Rate my DA/SS Tank
For someone who supposedly likes scranking, your attacks are poorly slotted. All the Kinetic Combat sets (except Boxing, if you're using it purely as a set mule) are underslotted for Accuracy and Damage, and need at least another slot--I'd try to find two for KoB.
In addition, Ob Shield, CoD, Death Shroud, Foot Stomp and Weave are all underslotted for end reduction. Physical Perfection will help, but I'm not sure it's going to help *that* much.
Lastly, given that a) you need slots elsewhere, and b) you're looking for typed def rather than positional, I don't think the Gaussian's and BotZ bonuses are worth devoting the slots to get. Instead, you could get a bigger S/L bonus from Rage by slotting 2 Rectified Reticle and 2 common IOs, freeing up two slots for something else.
I also think that Op Gloom is much, much more useful than Soul Transfer, and I'd never make a DA character without it, but that's more personal preference.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Appreciate the tip on Rage's slotting, but I'll figure I'll have enough accuracy for my attacks with Rage's To-Hit buff (25%). I understand about the relatively poor damage slotting though. (However 85% damage isn't *that* bad)
Concerning Soul Transfer, I did actually intend to straight swap it out for Oppresive Gloom (i.e keep the Stun IOs in there) so I totally take your point. With End reduction, I have two perf shifter procs, and Conserver Power if my end does take a hit with Hasten/Rage dropping simultaneously or something. Essentially I mean in-game, my end has been fine.
@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr
looks pretty solid to me.
I disagree with the soul transfer thing tho. You should be fine with endurance, and OG is pretty much useless when you are fully IOed out, as it will only effect mobs that you will pretty much kill so fast that the disorient is moot. If you pair it with a disorient heavy secondary then yeah, its a different story. However, ST is dead sexy if you do run into end problems. I use it strategically if I bite off more than I can chew, which is almost never, but some AE missions I have run have some really silly stuff in em. In those situations, OG would have been no help at all, but ST allowed me to kind of "reset" the encounter. Popped Self Destruct, then ST, have full bars and enough time get my head out of my *** and get back in the game.
Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.
Echoing Deth on the Soul Transfer/OG topic.
My DA/fire tank has no stuns, so OG is pretty useless. Soul transfer ends up being a nice set mule (3% E/N defense), and in the rare case that I get overwhelmed and killed, the mag 30 stun prevents anyone else on the team from dropping while I get back up and grab all the aggro I just lost.
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
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don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Okay then thanks guys, I guess I'm going to be needed the stun aura patricularly when my Proc'd Foot Stomp should be taking care of them.
Always nice to have a self-rez aswell, thanks for your input Dechs and Deth.
@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr
Needless to say, I disagree that Soul Transfer is more useful than Op Gloom. I've always found Op Gloom to be tremendously useful, both on my DA/WM tank and my Spines/DA scrapper. It has great synergy with Death Shroud, and allows you to take minions out of the picture entirely and whittle away their health with DS while you deal with lts. and bosses.
It baffles me that anyone could argue that a power that provides significant damage mitigation in every fight is less useful than one you can only use when you're dead; but c'est la vie.
I do think, however, that the OP should actually try both powers before deciding, clearly there's no unanimity of opinion on which is better, and under the circumstances it might be better to rely on his own experience.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Very true Finduilas, I've had Op Gloom while levelling up from about 40-47 and I've found that while it looks cool and costs next to nothing endurance-wise, 2 Footstomps takes minions out of the fight anywyay in the higher levels (and that's without the purp proc ), and I think the self-rez is going to be useful if I get dropped unexpectedly against any of the nasty AVs or just long drawn-out fights.
Thanks for your reply.
@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr
Very true Finduilas, I've had Op Gloom while levelling up from about 40-47 and I've found that while it looks cool and costs next to nothing endurance-wise, 2 Footstomps takes minions out of the fight anywyay in the higher levels (and that's without the purp proc ), and I think the self-rez is going to be useful if I get dropped unexpectedly against any of the nasty AVs or just long drawn-out fights.
Thanks for your reply. |
My Characters
Knight Court--A CoH Story Complete 2/3/2012
yeah, like the OP said, leveling up, OG is very nice. It is even useful in a plain SO build, but once you start getting IOed out, it just becomes superfluous. Minions are like flies, especially when you have the raw power of FS. I just never missed it once I started getting my IO sets into my build.
Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.
Hi guys,
Before I put this build onto my Tank on live, was wondering if anyone could point out any holes in the build I might have missed. I've gone for the S/L def cap, and one purple off the E/N cap. The Tank is for general play, and as you can probably tell from the build, I enjoy a bit of Scranking.
Without further ado..
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Olympus Shadow: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam/Rchg(5), S'fstPrt-ResKB(36)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), Zinger-Dam%(17)
Level 2: Murky Cloud -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam/Rchg(13)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(15)
Level 6: Obsidian Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(19), S'fstPrt-ResKB(19)
Level 8: Dark Regeneration -- Nictus-Heal/HP/Regen/Rchg(A), Theft-+End%(13), Dct'dW-Heal/EndRdx/Rchg(21), Nictus-Acc/EndRdx/Rchg(21), Theft-Acc/EndRdx/Rchg(23), Theft-Acc/EndRdx/Heal(23)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Dam%(15), Zinger-Taunt/Rchg(25), Zinger-Taunt/Rchg/Rng(27), Zinger-Acc/Rchg(27), Zinger-Taunt/Rng(37)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17), Mrcl-Heal(25)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(29)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(43)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), EndMod-I(33)
Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 24: Cloak of Darkness -- LkGmblr-Def(A), LkGmblr-Rchg+(34), LkGmblr-Def/EndRdx(36)
Level 26: Boxing -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Acc/Dmg(29), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Knock%(34)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
Level 30: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(37), Erad-Acc/Dmg/Rchg(37), Erad-%Dam(40), C'ngBlow-Dmg/EndRdx(42)
Level 32: Soul Transfer -- RzDz-Acc/Rchg(A), RzDz-Acc/EndRdx(36), RzDz-Stun/Rng(42), RzDz-Acc/Stun/Rchg(42), RzDz-Immob%(43)
Level 35: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Dmg/Rchg(45), Erad-Acc/Dmg/Rchg(45), Erad-Acc/Dmg/EndRdx/Rchg(45), Armgdn-Dam%(46), FrcFbk-Rechg%(46)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(46), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam/Rchg(50)
Level 44: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- EndMod-I(A), EndMod-I(50), P'Shift-End%(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 0: Ninja Run
@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr