Level 4: Shadow Maul -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(13), Cloud-Acc/Rchg(15), Cloud-ToHitDeb/EndRdx/Rchg(15), Cloud-Acc/EndRdx/Rchg(17), Cloud-%Dam(17)
Level 6: Swift -- Run-I(A)
Level 8: Recall Friend -- Zephyr-Travel(A)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(19), Mocking-Rchg(19), Mocking-Taunt/Rchg/Rng(21), Mocking-Acc/Rchg(21), Mocking-Taunt/Rng(23)
Level 12: Boxing -- Empty(A)
Level 14: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(25)
Level 16: Tough -- S'fstPrt-ResDam/Def+(A)
Level 18: Mud Pots -- Sciroc-Dmg/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(27), Sciroc-Acc/Dmg/EndRdx(29), TmpRdns-Acc/EndRdx(29), C'ngBlow-Dmg/Rchg(31), C'ngBlow-Acc/Dmg(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(36)
Level 22: Teleport -- Range-I(A), Range-I(36)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Def/Rchg(31)
Level 26: Siphon Life -- Nictus-Acc/Heal(A), Theft-Acc/Heal(39), Mrcl-Heal/Rchg(40), Mrcl-Heal(40), SipInsght-Acc/Rchg(40), Cloud-Acc/Rchg(42)
Level 28: Soul Drain -- RechRdx-I(A), RechRdx-I(42), Acc-I(42)
Level 30: Rooted -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(34), Numna-Heal/Rchg(36), Numna-Heal/EndRdx/Rchg(39), Numna-Heal(39), Numna-Regen/Rcvry+(43)
Level 32: Granite Armor -- HO:Membr(A), HO:Cyto(33), HO:Cyto(33), HO:Ribo(33), HO:Ribo(34), HO:Ribo(34)
Level 35: Dark Consumption -- RechRdx-I(A), RechRdx-I(37), Acc-I(37)
Level 38: Maneuvers -- LkGmblr-Rchg+(A), HO:Cyto(43), HO:Cyto(43), HO:Cyto(45)
Level 41: Salt Crystals -- Empty(A)
Level 44: Quick Sand -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(45), P'ngTtl--Rchg%(45), P'ngTtl-Acc/EndRdx(46), P'ngTtl-Rng/Slow(46), P'ngTtl-EndRdx/Rchg/Slow(46)
Level 47: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(48), Stpfy-Acc/EndRdx(48), Stpfy-Acc/Stun/Rchg(48), Stpfy-Stun/Rng(50), Stpfy-KB%(50)
Level 49: Brimstone Armor -- Aegis-Psi/Status(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Consciousness: that annoying time between naps.