Which Primary Power Set Is The Most Survivable?
The only place where people face +4 mobs are in Mothership raids(energy damage intensive) and Farms(Which I have no troubles with).
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Now some people do fight at +4 to power level someone else, but we already have a term for that. It's power-leveling, not "farming."
Plenty of people play missions at +4 for the challenge or for bragging rights, which is just dandy...but if they claim they're "farming" they're doing it suboptimally. Farming is by definition not about increasing challenge.
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
Paragon City Search And Rescue
The Mentor Project
I can see that. Thanks for confirming the type of poster you are. Makes it easier for me to maintain my ignore list. And for the record, the only one using the word 'suck' around here is you. No one in this thread said "you suck" or anything even remotely close to that. But hey, hypersensitivity seems to be the 'in' thing around here lately..
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TEH WERDZ ON SKREEN HURTZ MI BRANE!
I said the powerset sucks for survivability, I was told I suck. |
Anyway, if you get so upset about me saying a powerset sucks |
then ignore me and be done with it |
Of the tanker primaries I have experance with Willpower, Invulnerability and Shield Defense.
Inv is, IMO, the best at taking damage and mitigating it short of a Stone, but you don't get any movement penalties. Dull Pain alone is worth the price of entry and Unstoppable is three minutes of 'You Can't Touch Me'. Followed by ten seconds of "Oh Nuts I'm About To Get Creamed".
SD is an offensive powerhouse. It's defenses are soild but with the attack buff from Agianst All Odds plus Shield Charge, a PBAoE attack, you'll outdamage most other tanks. Hell My SD/SS Tanker can add Rage on top of that. AAO + Rage + SC + Footstomp = Dead Minions and Dead or Hurt Everything Else.
WP is a jack of all trades set. Decent resistance, defense with an HP boosting power and good regeneration. It suffers from a lackluster taunt aura, but a good player can mitigate that. It's only real problem is it's can't take hits like other sets can, avoid like other sets can and while it has regen it has no self heal.
My own input. Thanks for reading.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/ Click this DataLink to open the build! No sacrifices necessary. |
Personally -- and at the risk of beating a point to death -- if I wanted to eat 5 billion influence almost purely for defensive bonuses, I'd roll something with a better taunt aura. Then again, I'm probably biased; my Tanker builds are always a little on the Scrapper-ish side, because I like to solo, and I figure that I'll usually have support for situations that require the best possible defenses. YMMV.
It'd be interesting to see an Issue-19 version of your build.
What's this? Oh, having 1000 MORE HIT POINTS? Haha! I'lll just pretend that doesn't matter. MUST BE A USER ERROR TO CARE ABOUT THAT! tee hee |
Blah bah and wrong. Show me the [Electric Armor] build that has this kind of defence. Really, show me. Even 30% across the board is really really pushing it. |
Elec also has near immunity against the most dangerous energy-typed attack you're likely to see (endurance drain). It's probably best to max S/L DEF and call it a day.
HP regen is more lol, oh better now is it?Truly? At global 90% recharge, ED capped Energize, you get ~899hp/40 seconds from the click heal and 30 hp/sec regen. That's ~53hp/sec. WP tank has 150hp/sec. OH no but but Elec has better regen ! Oh yes it does. In magical maths land where 53 > 150. So over a 40 second period where you get your heal click +regen in Elec, Willpower heals an extra 3880 hp. I suppose it's good that HP doesn't matter according to you so we can ignore your startling ignorance. |
That said, the Elec Tanker does have ~30% fewer hitpoints, and Energize's +regen effect isn't all that much stronger than Fast Healing's (~175% versus ~140%). So even if we knock RttC down to one foe in melee range, WP pretty clearly wins in the regeneration contest. There is something to be said for burst heals too, though.
Hero Plan by Mids' Hero Designer 1,81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Ice Melee
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Presence
Power Pool: Teleportation
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def(5), LkGmblr-EndRdx/Rchg(5), LkGmblr-Def/EndRdx/Rchg(7)
Level 1: Frozen Fists -- Acc-I(A)
Level 2: Stone Skin -- ImpArm-ResPsi(A), Aegis-Psi/Status(7), S'fstPrt-ResDam/Def+(9)
Level 4: Earth's Embrace -- ImpArm-ResPsi(A)
Level 6: Mud Pots -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(9), Erad-Acc/Dmg/Rchg(11), Erad-Dmg/Rchg(11), Oblit-%Dam(13)
Level 8: Rooted -- Numna-Heal(A), Numna-Heal/EndRdx(13), Numna-Heal/EndRdx/Rchg(15), Mrcl-Heal(15), Mrcl-Heal/EndRdx(17), Mrcl-Heal/EndRdx/Rchg(17)
Level 10: Taunt -- Mocking-Taunt/Rchg/Rng(A), Mocking-Acc/Rchg(19), Mocking-Taunt/Rchg(19), Mocking-Taunt(21), Mocking-Taunt/Rng(21), Mocking-Rchg(23)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23), Numna-Heal/EndRdx(25), RgnTis-Regen+(25), RgnTis-Heal/EndRdx(27), RgnTis-Heal/Rchg(27)
Level 16: Kick -- Empty(A)
Level 18: Crystal Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def(31), LkGmblr-EndRdx/Rchg(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 20: Tough -- ImpArm-ResPsi(A)
Level 22: Ice Patch -- RechRdx-I(A)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(33), LkGmblr-Def/EndRdx(33), LkGmblr-EndRdx/Rchg(33), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def(34)
Level 26: Minerals -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(34), LkGmblr-Def/EndRdx(36), LkGmblr-Def(36), LkGmblr-EndRdx/Rchg(36), LkGmblr-Def/EndRdx/Rchg(37)
Level 28: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(37), P'Shift-End%(37), P'Shift-EndMod(39), P'Shift-EndMod/Acc(39)
Level 30: Provoke -- Acc-I(A), Acc-I(39), Zinger-Taunt/Rng(40), Zinger-Acc/Rchg(40), Zinger-Taunt/Rchg/Rng(40), Zinger-Taunt/Rchg(42)
Level 32: Granite Armor -- ResDam-I(A), ResDam-I(42), ResDam-I(42), DefBuff-I(43), S'dpty-Def/EndRdx(43), S'dpty-Def(43)
Level 35: Teleport -- Range-I(A)
Level 38: Brimstone Armor -- ImpArm-ResPsi(A)
Level 41: Gloom -- Apoc-Dam%(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Dev'n-Hold%(45), Dev'n-Acc/Dmg/EndRdx/Rchg(46), Dev'n-Acc/Dmg/Rchg(46)
Level 44: Darkest Night -- DarkWD-Rchg/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(46), DarkWD-ToHitDeb/Rchg(48), DarkWD-ToHitDeb(48), DarkWD-Slow%(48), DarkWD-ToHitDeb/EndRdx(50)
Level 47: Summon Widow -- S'bndAl-Build%(A), S'bndAl-Acc/Rchg(50), S'bndAl-Dmg/Rchg(50)
Level 49: Recall Friend -- Range-I(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
one of the most survivable thing! i havent found enough monster to take me down.....
so resistent only GW and his ******* hold is still a threat . bad thing is that he s only usefull for STF and LRSF
Isulkian
Without reading more than about a page and a half of this lovely lovely thread... Here's my response
My first (and currently only) level 50 tanker is an Electric Armor one. When people ask me what their first tanker should be, I usually recommend willpower because it tends to be forgiving. I've also seen some very impressive end-game willpower tankers... but then again.. of the 6 Ice Armor tankers I've seen, 5 of them were impressive. I've seen Invul tankers take +4 x8 groups of council..
It comes down to your chosen playstyle and how much inf you want to spend on it.
Here's my build. No idea what level the IOs are but as you can see, they aren't doing a great deal. Usually by the time I die, most of the team is running back from the hospital for their second time. I'm not entirely sure what I've got on Surge right now.. but it's SOs only also. The idea here was to make it as cheap as possible. All but one of the SOs are level 50, on a level 50 tanker. That means they're grey.
The resistance numbers and Ice Patch along with the 2 taunts, the heal and the ability to drain all endurance from multiple enemies with just a few casts of Power Sink though? Priceless.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Electric Armor Ice Melee Tanker: Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Ice Melee
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Presence
Power Pool: Teleportation
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Charged Armor
- (A) Resist Damage
- (3) Resist Damage
- (3) Endurance Reduction
- (9) Endurance Reduction
- (15) Resist Damage
- (A) Accuracy
- (39) Accuracy
- (50) Damage Increase
- (A) Resist Damage
- (5) Resist Damage
- (5) Resist Damage
- (11) Endurance Reduction
- (15) Endurance Reduction
- (A) Endurance Reduction
- (23) Accuracy
- (23) Endurance Reduction
- (25) Endurance Modification
- (25) Endurance Modification
- (A) Resist Damage
- (7) Resist Damage
- (7) Resist Damage
- (19) Endurance Reduction
- (19) Endurance Reduction
- (A) Resist Damage
- (9) Resist Damage
- (36) Resist Damage
- (A) Empty
- (11) Empty
- (33) Empty
- (A) Healing
- (13) Healing
- (13) Healing
- (46) Recharge Reduction
- (48) Recharge Reduction
- (48) Recharge Reduction
- (A) Run Speed
- (A) Healing
- (17) Healing
- (17) Healing
- (A) Run Speed
- (A) Endurance Modification
- (21) Endurance Modification
- (21) Endurance Modification
- (A) Recharge Reduction
- (48) Recharge Reduction
- (A) Empty
- (A) Resist Damage
- (27) Resist Damage
- (27) Resist Damage
- (31) Endurance Reduction
- (31) Endurance Reduction
- (A) Recharge Reduction
- (29) Recharge Reduction
- (29) Endurance Modification
- (40) Endurance Modification
- (40) Endurance Reduction
- (40) Endurance Reduction
- (A) Empty
- (31) Empty
- (43) Trimuphant Insult - Chance to Disorient
- (A) Empty
- (33) Empty
- (33) Empty
- (34) Empty
- (34) Empty
- (34) Empty
- (A) Accuracy
- (36) Accuracy
- (36) Damage Increase
- (A) Empty
- (A) Endurance Reduction
- (42) Endurance Reduction
- (42) Adjusted Targeting - To Hit Buff/Endurance
- (42) Gaussian's Synchronized Fire-Control - To Hit Buff
- (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (43) Adjusted Targeting - Endurance/Recharge
- (A) Endurance Modification
- (45) Healing
- (45) Endurance Modification
- (45) Healing
- (46) Endurance Modification
- (46) Healing
- (A) Empty
- (A) Accuracy
- (50) Accuracy
- (50) Damage Increase
Level 1: Brawl
- (A) Empty
- (A) Celerity - RunSpeed
- (37) Celerity - Endurance
- (37) Empty
- (37) Quickfoot - Endurance
- (39) Quickfoot - RunSpeed
- (39) Quickfoot - Endurance/RunSpeed
- (A) Empty
Level 4: Ninja Run
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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)
- 5% FlySpeed
- 14.06 HP (0.75%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 3.3%
- 5% RunSpeed
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Between the Loyalists and Resistance, I'd be tempted to support Praetorian Hamidon.
One side uses mind police and will "disappear" you and the other uses poison gas and bombs on civilians. Hamidon? He'll just have a tree eat you. Much simpler. If we're all going to be oppressed and/or killed by someone, it might as well be the walking trees. At least they don't speak in annoying code or doublespeak. They just devour you. |
I have almost no IO's or sets yet. This was on a build that only has SO's and generic IO's.
I will agree that your stand as an invuln is quite impressive. I had an Inv/DB tank at one point, just didn't like the feel of it.
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