Lord Recluse - Tanker - Challenge


Blue_Centurion

 

Posted

Quote:
Originally Posted by Intrinsic View Post
If you're holding aggro without taking damage by keeping out of range of the mob, that sounds more like kiting than tanking.

Thats why its called kiting. With Kiting, with say the kiting of praetorian AVs who can have 310ft of range with a single attack you may just get to lower that AVs DPS because the one attack they can hit you with recharges only every 8 secs which might be easier than manhandling an entire attack chain.

But with this kiting you are keeping effects directed off of the team whilst they attack the AV and so qualifies as tanking. Tankmaging is alright but you would have to know how much threat you can generate compared to other team mates. Threat is reduced by distance so if you're tankmaging with an Ice/Storm there is not necessarily a guarantee that you will keep aggro off of a Scrapper.

In this game what seperates a Tanker from a Tankmaging controller is taunt control which offers the chance for any tanker to practically guarantee aggro control.

If you're tankmaging with a controller, you are merely playing a controller, doing what is within a controllers flexibility to do. The controller does not become a Tanker. The day they can guarantee aggro of off everyone in the team as well as a Tanker is the day the Tankers are obsolete.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by Stormfront_NA View Post
Wow, what an interest concept...


It never occurred to me, one could affect a tower in such a manner. I must admit my awe at your concept.

Now taking the idea forth a bit, if we have 4 players that can do "affect self only" powers on the towers, technically that would bring Lord Recluse to normal, correct? And is so, then he could be defeated with out having to defeat the towers first, and that would be an awesome test!

I am so excited...

Sue
There is a bit of a delay between the caging of a tower and the time the buff wears off of Recluse.

That said with the right builds you really only need two players to try it. Grav/FF and Grav/Sonic can both intangible 2 towers at the same time.

Some combination of 4 Grav, Dark Miasma, FF and Sonics with their "Only Affecting Self" type powers should be able to remove the towers from the equation.


 

Posted

To answer the poster's original question; a well built stone tank can handle recluse with a small purp if not level shifted - without a purp if level shifted.

Mine is built for crazy situations which even Stone Tanks may have a hard time with - which is why he has aid self.


When tanking recluse, I rush in, pull him into the corner, then just keep an eye on my hp; the team only bothers with yellow and green tower; the toon is able to handle recluse with blue and red towers still up.

Of course, this is not fool proof - I *have* died to recluse due to him suddenly draining _all my end (I think I was at 70%, not sure how that happened, but 2 end drains landed one after another) - but while your toggles are up, you're good.


Bottom line, you will _always need inspirations to handle recluse; with a stone tank though, once full, you can hold him for quite a long time without any help.


Let me know if you want my build - I have a cheaper one without purps if you want that's just as good at defense. I only use purp's on mine because I like him to have sufficient recharge to actually do something 'other' than taunt

P.S. :- Regarding Fly-Taunting, it's a perfectly fair tactic; keep in mind, this isn't like kiting or any other exploits; even while fly-taunting, your tank can get nailed if you don't know what you are doing. Though, if we don't take a stone tank, I'd prefer Illusion tanking - that way you get buffs/debuffs to boot.


Virtue Speed Junkie
A Simplified Guide to Attack and Defense

 

Posted

You can get Def to 75%???? It took like 7 billion to get a softcap build for my Willpower ( I am estimating, had some stuff laying around bases )


 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
You can get Def to 75%???? It took like 7 billion to get a softcap build for my Willpower ( I am estimating, had some stuff laying around bases )
No, which is why when not level shifted the stoney needs a small purple; without it, he doesn't. In either case he isn't quite soft-capped to recluse but he gets hit less enough that his healing abilities make up for it.

Keep in mind my stoney has 90% resistance also so even if he is getting hit, with Aid Self, perma EE and rooted, he doesn't _need to be soft-capped to recluse.

Oh also, WP is a b**** to soft-cap; stoney's are VERY easy to soft-cap.


Virtue Speed Junkie
A Simplified Guide to Attack and Defense

 

Posted

Quote:
Originally Posted by Krogoth View Post
Quote:
Originally Posted by Stormfront_NA View Post
Wow, what an interest concept...


It never occurred to me, one could affect a tower in such a manner. I must admit my awe at your concept.

Now taking the idea forth a bit, if we have 4 players that can do "affect self only" powers on the towers, technically that would bring Lord Recluse to normal, correct? And is so, then he could be defeated with out having to defeat the towers first, and that would be an awesome test!

I am so excited...

Sue
There is a bit of a delay between the caging of a tower and the time the buff wears off of Recluse.
Krogoth is correct. A single pulse from a tower lasts 15s. Cages, on the other hand, last 30s. That means the best you could do is to keep Recluse unbuffed half the time. Due to the strength of the Orange and Green Towers, I doubt you'd be able to defeat Recluse without destroying those two.

(The green tower causes Recluse to regen ~6.67% of his hp/sec, or go from 0 to full in 15s - conveniently the duration of the pulse. That's not counting the heal nor the +maxhp it provides.)


 

Posted

Quote:
Originally Posted by Sarrate View Post
Krogoth is correct. A single pulse from a tower lasts 15s. Cages, on the other hand, last 30s. That means the best you could do is to keep Recluse unbuffed half the time. Due to the strength of the Orange and Green Towers, I doubt you'd be able to defeat Recluse without destroying those two.

(The green tower causes Recluse to regen ~6.67% of his hp/sec, or go from 0 to full in 15s - conveniently the duration of the pulse. That's not counting the heal nor the +maxhp it provides.)
Caging is meh - we've tried it several times, it doesn't seem to really work most of the time (at least recently, something might have been changed).

Usually just getting yellow and green is enough if you are doing Illusion tanking or a solid stone tank. We sometimes need to take down red since that is his resistance - if you have enough -resist debuffs on the team, that is also not really needed.


Virtue Speed Junkie
A Simplified Guide to Attack and Defense

 

Posted

Quote:
Originally Posted by slainsteel View Post
Caging is meh - we've tried it several times, it doesn't seem to really work most of the time (at least recently, something might have been changed).

Usually just getting yellow and green is enough if you are doing Illusion tanking or a solid stone tank. We sometimes need to take down red since that is his resistance - if you have enough -resist debuffs on the team, that is also not really needed.
I agree, caging is a nice gimmick, but probably won't make or break you by itself.

Also, if the Red Tower is up, res debuffs will not drop Recluse below 100% s/l/e res. Remember that res buffs resist res debuffs, so 100% res will reduce all res debuffs to 0. They will, however, still soften him up to the other 5 damage types (ne, f, c, p, t).


 

Posted

Quote:
Originally Posted by Sarrate View Post
I agree, caging is a nice gimmick, but probably won't make or break you by itself.

Also, if the Red Tower is up, res debuffs will not drop Recluse below 100% s/l/e res. Remember that res buffs resist res debuffs, so 100% res will reduce all res debuffs to 0. They will, however, still soften him up to the other 5 damage types (ne, f, c, p, t).
Seems to work fine though :-\

We rarely drop red tower, and our teams are quite a bit of s/l damage based. Maybe we're missing something here?

We gave up on caging a while ago - it's just faster to quickly get down yellow and green then just kill him. Usually with a good team we can get both down in about 1-2 minutes, so caging doesn't help much even if it worked.


Virtue Speed Junkie
A Simplified Guide to Attack and Defense

 

Posted

Quote:
Originally Posted by slainsteel View Post
Seems to work fine though :-\

We rarely drop red tower, and our teams are quite a bit of s/l damage based. Maybe we're missing something here?

We gave up on caging a while ago - it's just faster to quickly get down yellow and green then just kill him. Usually with a good team we can get both down in about 1-2 minutes, so caging doesn't help much even if it worked.
I have found caging to be reliable when needing to clear out the red and blue towers to keep the tank alive.

I play a Force Field defender, so I cage the blue tower until the red tower is dead to allow for defense to actually work.


 

Posted

Quote:
Originally Posted by Sarrate View Post
Krogoth is correct. A single pulse from a tower lasts 15s. Cages, on the other hand, last 30s. That means the best you could do is to keep Recluse unbuffed half the time.
The pulse doesn't always occur immediately when the cage goes down and if Recluse is caged he is unaffected by it anyway.

Typically if there are two cagers on the team, we will cage the orange tower then wait for the defense to drop then just keep refreshing the cage on recluse. Very rarely does the tower get to rebuff after he has been caged.


 

Posted

Quote:
Originally Posted by Krogoth View Post
The pulse doesn't always occur immediately when the cage goes down and if Recluse is caged he is unaffected by it anyway.

Typically if there are two cagers on the team, we will cage the orange tower then wait for the defense to drop then just keep refreshing the cage on recluse. Very rarely does the tower get to rebuff after he has been caged.
Interesting tactic - I'll try it once we run with a few cagers again.
Usually if we cage yellow, if it doesn't drop his defense, we just go in and destroy it - never thought of waiting for the pulse.


Virtue Speed Junkie
A Simplified Guide to Attack and Defense

 

Posted

i believe LR's attacks are mostly Smashing and Energy. softcap those and you shoudl be alright against him


 

Posted

Another idea is to pick up the Etheral Shift temp power. Taunt him, throw a few punches, then use the temp power. Use insp's between the temp powers downtime. Make sure you taunt him first so that you hold his aggro through the duration of the temp power activated, or he will go after your teammates.


 

Posted

Quote:
Originally Posted by Sprite Fire View Post
i believe LR's attacks are mostly Smashing and Energy. softcap those and you shoudl be alright against him
Super Recluse does not have a normal to-hit; you need 75% defense instead of the usual 45% to softcap against him.


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
Super Recluse does not have a normal to-hit; you need 75% defense instead of the usual 45% to softcap against him.
*While the Blue tower's up*

Once the Blue tower dies his tohit drops to normal for a 54 AV and 45% def soft caps against him.


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
*While the Blue tower's up*

Once the Blue tower dies his tohit drops to normal for a 54 AV and 45% def soft caps against him.
True.

But, since the OP was talking about no inspirations, no support...


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
True.

But, since the OP was talking about no inspirations, no support...
Oh I knew what you meant there, I just didn't want anyone to misinterpret what you said. It's really easy for someone to read your post and jump to the conclusion that LR's tohit was 75% at all times.


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

 

Posted

This is about as close as I think I can get with an Inv/SS tanker.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5), S'fstPrt-ResDam/Def+:30(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9), Mako-Acc/Dmg/EndRdx/Rchg:50(48)
Level 2: Resist Physical Damage -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(9), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam/EndRdx/Rchg:40(11), GA-3defTpProc:50(13)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:50(48)
Level 6: Dull Pain -- RechRdx-I:50(A)
Level 8: Unyielding -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(33), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam/EndRdx/Rchg:40(34)
Level 10: Boxing -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(40), Mako-Dmg/Rchg:50(42), Mako-Acc/EndRdx/Rchg:50(42), Mako-Acc/Dmg/EndRdx/Rchg:50(42), Mako-Dam%:50(43)
Level 12: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(17), Zinger-Taunt/Rchg/Rng:50(19), Zinger-Acc/Rchg:50(27), Zinger-Taunt/Rng:50(33), Zinger-Dam%:50(33)
Level 14: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(34), RctvArm-ResDam/Rchg:40(36), RctvArm-ResDam/EndRdx/Rchg:40(36)
Level 16: Combat Jumping -- HO:Enzym(A), HO:Enzym(17)
Level 18: Invincibility -- HO:Enzym(A), HO:Enzym(19)
Level 20: Knockout Blow -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(21), Mako-Dmg/Rchg:50(21), Mako-Acc/EndRdx/Rchg:50(23), Mako-Acc/Dmg/EndRdx/Rchg:50(25), Mako-Dam%:50(25)
Level 22: Weave -- HO:Enzym(A), HO:Enzym(23)
Level 24: Super Jump -- Winter-ResSlow:50(A)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(27)
Level 28: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(29), GSFC-ToHit/Rchg/EndRdx:50(29), GSFC-Rchg/EndRdx:50(31), GSFC-ToHit/EndRdx:50(31), GSFC-Build%:50(31)
Level 30: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(46), Mako-Acc/Dmg/EndRdx/Rchg:50(48)
Level 32: Resist Energies -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(37), RctvArm-ResDam/Rchg:40(37), RctvArm-ResDam/EndRdx/Rchg:40(37)
Level 35: Maneuvers -- HO:Enzym(A), HO:Enzym(36)
Level 38: Foot Stomp -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(39), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(40), Erad-%Dam:30(40)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45), Thundr-Acc/Dmg/Rchg:50(45), Thundr-Acc/Dmg/EndRdx:50(46), Thundr-Dmg/EndRdx/Rchg:50(46)
Level 47: Physical Perfection -- P'Shift-End%:50(A)
Level 49: Resist Elements -- Empty(A)
Level 50: Cardiac Core Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(50), P'Shift-End%:50(50)
------------
Set Bonus Totals:

  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 27.88% Defense(Smashing)
  • 27.88% Defense(Lethal)
  • 8.813% Defense(Fire)
  • 8.813% Defense(Cold)
  • 24.13% Defense(Energy)
  • 24.13% Defense(Negative)
  • 6% Defense(Psionic)
  • 18.81% Defense(Melee)
  • 24.44% Defense(Ranged)
  • 11.63% Defense(AoE)
  • 1.8% Max End
  • 5% Enhancement(RechargeTime)
  • 7% Enhancement(Accuracy)
  • 14% FlySpeed
  • 217.86 HP (11.63%) HitPoints
  • 14% JumpHeight
  • 14% JumpSpeed
  • MezResist(Held) 6.6%
  • MezResist(Immobilize) 20.35%
  • MezResist(Terrorized) 2.75%
  • 4.5% (0.075 End/sec) Recovery
  • 10% (0.782 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 14% RunSpeed
  • 2% XPDebtProtection

------------
Set Bonuses:
Reactive Armor
(Temp Invulnerability)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Steadfast Protection
(Temp Invulnerability)
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Kinetic Combat
(Jab)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Reactive Armor
(Resist Physical Damage)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Gladiator's Armor
(Resist Physical Damage)
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Kinetic Combat
(Haymaker)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Reactive Armor
(Unyielding)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Mako's Bite
(Boxing)
  • MezResist(Immobilize) 3.3%
  • 28.11 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
Perfect Zinger
(Taunt)
  • MezResist(Terrorized) 2.75%
  • 10% (0.782 HP/sec) Regeneration
  • 5% Enhancement(RechargeTime)
  • 2.5% DamageBuff(All)
  • 3.125% Defense(Smashing,Lethal), 1.563% Defense(Melee)
Reactive Armor
(Tough)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Mako's Bite
(Knockout Blow)
  • MezResist(Immobilize) 3.3%
  • 28.11 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
Winter's Gift
(Super Jump)
  • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Gaussian's Synchronized Fire-Control
(Rage)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 35.14 HP (1.875%) HitPoints
  • 2.5% (0.042 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Kinetic Combat
(Punch)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Reactive Armor
(Resist Energies)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Eradication
(Foot Stomp)
  • 1.8% Max End
  • 3.125% Defense(Energy,Negative), 1.563% Defense(Ranged)
  • 42.17 HP (2.25%) HitPoints
  • 2% XPDebtProtection
  • 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
Thunderstrike
(Laser Beam Eyes)
  • 2% (0.033 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed




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He's REALLY not optimal for anything but standing there and burping at Recluse. And even then, he still needs a small inspie to get him mostly into the safety range.



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Posted

Here's my attempt at your request. Ignore what levels I selected powers at and arrange them to suit yourself. And/or select different attacks. Move sme slots to health and Stamina I suppose too if you feel like it. This build isn't very endurance friendly to use all the time but only for taunting LR? It will work.

Tactics: Start out the fight with OwtS both for +resist and + HPs. Lead LR so that you can stand close to the team and get the bonus for teammates in Phalanx. Since you didn't rule out accolades and temp powers- when OwtS drops, use Eye of the Magus for the +resist. And you could use the Wedding Band as well. When OwtS recharges, use it again.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

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Duh: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: War Mace
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), DefBuff-I:50(3), DefBuff-I:50(3), RctvArm-ResDam/EndRdx:40(7), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam:40(9)
Level 1: Bash -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(17), T'Death-Dmg/Rchg:40(25), T'Death-Acc/Dmg/EndRdx:40(25), T'Death-Dmg/EndRdx/Rchg:40(27), T'Death-Dam%:40(27)
Level 2: Battle Agility -- DefBuff-I:50(A), DefBuff-I:50(5), LkGmblr-Def/EndRdx:50(5)
Level 4: True Grit -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam:40(11), Heal-I:50(11), Heal-I:50(13), Heal-I:50(13)
Level 6: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(15)
Level 8: Against All Odds -- EndRdx-I:50(A)
Level 10: Kick -- ExStrk-Dmg/KB:20(A), ExStrk-Acc/KB:20(33), ExStrk-Dam%:20(45)
Level 12: Phalanx Fighting -- DefBuff-I:50(A)
Level 14: Tough -- S'fstPrt-ResDam/Def+:30(A), RctvArm-ResDam:40(15), RctvArm-ResDam/EndRdx:40(19), RctvArm-ResDam/Rchg:40(21)
Level 16: Combat Jumping -- DefBuff-I:50(A), DefBuff-I:50(17)
Level 18: Maneuvers -- DefBuff-I:50(A), DefBuff-I:50(19)
Level 20: Weave -- DefBuff-I:50(A), DefBuff-I:50(21), LkGmblr-Def/EndRdx:50(33)
Level 22: Hover -- DefBuff-I:50(A), DefBuff-I:50(23), DefBuff-I:50(23)
Level 24: Pulverize -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(29), Mako-Dmg/Rchg:50(29), Mako-Acc/EndRdx/Rchg:50(31), Mako-Acc/Dmg/EndRdx/Rchg:50(31), Mako-Dam%:50(31)
Level 26: Jawbreaker -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(34), T'Death-Dmg/Rchg:40(36), T'Death-Acc/Dmg/EndRdx:40(36), T'Death-Dmg/EndRdx/Rchg:40(36), T'Death-Dam%:40(37)
Level 28: Clobber -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(37), Mako-Dmg/Rchg:50(37), Mako-Acc/EndRdx/Rchg:50(39), Mako-Acc/Dmg/EndRdx/Rchg:50(39), Mako-Dam%:50(39)
Level 30: Whirling Mace -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(40), Oblit-Dmg/Rchg:50(40), Oblit-Acc/Dmg/Rchg:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(42), Oblit-%Dam:50(42)
Level 32: One with the Shield -- Heal-I:50(A), RctvArm-ResDam/EndRdx:40(33), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam:40(34)
Level 35: Shatter -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(42), Oblit-Dmg/Rchg:50(43), Oblit-Acc/Dmg/Rchg:50(43), Oblit-Acc/Dmg/EndRdx/Rchg:50(43), Oblit-%Dam:50(45)
Level 38: Taunt -- RechRdx-I:50(A)
Level 41: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(45), GSFC-ToHit/Rchg/EndRdx:50(46), GSFC-Rchg/EndRdx:50(46), GSFC-ToHit/EndRdx:50(46), GSFC-Build%:50(50)
Level 44: Conserve Power -- RechRdx-I:50(A)
Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(48), Thundr-Dmg/Rchg:50(48), Thundr-Acc/Dmg/Rchg:50(48), Thundr-Acc/Dmg/EndRdx:50(50), Thundr-Dmg/EndRdx/Rchg:50(50)
Level 49: Physical Perfection -- EndMod-I:50(A)
Level 50: Nerve Radial Boost
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
Level 4: Ninja Run


 

Posted

Quote:
Originally Posted by Mr_Body View Post
This build isn't very endurance friendly to use all the time but only for taunting LR? It will work.
I would want better taunt slotting than that. One could expect to see him unaffected and for him to run off and defeat some Dark/Dark Scrapper who has all his toggles on and just used soul drain on the generators. Not exactly a voice of experience, as in dont happen to me, but I've seen things.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by Stormfront_NA View Post
Never tried the hovering, which all my tanks have by default, but seldom use. When you hover, my take is you float at a height just beyond melee range from Lord Recluse?
Best way to do it is to have Taunt's range slotted up and taunt from maximum range. Not only do you keep LR's aggro, but you also don't have to worry about his Channelgun. My icer's taunt is just 2 slotted with a taunt/range and a range IO for about 100ft.


SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

Quote:
Originally Posted by Sprite Fire View Post
with a few purples you don't need to do the coward method of hovertanking. My WP tanker is softcapped across all damage types (except psy). Chew a single med purple inspiration, stand toe to toe with him and wait for the team to take out the blue tower. once that's down you don't even need the purples anymore.

game over.
Even with softcapped defense plus a medium purple, once the dice roll badly, it's game over for the tank. I stood toe to toe with LR without any purples or oranges and lasted through 2 towers before I got taken down. Hover taunting is just safer for the team because once the tank's down, the rest of the team usually gets ganked too. A tank's job is to keep aggro off the rest of his team. You may call hover taunting cowardice, but I call it efficient.


SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

Quote:
Originally Posted by Infini View Post
Even with softcapped defense plus a medium purple, once the dice roll badly, it's game over for the tank. I stood toe to toe with LR without any purples or oranges and lasted through 2 towers before I got taken down. Hover taunting is just safer for the team because once the tank's down, the rest of the team usually gets ganked too. A tank's job is to keep aggro off the rest of his team. You may call hover taunting cowardice, but I call it efficient.
Actually, I call it 'inefficient'; considering it doesn't always work - I've seen him jump and 1 shot so many hover tanks, it's not even funny.

Of course, necessity is another thing; I've tanked him on a blaster that way too - if possible, illusion tanking or stoney/elec/dark tanking (with a well built and experienced tank) is just way more reliable.


Virtue Speed Junkie
A Simplified Guide to Attack and Defense

 

Posted

Quote:
Originally Posted by slainsteel View Post
Actually, I call it 'inefficient'; considering it doesn't always work - I've seen him jump and 1 shot so many hover tanks, it's not even funny.
If someone does it wrong then they are inefficient not the method. I've seen no end of people fail at something first time and never try it again safe in the knowledge that if they can't do it, no one can.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.