Yet another Invulnerability/Energy Melee build - Tweak it?
I would suggest some reslotting. The Titanium Coating isn't doing much for you; you'd be much better served by 4 Reactive Armor... that gives you bonuses that are quite useful. The tiny HP boost in the Titanium Coating set isn't helping you nearly as much as the extra defense RA gives.
I'd 5 slot Dull Pain with Doctored Wounds for the recharge bonus; it's considerably cheaper than the Numina/Miracle frankenslot you have there now. I'd also steal slots from Boxing; it really isn't worthy of slotting out.
Unyielding could use one more slot and a set of RA. Super Jump I'd just stick with a common jump; you aren't using it in combat so the endred in the springfoot is fairly pointless.
Whirling Hands slotting is good; be aware that the Eradication quad is pretty expensive if you don't already have it though.
Invincibility is ok, but if you can swing it 3 Cytoskeleton HO enhancements will max out all aspects of the power and save you a couple of slots to boot. You loose the minor regen and tiny HP boost of LotG but you gain a couple of slots, better endred, better defense and better tohit buff.
RPD and Tough again I'd drop the Titanium for Reactive for the reasons I gave above. The way you've slotted Tough Hide is valid; I tend to go with 4 Gift of the Ancients myself for the added endurance... that's much more of an issue for most of my tankers than another 10% regen. Tactics is fine; although I rarely take Leadership on a tanker. I would probably only put a maximum of 3 slots into it though; there's just other places I'd rather have slots. Frankly I'd snag Aid Other/Aid Self instead of Leadership; it'll help your durability more. A 40% heal every 10 seconds is a really nice thing when it all turns pear shaped.
My personal thought is that Build Up is a low priority power on a tanker; I haven't built one yet that I couldn't find at least 2-3 other powers I wanted more... after I'd already run out of power choices. There's nothing wrong with it, I just don't find room on my tanks.
Energy Transfer really could use better slotting. It's ok as a frankenslot but you're using some fairly expensive IO's in that frankenslot and getting nothing of value out of them. I'd go with my standby of 4 Smashing Haymaker and a pair of Pounding Slugfest; it's cheap, gives you S/L defense and 8% regen while capping damage with good accuracy and decent recharge.
Looking at Weave I admit it's a valid choice, I'd still go with 4 Gift of the Ancients instead myself.
I'm not sure I'd use 4 slots in Health either; I understand what you're after; I just question if the slot investment is worth the outcome. Also, I notice the Celerity Stealth in Sprint... do you already have the IO? If not Sprint will also take the Unbounded Leap Stealth and it's considerably cheaper.
I can understand what you're going for, I do think you'd end up with a more durable tanker by adding more defense though. Defense also gives you considerably more benefit out of your regeneration since it gives you more time between taking damage for your regen to work.
I'd also consider adding Hasten if you're looking for more recharge, personally in place of BU. I would also give some thought to a ranged attack from your APP; it makes aggro management much easier and it gives a massive multiplier to taunt's effectiveness if you're range tanking something.
I've teamed with Invuln tankers built along the same lines as yours and they've always been considerably less durable than CMA. I've no doubt your tanker is effective, however you could drastically improve your durability from where it is. You're taking about 3 times as much damage as I do with your defenses at 32% instead of 45%. In most situations this won't matter since Invuln is more than tough enough out of the box. You'd notice the difference in things like the ITF, STF, Incarnate TF's and the like though.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Thanks for the feedback, CMA.
I'm familiar with much of what you suggest from your excellent guide, but I do have questions.
I'll concede that +5% S/L/E/N Defense is a fine trade for +5% HPs - If one can find and afford the Extremely Popular and hard to get (expensive) Reactive Armor. I didn't consider this to be an 'ultimate final' build, but more of one that can get me slotted and back in the game (instead of 'naked') relatively quickly.
Boxing is in as a replacement for Energy Punch - the equivalence is not exact, but if I Must take Boxing, I may as well use it. I don't have room for an unused Boxing and the Devs have slowed down Energy Melee to the point where I need every attack, in order to keep the chain running. Recharge is not the limiter, it's animation-time - he build HAS +50% Haste already.
Super-Jump with a full Jump IO in it is over-slotted for jump-speed. Slotting the half-n-half Jump/End is... less irrelevant. Besides, I already have that IO, switching to a plain Jump would actually cost me money. The same is true for the Celerity +Stealth, though I appreciate your suggestion. Sprint is 'toggle-stealth', since I use Power Slide to get around.
A question about the Cyto-HO slotting: How does that react to Exemplaring and Ouroboros? I had understood HOs would cease functioning if my level dropped too low? I do know the ~33% boost gets Savaged if I drop below level 30-ish?
Ah, the much-maligned Leadership... which protects ME from Confuse, Fear, Taunt/Placate, and Perception/To-hit Debuffs. On top of protecting me, if gives a little more omph to my damage and to-hit. And just happens to do the same for my comrades. I rather like Leadership.
As for Build-Up, I agree it's not very useful on most Tankers and not that great for ordinary attacks. However, other Tankers don't have Energy Transfer or Total Focus. These attacks were so formidable that the Devs felt compelled to neuter them (Yes, I'm still angry about it). I used to be able to BU-ET-TF-ET and destroy targets, but these days I can only manage BU-ET-TF and those attacks are less useful than they once were - which is why Build-Up is so 'late' in the build and why it only merits 2 slots, instead of 4-5, like it used to.
However, I still want ET to 'never' miss and be available as often as practical. So I'm a little fanatical about Accuracy and still concerned with Damage and Recharge. I'm sorry, but if I have to invest the animation-time of Energy Transfer in a battle, then 'adequate', or 'good' accuracy is not sufficient. The level 40 IOs I have slotted in there right now (matching the build) were not all that expensive - I paid 100K or less for each recipe.
In order for Hasten to compete with the +50% haste I have from these IOs, it would require slots that I don't have to spare and Attention. to see that it was clicked on time (or the sacrifice of my current Auto'd filler-attack). By the same token, Laser Beam Eyes would also require slots I can't spare, to be at all effective. Currently, I'm making do with my two Veteran sticks.
I'll look into acquiring the Reactive Armors, then decide where to get the slots from, Taunt, or Invincibility, I guess.
Thanks for the input.
Be Well!
Fireheart
Thanks for the feedback, CMA.
I'm familiar with much of what you suggest from your excellent guide, but I do have questions. I'll concede that +5% S/L/E/N Defense is a fine trade for +5% HPs - If one can find and afford the Extremely Popular and hard to get (expensive) Reactive Armor. I didn't consider this to be an 'ultimate final' build, but more of one that can get me slotted and back in the game (instead of 'naked') relatively quickly. |
Boxing is in as a replacement for Energy Punch - the equivalence is not exact, but if I Must take Boxing, I may as well use it. I don't have room for an unused Boxing and the Devs have slowed down Energy Melee to the point where I need every attack, in order to keep the chain running. Recharge is not the limiter, it's animation-time - he build HAS +50% Haste already. |
Super-Jump with a full Jump IO in it is over-slotted for jump-speed. Slotting the half-n-half Jump/End is... less irrelevant. Besides, I already have that IO, switching to a plain Jump would actually cost me money. The same is true for the Celerity +Stealth, though I appreciate your suggestion. Sprint is 'toggle-stealth', since I use Power Slide to get around. |
A question about the Cyto-HO slotting: How does that react to Exemplaring and Ouroboros? I had understood HOs would cease functioning if my level dropped too low? I do know the ~33% boost gets Savaged if I drop below level 30-ish? |
Ah, the much-maligned Leadership... which protects ME from Confuse, Fear, Taunt/Placate, and Perception/To-hit Debuffs. On top of protecting me, if gives a little more omph to my damage and to-hit. And just happens to do the same for my comrades. I rather like Leadership. As for Build-Up, I agree it's not very useful on most Tankers and not that great for ordinary attacks. However, other Tankers don't have Energy Transfer or Total Focus. These attacks were so formidable that the Devs felt compelled to neuter them (Yes, I'm still angry about it). I used to be able to BU-ET-TF-ET and destroy targets, but these days I can only manage BU-ET-TF and those attacks are less useful than they once were - which is why Build-Up is so 'late' in the build and why it only merits 2 slots, instead of 4-5, like it used to. However, I still want ET to 'never' miss and be available as often as practical. So I'm a little fanatical about Accuracy and still concerned with Damage and Recharge. I'm sorry, but if I have to invest the animation-time of Energy Transfer in a battle, then 'adequate', or 'good' accuracy is not sufficient. The level 40 IOs I have slotted in there right now (matching the build) were not all that expensive - I paid 100K or less for each recipe. |
About the accuracy issue with ET; unless you're routinely facing +4 mobs you're likely going to be at the tohit cap for most everything you face with the SH/PS slotting between the accuracy slotting and the tohit buff in Invincibility, especially if you're running Tactics. You may find it worthwhile to snag the Kismet 6% tohit IO (mislabeled as +accuracy but it's most assuredly tohit) to toss into CJ. Cranking the numbers even against +4 mobs you'll have roughly an 87% chance to hit them with the Smashing Haymaker/Pounding Slugfest combo. Against +3 mobs you're at 118% tohit, effectively capped at 95%. About the only exceptions would be mobs with defense buffs like Nemesis hopped up on Vengeance. I use that slotting on CMA and I only miss when I pop a yellow because I really need to connect.
In order for Hasten to compete with the +50% haste I have from these IOs, it would require slots that I don't have to spare and Attention. to see that it was clicked on time (or the sacrifice of my current Auto'd filler-attack). By the same token, Laser Beam Eyes would also require slots I can't spare, to be at all effective. Currently, I'm making do with my two Veteran sticks. I'll look into acquiring the Reactive Armors, then decide where to get the slots from, Taunt, or Invincibility, I guess. Thanks for the input. Be Well! Fireheart |
I'm still somewhat uncertain about burning 3 slots on Health; and Physical Perfection seems like overkill with both of the recovery uniques and good endred slotting. CMA does have both uniques but doesn't have PP and with the Cardiac alpha I cannot make my blue bar move. It didn't move a whole lot before I got the Cardiac either. Of course you know your endurance use; do you already have the uniques? Slotting 4 Gift of the Ancients in Tough Hide and Weave will go a long way toward solving endurance issues as will getting the Atlas Medallion and Portal Jockey. That will give you an extra 17 points of endurance to play with.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Personal preferences here:
I would drop the Fighting and Leadership pool powers (saving 5 power choices) and add Hasten, Energy Punch, Unstoppable, Laser Beam Eyes, and Stun. The endurance savings alone from dropping Tough, Weave, Assault, and Tactics will more than cover the increased burn from using Hasten, and frankly having Build Up, Energy Transfer, and Total Focus up more often gives you more bang for the buck. It is also handy to fire off Conserve Power right after Hasten triggers.
And if you having trouble due to your slightly reduced defenses, hit Unstoppable and win the fight in the next two minutes. Laser Beam Eyes is a great for runners and single target pulling. Energy Punch gets no love but it outclasses Boxing and has better debuffs, and Stun (probably the most underused tanker attack in the game) is great for Sappers and other annoying targets.
I would move the passive resists up further in the build, too (RPD early, ResEl + ResEn in the 20s).
Due to the sheer awesomeness of Energy Melee's upper-end damage output, I haven't had much trouble tanking without Tough/Weave or Aid Self, especially if you are using EM's stun tools for mitigation.
Personal preferences here:
I would drop the Fighting and Leadership pool powers (saving 5 power choices) and add Hasten, Energy Punch, Unstoppable, Laser Beam Eyes, and Stun. The endurance savings alone from dropping Tough, Weave, Assault, and Tactics will more than cover the increased burn from using Hasten, and frankly having Build Up, Energy Transfer, and Total Focus up more often gives you more bang for the buck. It is also handy to fire off Conserve Power right after Hasten triggers. |
I was on an ITF a few days ago with my Fire/Elec blaster and we had an Invuln tanker as the main tank. He lacked Fighting and I watched him drop 5 times in the TF. He had all the key powers except Fighting and had a considerable amount of IO bonuses; still he was dropping repeatedly to foes who don't even make my Invuln's health move at all.
Leadership I personally don't generally take on a tanker but Fireheart wants to keep it and there are arguments in favor of it.
And if you having trouble due to your slightly reduced defenses, hit Unstoppable and win the fight in the next two minutes. Laser Beam Eyes is a great for runners and single target pulling. Energy Punch gets no love but it outclasses Boxing and has better debuffs, and Stun (probably the most underused tanker attack in the game) is great for Sappers and other annoying targets. I would move the passive resists up further in the build, too (RPD early, ResEl + ResEn in the 20s). Due to the sheer awesomeness of Energy Melee's upper-end damage output, I haven't had much trouble tanking without Tough/Weave or Aid Self, especially if you are using EM's stun tools for mitigation. |
Building a tank the way you're suggesting will work quite well for a solo tanker, but it will result in a markedly inferior tanker for large teams. Because of this I cannot in good conscience recommend it.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Sorry I didn't respond yesterday, I was doing so, but fell asleep in my chair. It was a long hard day and a certified, gold-plated Monday.
Anyway, I saved what I was writing and here it is.
I don't know what your current budget is, but I just last week slotted out a Spine/Elec scrapper with 4 sets of Reactive Armor for right around 1-1.5 million per IO.
|
Don't think you need level 40 IO's... using level 25 instead costs you a whopping..... 2.5% resistance. Good prices are to be found in the 30-38 range; those will frequently cost a fraction of what a level 40 costs. |
You don't have a chain without including Boxing? It's been awhile since I played my Stone/EM tanker, retired shortly after the ET nerf, but I don't remember it being that bad. In any case, the slotting of Smashing Haymaker & Pounding Slugfest nets you a decent chunk of S/L defense along with 8% regen at bargain basement prices. |
As for 'needing' Boxing, out of my 130+ toons, only a couple have Hasten. I am rather firmly in the 'anti-Hasten' camp. It's useful for those characters that have some overwhelmingly important power that really does need to recharge twice as fast - like my Illusionist's PA. For my other characters, rather than 'camping the Hasten-button' so I can build an attack chain out of 3 powers, I add a 4th, or 5th attack.
The revamp to Energy Melee effectively took ET out of the basic attack chain and relegated it to a 'hard-target-only' position. When on a strong team, it often became a 'don't bother because you'll only waste it corpse-blasting' proposition. Granted, that same revamp made Barrage a winner-worth-slotting again, instead of a long-animating-waste-of-time.
So, Boxing becomes a 'waste-of-space-prerequisite', but we Have To take it if we want Tough & Weave, so what can we sacrifice? Resist Elements? But that was just enhanced with Slow-resistance, so we want that! Physical Perfection? Well, if we do that, we may as well forget the APPs entirely. One could argue that Leadership is a waste of my time and endurance, except I happen to like the bonuses.
Thus, the only viable option became 'replace an attack with Boxing' and Energy Punch was the only reasonable candidate. (For my SS/** Brute it was Jab that got the axe - which actually Improved my DPS.)
Well if you have the IO's then that's to the good. I'd be tempted to check prices on the Celerity and the Unbound Leap stealth procs; you may come out ahead selling the Celerity and buying an Unbound Leap. |
Hami-O's work all the way to level 1 just like SO's do. Yes, they're degraded in effectiveness just like SO's are if you exemp far enough but they never stop working. The game treats a HO exactly like two or three SO's in a power for exemp purposes. IO's will be degraded in the same way by exemplar below a certain level so you're not buying anything there. |
If Leadership works for you then great; I just tend to see it as marginal on a tank. I'm a big believer in it on Defenders who get the most return and it's quite nice on Controllers as well. Since Tankers get so much less benefit for the same end cost I tend to go with something else. Of course if you have a regular team who all run the toggles then that's something else again; a few years ago my SG had a 7 man team of Controllers, Defenders and Blasters all with the Leadership powers and steamrolled everything including Giant Monsters... the GM version of Jurassik only took 30 seconds to drop. About the accuracy issue with ET; unless you're routinely facing +4 mobs you're likely going to be at the tohit cap for most everything you face with the SH/PS slotting between the accuracy slotting and the tohit buff in Invincibility, especially if you're running Tactics. You may find it worthwhile to snag the Kismet 6% tohit IO (mislabeled as +accuracy but it's most assuredly tohit) to toss into CJ. Cranking the numbers even against +4 mobs you'll have roughly an 87% chance to hit them with the Smashing Haymaker/Pounding Slugfest combo. Against +3 mobs you're at 118% tohit, effectively capped at 95%. About the only exceptions would be mobs with defense buffs like Nemesis hopped up on Vengeance. I use that slotting on CMA and I only miss when I pop a yellow because I really need to connect. |
I was aware of the Kismet and its value - those times when I cannot manage Leadership in a build, I look for ways to slot that. However, the Slow-resistance from Winter's Gift is also of significant value and I like the way it stacks with Resist Elements.
87% Accuracy is not the 95+5% that I crave, but it's true that I Could achieve such accuracy with a Smashing Haymaker/Focused Smite combo.
That's up to you of course; I actually don't have Hasten on my Invuln either because I can't find a power I want to drop for it... and a slot. How many of the IO's on the Mid's build are currently on the tanker? That will make a difference in what I'd suggest doing as you really don't want to just toss anything of value if you don't have to and I don't think you really want to burn a bunch of respecs just pulling off IO's. When issue 9 hit and IO's came into the game CMA had almost 60 HO's on him... it took 6 respecs to change most of them out for IO's and I burned 2 more with issue 13 getting to, basically, the build I have today. I'm still somewhat uncertain about burning 3 slots on Health; and Physical Perfection seems like overkill with both of the recovery uniques and good endred slotting. CMA does have both uniques but doesn't have PP and with the Cardiac alpha I cannot make my blue bar move. It didn't move a whole lot before I got the Cardiac either. Of course you know your endurance use; do you already have the uniques? Slotting 4 Gift of the Ancients in Tough Hide and Weave will go a long way toward solving endurance issues as will getting the Atlas Medallion and Portal Jockey. That will give you an extra 17 points of endurance to play with. |
Chasing Physical Perfection came about after a bit of testing, actually not long after the changes to EM. I went on a relatively easy solo mission and, even with the strong EndRed slotting I have, I was constantly pausing to Rest. That's Completely unlike my previous experience, where I could solo on the old 'Invincible' setting without too much trouble and barely even stop between spawns.
I'll grant you, I didn't have a full set of IOs at the time of the testing, except for the Crushing Impact sets that I'm still using. However, the experience set me to hunting Impervium Armor and anything else I could do to balance the endurance load. I think, if I Had actually been slotted-up properly, it might not have been such an alarming experience.
The build I posted above has my 'Standing Endurance' with everything running, as 1.6/3.6 (use/recovery). So I'm confident that I will have No endurance problems with this build.
For reference, my current live build (not updated for I-19) looks like:
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Fireheart
The total bill on my 37 Spine/Electric scrapper including the 4 sets of Reactive Armor; 2 sets of Scirocco, 2 sets of Multi Strike, one set of Posi Blast, a set of Doctored Wounds, a Steadfast Res/Def, Karma KB protection and a few miscellaneous other IO's was right around 100 million... I went into the respec with around 110 million and finished up with about 10 million. Most of that was "buy it now" prices, and several I bought crafted because I was lazy. If I'd been patient, bought recipes and salvage and crafted my own I could probably have cut that by about 1/3 - 1/2. Since I have several billion sitting on various alts I tend to be less worried about getting really good deals... I'm sitting down to change this character's build and I want everything NOW instead of waiting.
The last time I bought a set of Smashing Haymaker was about a month ago... I think I paid under 100k per recipe and they don't use rare salvage. In this day and age that's pretty bargain basement.
I'm really curious where you uber-folks keep this semi-mythical 'bargain basement' full of IOs that everyone is demanding, to soft-cap their builds. Gaining some more Defense would be nice. On the other hand, I find it slightly ironic that you've suggested that the +Regen in LotG is irrelevant, but the +Regen in Pounding Slugfest is significant... |
So, they don't go 'poof', you just can't slot HOs unless you're 50... and they'll be fine, down to L30, pinch really bad at L15, and leave you wondering what happened to you, when you run the 'Return to Outbreak' in the Ouroboros intro. Thankfully, I've already done That one once. |
In practice the HO's will get reduced on the same schedule as SO's do; by about 20 they'll be multi-aspect DO's and in the single digits they'll be muti-aspect TO's.
Looking over your live build I would toss the four Gift of the Ancients into Weave... fortunately they're all different IO's. I'd pull the Impervium Armor, the Steadfast Res/End and 3 of the Titanium Coating. Check prices on the Titanium Coating verses the Steadfast Res/End and see which is more valuable.
For now keep the sets of Crushing Impact; they're too valuable to dump and they do give useful bonuses. I would concentrate on getting the Reactive Armor sets, the Mocking Beratement set for Taunt, the Doctored Wounds for Dull Pain and the Eradication for Whirling Hands. If you don't get the Eradication quad (that puppy could easily cost more than all 4 sets of Reactive Armor) you should be able to get this done without putting too huge a bite into your savings. The Mocking Beratement recipes you should be able to get for 10k-50k per recipe and they all use generally inexpensive salvage... baring the insanity that's currently going on in the salvage market. Heck, the last Mocking Beratement recipe I sold went for 20 inf... I generally list stuff that's cheap on the market for 1 inf so it sells fast.
After you have that done I'd buy one Smashing Haymaker set for your last attack and start looking for Cytoskeleton HO's for Invincibility. I'll warn you they're likely to be expensive so you'll probably have to save up. One thing I've been doing is running tip missions for hero merits and buying level 25 Luck of the Gambler 7.5% recharge. Those seem to reliably sell for 150-250 million crafted and you can buy one every four days. Or, you can run tips on several characters and buy one on each character every four days.
100 million should set you up pretty nicely; as you get new freespecs you may want to pull Crushing Impact sets and change them for Smashing Haymaker to build your S/L defense. I also 6 slot Thunderstrike into a ranged APP power for a nice chunk of E/N defense; on my current build I have 46% S/L def and 44% E/N. On an ITF last night I used Dull Pain once and never had need for Aid Self (I've built for maximum durability so I can tank the tower buffed Lord Recluse unassisted; nothing less powerful is dangerous to me including most Psi AV's. I will admit that the tower buffed LR most assuredly IS dangerous... it takes all my durability and a fair chunk of my inspiration tray to pull off solo tanking him).
If I'm adding things up correctly you should only be tossing 2-3 IO's from your current build to upgrade your IO's. Now getting those Numina & Miracle uniques will be very expensive... I just bought one a couple of days ago and had to pay ~150 million.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Reading up on Whataguy and CMA's responses, I find myself agreeing and disagreeing with different parts.
Whataguy, you're right, solo and small groups, against regular enemies, and being conservative with the difficulty sliders, there is no reason that an Invulnerability Tanker should need Fighting. My guy, here, made it to L50 without Fighting and never missed it. He also didn't have Taunt - _Still_ doesn't have Taunt (though I am planning to stick it in on this respec).
On the other hand, he has never been to Cimerora, never fought Rularuu, and the toughest TF he's been on was Hess. He didn't do Dark Astoria or Croatoa, and he has only done a few Portal Corp and Ouroboros missions. He's also not an AE-baby, only ran some AE farms at 48-50 and I'll have you know, I was Appalled at how squishy he felt doing them. He's also never been to 'Monster Island'. So, yeah, I have a L50 Invulnerability Tanker who has never faced the 'top-end' content and he didn't have Fighting, growing up.
However, _I_ would like to try that 'top-end content'. I would like to time-travel, fight strange extra-dimensional monsters, and take on the 'evil' versions of the Freedom Phalanx. I would like to defend our plane from invaders from Praetoria and achieve Incarnate levels. Perfect Perry is not just my first L50, he's my Favorite character (although my human-form PB is getting a lot of attention), so I want him to be the best he can, while still fitting Me, as a player and my concept of him, as a character.
That's why I'm here, taking advice from the experts. Experts agree, capping Resistance makes a big difference and more Defense makes even more difference, so the Fighting Pool becomes an important success tool. Experts have noted that Unstoppable has a killer crash and capped Resistance and Defense makes Unstoppable... redundant.
I have noted, as the experts have, that Stun does no damage and Mag-3 Stun, but Total Focus does Mag-4 Stun and a truckload of damage too. Therefore, Stun is redundant.
Neither RPD, ResEl, nor ResEn are critical in the early game. They can be situationally useful, but they get in the way of more important things. Temporary Invulnerability and a Tanker's natural toughness are more than enough. However, each contributes important extra resistances in the later game. RPD is good all over, ResEn makes a huge difference when you start fighting Carnies, and ResEl is the most situational, resisting rarer forms of damage and protecting vs Slowness.
Energy Melee's two top-end attacks are certainly stupendous and they used to be the very definition of Awesome. Now they represent 6 seconds of being anchored, locked into an animation, and unable to react - coupled with a lot of damage... which Stone Melee's Seismic Smash, or Super Strength's Knockout Blow can match or exceed, on a DPA basis.
That means that, while you're locked into clenching your navel and staring at your hands, or hanging in the air, lit up like a X-mas tree, some other Tanker has already stolen your kill and moved on. And, if a Scrapper or Blaster should happen to attack your target, then your super-mega-ultra-SMASH top-end power is likewise wasted. They can take your target from Full-health to Dead, while you're stuck in the wind-up.
(Yeah, I'm still angry about that.)
And that's why CMA and I are not basing our builds around those powers, but taking the powers in the order I'm using. Granted, if I wasn't mulishly stubborn about Leadership, those spots would be excellent places for RPD, ResEl, & ResEn, or some other powers, like Medicine.
As for the Laser Beam Eyes, if I took that power instead of something else, then I still wouldn't have the slots to make it useful. Besides, as I said in my other post, I have Blackwand and a Nemesis Staff for the ranged stuff. Now I can add Taunt to that mix, too.
Anyway, with the various ideas for improvement CMA gave, with some crazy juggling of slots and enhancements, and the sacrifice of 50% +Regeneration, 7% +Hit-Points, 6% +Damage, and some miscellaneous unimportant bonuses, I arrived at this:
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Perfect Perry - tweaked: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(11)
Level 1: Barrage -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(31)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(3), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal(23), Dct'dW-Rchg(34)
Level 4: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(33)
Level 6: Boxing -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(31)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(46)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg/Rng(42), Mocking-Taunt/Rng(46), Mocking-Rchg(50)
Level 12: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(45)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Whirling Hands -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(17), Erad-Acc/Dmg/Rchg(17), Erad-Acc/Dmg/EndRdx/Rchg(19), Sciroc-Dmg/EndRdx(33), Sciroc-Acc/Dmg/EndRdx(46)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(21), LkGmblr-Def/EndRdx(21), LkGmblr-Rchg+(25)
Level 20: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
Level 22: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50)
Level 24: Assault -- EndRdx-I(A), EndRdx-I(25)
Level 26: Tough Hide -- GftotA-Def(A), GftotA-Run+(29), LkGmblr-Def(33), LkGmblr-Rchg+(40)
Level 28: Tactics -- HO:Cyto(A), HO:Cyto(29), HO:Cyto(34)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(40), RctvArm-EndRdx(42)
Level 32: Build Up -- HO:Membr(A), HO:Membr(37)
Level 35: Energy Transfer -- F'dSmite-Acc/EndRdx/Rchg(A), F'dSmite-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 38: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- EndMod-I(A)
Level 47: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(48), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
Level 49: Resist Elements -- S'fstPrt-ResDam/Def+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(27), Numna-Heal(27), Numna-Regen/Rcvry+(42)
Level 2: Stamina -- EndMod-I(A), EndMod-I(13), EndMod-I(13)
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It comes to 40% Defense with one enemy in Invincibility, and capped by 4.
Has 1.5/3.5 Endurance use/recovery and 273% Regeneration.
And with a 4th LotG +Recharge and Doctored Wounds in Dull Pain, has 55% continual Haste, without recourse to Hasten.
Best of all, it may actually be Cheaper (except for the LotGs) than my previous build, depending on the cost of the HOs.
Would that be considered 'Good Enough'?
{Edit} Additionally, I'm thinking about constructing my Second Build for the 'deep Exemplar', under 30 situations, where I basically 6-slot everything (including Brawl) with lower-level multi-aspect franken-slotting. But I'm not going to attack that until after I get this one set up.
Be Well!
Fireheart
The build should work well; it is likely to be expensive though. For example I haven't bought a Membrane HO in over a year but they were running around 80 million then. I haven't bought or sold a Cyto recently either; as a long time Hami raider from issue 4 to 8 and running the STF probably over 100 times I have loads of HO's in base storage but I have noticed that the more desirable ones have been climbing in value.
I still would probably put the 4 GotA together into Weave for the 1.8 bonus endurance. You could also steal a slot from Tactics and Build Up to get the 7.5% recharge from the Mocking Beratement set.
There's room for improvement, but without scrapping a bunch of the IO's you currently have the build is a good compromise. Again, looking at Health I'm kind of iffy on burning the slots; if it were me I'd probably stick one of the uniques in there and the other into Physical Perfection. The recovery bonus from Miracle you probably won't notice with all the recovery in your build. Keeping the two Numina IO's will drop your regen by 15%, but it'll free up two slots to use elsewhere. Or, you could drop one slot and go with 2 Numina and a common heal; maintain your current regen and free a slot for another power.
As I mentioned I haven't checked prices on HO's recently but I'd be surprised if Cytos and Membranes were available for less than 100 million each and I wouldn't be overly surprised if they were 150 mil or more. The GotA 7.5% recharge hovers around 200 million depending on level, although you can buy them with hero merits every 4 days. (They cost 2 hero merits and you can earn one every other day by running tips) Conservatively I'd estimate your build there excluding what you already have at something approaching 1.5 billion; from what you've said it sounds kind of like a long term project. I would prioritize on the IO's first and shoehorn in the Cytos as you acquire them. I'd pull the Membranes and just go with common recharge; they aren't buying you anywhere near enough for their price tag.
In any case if you can get it built you'll be up for high end challenges. The ITF should be pretty easy for you; the STF you'll need either the right inspiration loadout or team support to tank the tower buffed Lord Recluse.
Your thought on using a second build for an exemp build is a good one, CMA's second build maintains the S/L softcap all the way down to level 25 and doesn't loose IO bonuses entirely until level 16. I designed it around a level 25 exemplar so there are no set IO's higher than 27 in the build. At 25 it has ~85% S/L resistance, 45% S/L def and 30% E/N/F/C. That makes for a pretty unkillable tanker on the mid level TF's. It's designed to be used below level 30... above 30 I use the main build. I would concentrate on finishing your primary build first before doing anything other than an SO exemp build though; you're going to need the money.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Good point about the HOs and, since I'm not hunting a set-bonus, which HOs don't give anyway, I can get perfectly respectable performance on Tactics and BU from Franken-slotting, instead.
Hero Merits are looking like a fine option and I do have... many alternate characters to earn them on. I wonder what the Numina's and Miracle uniques cost in HMs...
Thanks for the guidance, CMA.
Be Well!
Fireheart
Good point about the HOs and, since I'm not hunting a set-bonus, which HOs don't give anyway, I can get perfectly respectable performance on Tactics and BU from Franken-slotting, instead.
Hero Merits are looking like a fine option and I do have... many alternate characters to earn them on. I wonder what the Numina's and Miracle uniques cost in HMs... Thanks for the guidance, CMA. Be Well! Fireheart |
I just looked at HO prices about 20 minutes ago; Cytos were in the 150-200 million range; Membranes were around the same or maybe a bit higher. Of course Centrioles (Dam/Range) are still worthless (1,500 - 500,000). Microfiliment (travel/End) seem to be 400 million for some strange reason and Ribosome (Res/End) are going for 500 million. Apparently the Synthetic HO's are cheaper than the genuine article for some strange reason... they're absolutely identical apart from the word "Synthetic" in front of it.
Cytos are fine in Tactics but I wouldn't bother with the Membranes in BU; the tohit buff in the power is already plenty so what you really want is recharge... just toss 2 level 50 common recharge IO's in and call it good. It's MUCH cheaper than Membranes and gives better recharge. I just can't really see spending that much inf for such a minimal gain.
I would certainly not plan on buying much over double XP weekend; I'd expect prices to nearly double as everyone's trying to outfit their newly leveled characters. From past experience it'll take a week or two for prices to come back down... of course that means there's loads of inf to be made on the market this weekend in order to buy stuff a week or so later.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
I would certainly not plan on buying much over double XP weekend; I'd expect prices to nearly double as everyone's trying to outfit their newly leveled characters. From past experience it'll take a week or two for prices to come back down... of course that means there's loads of inf to be made on the market this weekend in order to buy stuff a week or so later.
|
Have FUN!
Fireheart
This build is aimed at leveraging solid resistance and good defense, with enhanced hit-points and regeneration. I'm not looking to soft-cap at this point, but I do want great all-around performance in PvE on teams and solo.
My main question at this point is the Taunt slotting - should I keep the 6 slots, or can I steal those and fill out Invincibility or Build-Up, or is there some other option that I'm not seeing? FYI: The crazy franken-slotting on ET is to force maximum performance from it.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Perfect Perry: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(5), TtmC'tng-ResDam/EndRdx/Rchg(7), TtmC'tng-ResDam(11)
Level 1: Barrage -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(31)
Level 2: Dull Pain -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(3), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(23)
Level 4: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(33)
Level 6: Boxing -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(31)
Level 8: Unyielding -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(43), TtmC'tng-ResDam(46)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(42), Mocking-Taunt/Rchg/Rng(46), Mocking-Acc/Rchg(50), Mocking-Taunt/Rng(50), Mocking-Rchg(50)
Level 12: Combat Jumping -- Winter-ResSlow(A)
Level 14: Super Jump -- SprngFt-EndRdx/Jump(A)
Level 16: Whirling Hands -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(17), Erad-Acc/Dmg/Rchg(17), Erad-Acc/Dmg/EndRdx/Rchg(19), Sciroc-Dmg/EndRdx(33), Sciroc-Acc/Dmg/EndRdx(46)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(21), LkGmblr-Rchg+(21), GSFC-ToHit(25), GSFC-ToHit/Rchg/EndRdx(34)
Level 20: Resist Physical Damage -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(43), TtmC'tng-ResDam(45)
Level 22: Resist Energies -- S'fstPrt-ResDam/Def+(A)
Level 24: Assault -- EndRdx-I(A), EndRdx-I(25)
Level 26: Tough Hide -- GftotA-Def(A), GftotA-Run+(29), LkGmblr-Def(33), LkGmblr-Rchg+(40)
Level 28: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34)
Level 30: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(31), TtmC'tng-ResDam(40), TtmC'tng-EndRdx(42)
Level 32: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(37)
Level 35: Energy Transfer -- F'dSmite-Acc/EndRdx/Rchg(A), F'dSmite-Acc/Dmg/Rchg(36), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(37)
Level 38: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/Rchg(45), Mrcl-Heal(45)
Level 47: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(48), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
Level 49: Resist Elements -- ResDam-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(27), Numna-Heal(27), Numna-Regen/Rcvry+(42)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(13), P'Shift-EndMod/Acc(13), P'Shift-End%(43)
Fireheart