Resistance build, what's the goal?


Auroxis

 

Posted

I posted asking "How much Def. is to much?" It's gotten some nice response and helped me understand some things that wasn't aware of. Thanks for all the feedback, got a new build in the works. But now I'm wondering about Resistance Tanks. Does it follow close to the same guide lines as a Defens Tank? Is there going to be such a thing as overkill resistance %, or is it completly different and needs to be build for the most possible? I've got several different tanks, never got into the numbers on them much but now I'm wanting to up my game and see what I've been missing. Thanks again in advnace for any and all info. and suggestions!


 

Posted

Well, the problem with Resistance is that you really can't get a whole lot of it out of Set Bonuses the way you can get Defense. And with just Tough and the Resistance toggles the different sets come with, it's near impossible to get to a point where you hit the cap at Resistance.

Resistance has a hard cap of 90% on Tanks. It can't be increased beyond this but you're very unlikely to get there (besides maybe Fire Resistance on a Fire Tank, etc.)

Even on a Resistance based Tank, it is often advisable to layer Defense on the build. There are more pool powers that give you defensive boosts and more IO sets that do and it will increase your mitigation exponentially.


 

Posted

Quote:
Originally Posted by DeathHarvester View Post
I posted asking "How much Def. is to much?" It's gotten some nice response and helped me understand some things that wasn't aware of. Thanks for all the feedback, got a new build in the works. But now I'm wondering about Resistance Tanks. Does it follow close to the same guide lines as a Defens Tank? Is there going to be such a thing as overkill resistance %, or is it completly different and needs to be build for the most possible? I've got several different tanks, never got into the numbers on them much but now I'm wanting to up my game and see what I've been missing. Thanks again in advnace for any and all info. and suggestions!
A tanker has a HARD cap of 90% resistance... at that cap an attack that does 1,000 damage will do 100. The resistance cap is referred to as a hard cap simply because the game will not allow you to get more than that no matter what buffs you may have.

This is theoretical on most tankers as very few can reach that 90% cap absent outside buffs in more than one category. Invuln tankers can easily reach 90% resistance to S/L with Tough; and Unstoppable will cap out everything but Psi for 3 minutes. Stone tanks in Granite will cap S/L and reach 80% in E/N/F/C resistance. Fire tanks will cap out Fire resistance while Ice tanks will cap Cold resistance.

The problem with a pure resistance tanker is that he'll get hit by most of the attacks thrown at him, they'll just do less damage. Even level Minions will hit 50% of the time while LT's and Bosses will hit more often... this is why resistance tankers tend to perform poorer than those that combine moderate resistance with good defense.

It's hard to give you much more advise without knowing what sets you're thinking about. Remember that if you're looking for toughness the hybrid sets that combine resistance with defense and healing will outperform the pure resist and pure defense sets.

If you're looking for the toughest tanker in the game then you want a Stone tanker. Unfortunately they pay for that durability with damage, recharge and mobility penalties.

Next on the totem pole, assuming a good IO build, is Invulnerability. It's just below Granite Armor for durability without all the drawbacks. In my opinion it's the best all around set.

There's a cluster of tanks in the next rank, some of which approach the durability of Invuln or even exceed it in certain situations. Shield is in the middle of the pack of this group; tough enough if built right with great damage output, it's the best combination of durability and damage output thanks to AAO and Shield Charge.

Generally speaking the pure resistance tankers fall into the next category; Fire and Electric. Given lots of IO defense bonuses they can move up into the next category... with enough bonuses they can move up quite a lot.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
The problem with a pure resistance tanker is that he'll get hit by most of the attacks thrown at him, they'll just do less damage. Even level Minions will hit 50% of the time while LT's and Bosses will hit more often... this is why resistance tankers tend to perform poorer than those that combine moderate resistance with good defense.
He'll also be affected by every debuff that lands as part of an attack.

Resistance based sets like Fire or Dark generally don't have much (if any) defense debuff resistance. So, if you find yourself fighting a mixed mob of Crey Cryo Tanks and the mobs with machine guns, you will be getting your defense debuffed by the machine guns, meaning those Cryo Tanks will be near 95% to-hit.....with all those slows they're packing.

That alone is a good reason to add some defense to resistance based characters.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by DeathHarvester View Post
I posted asking "How much Def. is to much?" It's gotten some nice response and helped me understand some things that wasn't aware of. Thanks for all the feedback, got a new build in the works. But now I'm wondering about Resistance Tanks. Does it follow close to the same guide lines as a Defens Tank? Is there going to be such a thing as overkill resistance %, or is it completly different and needs to be build for the most possible?
Well, aside from Tough, you can't really add significant resistance to a character, so the issue is pretty much moot. You'd like to hit the 90% cap on everything, but aside from the cases Call Me Awesome listed, it's not happening.

One of the knockback-causing sets gives a 2.5% smashing res bonus for four slots. If you'd like to four-slot two knockback powers, you could in theory get another 5% to smashing (note -- this would not include lethal resistance). This is about the best you can do with IO sets, and it's weak...while absorbing six of your discretionary slots AND causing two powers to do knockback, something many tanks don't want. Gah.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by DeathHarvester View Post
But now I'm wondering about Resistance Tanks. Does it follow close to the same guide lines as a Defens Tank?
Resistance tanks pretty much follow the exact same guide lines that defense tanks do: "Add as much defense as you can, until you hit 45%"

The cool thing, though, is that resistance sets become ridiculously tough when defense is layered on top. Just for an example, check out my Dark Armor Sucks video, or the Elec Armor thread that's in the tanker forum near the top right now.


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.

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
If you're looking for the toughest tanker in the game then you want a Stone tanker. Unfortunately they pay for that durability with damage, recharge and mobility penalties.

Next on the totem pole, assuming a good IO build, is Invulnerability. It's just below Granite Armor for durability without all the drawbacks. In my opinion it's the best all around set.

There's a cluster of tanks in the next rank, some of which approach the durability of Invuln or even exceed it in certain situations. Shield is in the middle of the pack of this group; tough enough if built right with great damage output, it's the best combination of durability and damage output thanks to AAO and Shield Charge.

Generally speaking the pure resistance tankers fall into the next category; Fire and Electric. Given lots of IO defense bonuses they can move up into the next category... with enough bonuses they can move up quite a lot.
I am shocked that you not once mentioned Dark Armor, which can easily surpass the survivability of even your invuln tankers in many situations, S/L damage included.


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.

 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
I am shocked that you not once mentioned Dark Armor, which can easily surpass the survivability of even your invuln tankers in many situations, S/L damage included.
While Dech's is woefully biased, in my experience the Dev's are aiming a lot of love at the resistance sets these days.

/dark is...okay. I just can't get the hang of mine, but that's fine. Some people like them.

/elec is...a monster with the right build. I've been saying this for a while now. Seriously. MONSTER.

/fire.... Oh, fire tanks. The Dev's love you. They fixed Burn, and gave you Bruising, AND THEN gave you fiery embrace. Fire tanks got a HUGE buff to their AOE damage, and then a HUGE buff to their single target damage. Because we all know how little damage fire tanks did. The Alpha slot is also VERY kind to the /resist sets, and fire gets all that lovin' too.

Aim for getting and slotting all your resist powers, and then start stacking on +def and +rech.

Not cheap, but very full of the awesome.


 

Posted

You *could* do both on a stone, if you wanted...

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I don't claim it's a great build, but that's the framework of something that caps out resistances and defenses to everything but psi.


Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.

-Don't just rebel, build a better world, comrade!

 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
I am shocked that you not once mentioned Dark Armor, which can easily surpass the survivability of even your invuln tankers in many situations, S/L damage included.
Hey, I did say:
Quote:
There's a cluster of tanks in the next rank, some of which approach the durability of Invuln or even exceed it in certain situations.
In every case I know of though we're talking about pretty massive bonuses to get there.

Oh, speaking of Dark, I'm working on a Dark/Elec tanker, currently level 24 based on your subtle comments on Dark's effectiveness. On SO enhancements (with a couple of KB IO's) it's competent, but not fantastic right now. So far the only power I'm on the fence about is Cloak of Darkness... it's a minor source of defense but I've found on other tanks that stealth powers slow down initial aggro acquisition. Yeah, once the aura hits you're golden but you don't get that initial "sight" aggro.

Any thoughts? Here's how he sits right now:

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I've planned Tough & Weave for 26 & 28, and getting some endred into Dark Embrace. Later on I'm planning to soft cap for S/L and punch E/N as high as I practically can.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Smersh View Post
You *could* do both on a stone, if you wanted...

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I don't claim it's a great build, but that's the framework of something that caps out resistances and defenses to everything but psi.
That's an impressive, but expensive build. If we wait for the tier 4 Alpha boost, I calculated that Granite slotted with 3 resist IOs would give 86.404% resistance with a Cardiac boost. That would make it much easier and less expensive to reach the caps on resistances.


 

Posted

Quote:
Originally Posted by Syntax42 View Post
That's an impressive, but expensive build. If we wait for the tier 4 Alpha boost, I calculated that Granite slotted with 3 resist IOs would give 86.404% resistance with a Cardiac boost. That would make it much easier and less expensive to reach the caps on resistances.
I like playing around with the possible on resist builds. It's absolutely not probable that I would play something like this... I simply don't have the billions it would require to try it.

And I did not account for the Alpha boosts because I'm lazy about doing the math. If that 86.404% is correct (and I believe that it is), it becomes quite inexpensive to cap to all but psi, resistance-wise.


Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.

-Don't just rebel, build a better world, comrade!

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
Hey, I did say:
I saw "and then there's the resistance sets" and got all indignant. Sorry I misinterpreted.

Quote:
Originally Posted by Call Me Awesome View Post
In every case I know of though we're talking about pretty massive bonuses to get there.
Well, let's go back to SOs then, where by Arcanaville's calculations (granted, they're from i7 and for scrappers), Dark Armor seems to outperform everything but regen all the time, and sometimes regen. This is without a way to factor in Oppressive Gloom. I'm paraphrasing a great deal here, so I encourage you to read the thread.

Quote:
Originally Posted by Call Me Awesome View Post
Oh, speaking of Dark, I'm working on a Dark/Elec tanker, currently level 24 based on your subtle comments on Dark's effectiveness. On SO enhancements (with a couple of KB IO's) it's competent, but not fantastic right now. So far the only power I'm on the fence about is Cloak of Darkness... it's a minor source of defense but I've found on other tanks that stealth powers slow down initial aggro acquisition. Yeah, once the aura hits you're golden but you don't get that initial "sight" aggro.
I don't have mids here at work, so I can only give general advice now.

The one IO I really encourage is Theft of Essence Proc. It's worth whatever you have to do to get a hold of one. I'm talking the "emo catgirl selling herself in Pocket D" kind of whatever.

Cloak of Darkness is optional early on, for sure. You can get the same immobilization protection from combat jumping. It's much more endurance efficient than Weave, though, and putting the two together will give you about 16% in defense to everything. Add combat jumping for another 2.5% and you're doing very well for a resistance based set. With the cheap steadfast +3% defense IO on top, you're in the range of defense doing tremendous things for you.

The stealth has never really been a problem for me. It doesn't make you invisible, so once you're close you'll still be seen, especially when you start going all Zeus lightning from your hindquarters.

Speaking of elec melee, it's a combo I wish I had done for my tank sometimes. The knockdown and stuns to stack with OG would have been awesome for survivability leveling up. Once I hit the softcap, this became much less of an issue, though.

I really recommend Oppressive Gloom, doubly so because of your choice of elec melee. I respec'd out of it to be able to hit the softcap, and never really missed it. When fitness being inherent I got it back and I can definitely say it was a worthwhile addition. All those nasty debuffing minions (gorram longbow) are no longer a problem. Ever. The alternative, Cloak of Fear chews up too many slots and too much endurance to be useful to most people.

Quote:
Originally Posted by Call Me Awesome View Post
I've planned Tough & Weave for 26 & 28, and getting some endred into Dark Embrace. Later on I'm planning to soft cap for S/L and punch E/N as high as I practically can.
Definitely get Cloak of Darkness before you get Weave. It has the same amount of defense for less endurance. I don't know whether E/N or S/L softcap is really more important. I think if I had to choose on, I'd keep E/N. At the S/L cap with my 70% resistance to it, I hardly ever need to heal. I'm actually looking into dropping down to 40% S/L to pack a harder punch and get more recharge. The problem with that is how it doubles my weakness do defense debuffs.


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.

 

Posted

Quote:
Originally Posted by Smersh View Post
I like playing around with the possible on resist builds. It's absolutely not probable that I would play something like this... I simply don't have the billions it would require to try it.
It's also not as good as going for the Tanker HP cap and Regen(though the Shield Wall set helps there as well).


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

CMA. I'd echo what Dechs' said concerning your Dark/Elec. Also, given the choice between Cloak of Fear and Oppressive Gloom, CoF doesn't make the cut. I will take Cloak of Darkness. As mentioned, OG will stack stuns with Elec Melee as well.

Here's the first build I'd done for my dark/elec tank, pre-i19. It's not perfect, and I still need to revise it to an i19 build, but hopefully it will give you some ideas.

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Stoirm Thoirni: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Electrical Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(31), S'fstPrt-ResDam/Def+(48), S'fstPrt-ResKB(48)
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(43)
Level 2: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(40)
Level 4: Murky Cloud -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/EndRdx/Rchg(17), S'fstPrt-ResKB(27), RctvArm-ResDam(33)
Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam(33)
Level 8: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(9), Erad-Dmg(9), EndRdx-I(15), Sciroc-Dmg/EndRdx(36), Sciroc-Acc/Dmg/EndRdx(50)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Cloak of Darkness -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(13), GftotA-Def/EndRdx/Rchg(13), GftotA-Def(33)
Level 14: Super Speed -- Zephyr-ResKB(A), EndRdx-I(19)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Thunder Strike -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(23), Erad-Acc/Rchg(23), Sciroc-Acc/Dmg/EndRdx(36), Sciroc-Dmg/EndRdx(37)
Level 24: Dark Regeneration -- Theft-+End%(A), Theft-Acc/EndRdx/Rchg(25), Theft-Acc/EndRdx/Heal(25), Mrcl-Heal(27), Mrcl-Heal/EndRdx(43)
Level 26: Oppressive Gloom -- RzDz-Immob%(A)
Level 28: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(43)
Level 30: Taunt -- Mocking-Taunt/Rchg/Rng(A), Mocking-Taunt/Rng(31), Mocking-Taunt/Rchg(31), Mocking-Acc/Rchg(46)
Level 32: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit(34), HO:Membr(34), HO:Membr(34)
Level 35: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 38: Lightning Rod -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Dmg/Rchg(40)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
Level 44: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(45), GftotA-Def/EndRdx/Rchg(45), GftotA-Def(45)
Level 47: Electrifying Fences -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Immob/EndRdx(50)
Level 49: Combat Jumping -- Ksmt-ToHit+(A)
------------
Level 1: Brawl -- Empty(A), Empty(50)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
Level 0: LEGACY BUILD



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Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

for all intensive purposes dual builds are great for just this reason. indecision!

i tend to think both resistance and defense builds both have their purposes in the game.for example i use my resistance build to farm..my fire tank has 84% s/l resistance and purples up the woohoo!

but my 2nd build is team built with softcapping for s/l and melee defense.around 71% for resistance but with healing flames it really works well! hes my tf build and hes very well built. problem is having to pay to do such things can be very exspensive but more rewarding then the "easier" tanks.


 

Posted

Quote:
Originally Posted by mauk2 View Post
Dech's
Quote:
Originally Posted by Rangle M. Down View Post
Dech's
What is it with you people? Where is this coming from? THERE IS NO APOSTROPHE IN MY NAME!

I'm not seriously upset or anything, I'm just wondering where the apostrophe keeps coming from. This isn't the first time I've seen it, but just to set things straight:

It's Dechs. Pronounced "Dex." Notably not short for "Dexter." If you're talking about my build, it would be "Dechs' build." This is the correct usage of a possessive form for a noun ending in s, and is the only time an apostrophe should be anywhere near my name.


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.

 

Posted

Any resist based tank gets ridiculously powerful if you can get their defenses up to or even near the softcap. Yes, even Fire tanks w/S/L capped def are very, very sturdy indeed. The lack of DDR is a problem but that's why you have those high resists, and most def debuffs are applied by lethal so your 70+ S/L resists (lower for DA) should get you by, plus you likely have a good-to-awesome heal to back you up.

Then there're Stone & Invul that can basically do both, plus get decent DDR to boot (and Stone gets killer regen as well). There's a reason most consider them 1 & 2 in terms of overall tanker toughness, tho plenty argue for other sets as well.


An Offensive Guide to Ice Melee

 

Posted

Hey Dechs, it's because I keep putting the ' in the wrong spot, and writing was never my strength either.


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Quote:
Originally Posted by Rangle M. Down View Post
Hey Dechs, it's because I keep putting the ' in the wrong spot.
Ok, I see it now. You're not using the possessive form of my name, but rather making a contraction of "Dechs has."

Missed that, sorry.

Again, I wasn't really trying to call you out or anything. I see that a lot, and twice in one thread just made me snap, I suppose.


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.

 

Posted

Quote:
Originally Posted by Rangle M. Down View Post
CMA. I'd echo what Dechs' said concerning your Dark/Elec. Also, given the choice between Cloak of Fear and Oppressive Gloom, CoF doesn't make the cut. I will take Cloak of Darkness. As mentioned, OG will stack stuns with Elec Melee as well.

Here's the first build I'd done for my dark/elec tank, pre-i19. It's not perfect, and I still need to revise it to an i19 build, but hopefully it will give you some ideas.
Looking it over it's not too far from what I'd been planning as a back of the envelope build; it's the same basic thought process anyway. All those Kin Combat IO's are going to be a challenge... with all the i19 respecs I've kind of depleted my store of those. A month ago I had 8 full sets in storage... now I have 3 lonely IO's sitting in the storage rack.

I think I have 3 characters right now working on those sets... my 28 Ice/Electric tanker, the 24 Dark/Electric tanker and my 50 Stone/Fire tank. It gets expensive working on IO builds for a dozen characters all at once and influence doesn't go as far anymore. On the other hand my Shield/Fire tank had an Armageddon drop night before last that sold for 700 million... fortunate since I'd just dropped over 100 million on that level 28 Ice/Elec.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
I think I have 3 characters right now working on those sets... my 28 Ice/Electric tanker, the 24 Dark/Electric tanker and my 50 Stone/Fire tank.
Save those Kinetic Combats for your Ice/Elec and your Stone/Fire. Don't waste any on your DA/Elec since Dark Armor sucks.






Aaaaaaaaaaaaand back to reality...

Just before the last time I stopped playing I parked 5 KC sets and I'm down to 1 so I feel your pain. Now, for slotting I suggest you get a Force Feedback unique in there somewhere, preferably in your T-Strike or Lightning Clap to max out potential procs.


 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
Looking it over it's not too far from what I'd been planning as a back of the envelope build; it's the same basic thought process anyway. All those Kin Combat IO's are going to be a challenge... with all the i19 respecs I've kind of depleted my store of those. A month ago I had 8 full sets in storage... now I have 3 lonely IO's sitting in the storage rack.

I think I have 3 characters right now working on those sets... my 28 Ice/Electric tanker, the 24 Dark/Electric tanker and my 50 Stone/Fire tank. It gets expensive working on IO builds for a dozen characters all at once and influence doesn't go as far anymore. On the other hand my Shield/Fire tank had an Armageddon drop night before last that sold for 700 million... fortunate since I'd just dropped over 100 million on that level 28 Ice/Elec.
Smashing Haymakers will do just fine for an Ice tank... It's what I did with mine, and he's at softcap to S/L with one in EA... and he's currently level 32.

Oh, wait, electric melee... fewer spots for melee sets... yeah, you might need those KCs.


Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.

-Don't just rebel, build a better world, comrade!

 

Posted

Quote:
Originally Posted by Smersh View Post
Smashing Haymakers will do just fine for an Ice tank... It's what I did with mine, and he's at softcap to S/L with one in EA... and he's currently level 32.

Oh, wait, electric melee... fewer spots for melee sets... yeah, you might need those KCs.
I can get there with only one set of Kin Combat and a full set of Perfect Zinger or at least 4 Mocking Beratement in Taunt. If I pick up both Charged Brawl and Havoc Punch I could get it done with two sets of Smashing Haymaker and either Zinger or MB in Taunt. Right now I'm at the "it would really be nice to have Havoc Punch" stage but I'm not sure I have room. It's looking like my build will end up with either Aid Self OR Havoc Punch. I really want both but there's only so much room in the inn. One of the attacks probably has to go and it's a choice of Jacob's Ladder or Havoc Punch.

Still, it's quite a ways down until I finalize that. My plan calls for all of Ice armor but Permafrost and dropping Havoc Punch, Build Up and Lightning Clap from Electric. Once I add in CJ/SJ and Boxing/Tough/Weave I'm to the APP. I guess I'll see what works out as I get closer to the end; most of the build is a case of "looks good on paper" since I've never played either set before.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes