Soft Cap or Recharge


Aett_Thorn

 

Posted

Hey all.

Working on my INV/DM Tank and I'm trying to decide which direction to take his build. The most popular route is of course soft capping his S/L and E/N defense with 1-2 critters in Invinc, but I was wondering if a +recharge build would be just as effective.

The plan with +recharge would be to get Dull Pain and Hasten as close to perma as possible without gimping the build. Running around at ~3400 HP seems very appealing.

I'm not asking anyone to post a build, but I would like some discussion about the two difference routes and which one people feel is more survivable for tanking.

What about a combo of +def and +rech? Would that be effective?

Thanks!


 

Posted

Quote:
Originally Posted by Clouded View Post
Hey all.

Working on my INV/DM Tank and I'm trying to decide which direction to take his build. The most popular route is of course soft capping his S/L and E/N defense with 1-2 critters in Invinc, but I was wondering if a +recharge build would be just as effective.

The plan with +recharge would be to get Dull Pain and Hasten as close to perma as possible without gimping the build. Running around at ~3400 HP seems very appealing.

I'm not asking anyone to post a build, but I would like some discussion about the two difference routes and which one people feel is more survivable for tanking.

What about a combo of +def and +rech? Would that be effective?

Thanks!
That's essentially what my Inv/SS tank is. Defense cap with a nod towards recharge.

I'd suggest building, power and IO-choice-wise for */endurance rather than */recharge to offset the endurance burden. Things like Conserve Power and Physical Perfection will help enormously too.

Then drop a Spiritual in and go to town.



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Posted

Quote:
Originally Posted by Hyperstrike View Post
That's essentially what my Inv/SS tank is. Defense cap with a nod towards recharge.

I'd suggest building, power and IO-choice-wise for */endurance rather than */recharge to offset the endurance burden. Things like Conserve Power and Physical Perfection will help enormously too.

Then drop a Spiritual in and go to town.
While I have your attention...

When slotting Invinc, do you go for the HO (or SHO) that provides +Def, +tohit and End Red (forget the name, enzyme perhaps)? Or do you focus on IO Sets?


 

Posted

Quote:
Originally Posted by Clouded View Post
While I have your attention...

When slotting Invinc, do you go for the HO (or SHO) that provides +Def, +tohit and End Red (forget the name, enzyme perhaps)? Or do you focus on IO Sets?
That actually the Ribosome and its very expensive...


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Quote:
Originally Posted by Airhammer View Post
That actually the Ribosome and its very expensive...
However, it's probably the best thing to put in Invinc, just because it helps with every property of the power, then you can fill the other slots with procs and other effects.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Clouded View Post
While I have your attention...

When slotting Invinc, do you go for the HO (or SHO) that provides +Def, +tohit and End Red (forget the name, enzyme perhaps)? Or do you focus on IO Sets?
For defense, most of the time I just plonk common defense IOs, rather than set pieces in there. The first two slots give the best return that way. Because I'm deliberately baking 40-ish% EndRed into most of my attacks, I'm not really that worried about the low endurance costs of my toggles.

However, if Enzymes are available, I'm not above abusing the HO/SHO Buff/Debuff loophole to cap out defense and gain a little extra endurance reduction, giving me room to attack like a rabbit on crack.



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Posted

I'm pretty sure you can get both soft-capped S/L+E/N and perma-Dull Pain. It just depends on how much you're willing to spend. I wouldn't be surprised if it took purple sets to get that much recharge. The Spiritual Alpha would make it much easier, and boost your healing from Siphon Life.

I'm sure you can find a build that achieves both the soft cap and high recharge you are looking for if you search. Find one and we can help you modify it to suit your needs, even if it isn't Dark Melee.


 

Posted

Quote:
Originally Posted by Airhammer View Post
Quote:
Originally Posted by Clouded View Post
While I have your attention...

When slotting Invinc, do you go for the HO (or SHO) that provides +Def, +tohit and End Red (forget the name, enzyme perhaps)? Or do you focus on IO Sets?
That actually the Ribosome and its very expensive...
Cytoplasm = def buff (20%) / end / tohit buff
Enzyme = def debuff (33%) / end
Ribosome = res buff / end


 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
However, it's probably the best thing to put in Invinc, just because it helps with every property of the power, then you can fill the other slots with procs and other effects.
But Luck of the Gambler provides 10% Regen and a health bonus.


 

Posted

Quote:
Originally Posted by Clouded View Post
Working on my INV/DM Tank and I'm trying to decide which direction to take his build. The most popular route is of course soft capping his S/L and E/N defense with 1-2 critters in Invinc, but I was wondering if a +recharge build would be just as effective.
Well, from the thread title, my first thought was that recharge is golden *IF* you're talking about a set that really benefits from it. Dark Armor, for example, has the biggest self-heal in the game. With invuln, you get decent defense starting off. Building on that will really help. Soft-capping shouldn't be too hard, then you can look at recharge.


Quote:
Originally Posted by Clouded View Post
When slotting Invinc, do you go for the HO (or SHO) that provides +Def, +tohit and End Red (forget the name, enzyme perhaps)? Or do you focus on IO Sets?
Definitely the HO. You're getting +20% def, +20% to hit, +33% endred. No IO even comes close to those numbers.


Paragon City Search And Rescue
The Mentor Project

 

Posted

Well, here is the build I've been working on. It caps def to S/L but E/N is at 42% (capped with 3 foes in range of invinc), 284% regen, DP is perma while hasten active (hasten has a 12s downtine) and endurance doesn't seem like it will be an issue at first glance.

Now, I realize this build is going to be expensive and time consuming but that's all part of the fun. Not to mention that I have a fair amount of these IOs stock piled already.


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

Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
------------
Level 1: Resist Physical Damage RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Shadow Punch KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(9)
Level 2: Dull Pain Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal/Rchg(11), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal(13), RechRdx-I(13)
Level 4: Shadow Maul Armgdn-Acc/Rchg(A), Armgdn-Acc/Dmg/Rchg(15), Armgdn-Dmg/Rchg(15), Armgdn-Dmg/EndRdx(17), Armgdn-Dmg(17)
Level 6: Temp Invulnerability RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(19), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(21)
Level 8: Unyielding RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23)
Level 10: Taunt Zinger-Taunt(A), Zinger-Taunt/Rchg(25), Zinger-Taunt/Rchg/Rng(25), Zinger-Acc/Rchg(27), Zinger-Taunt/Rng(27), Zinger-Dam%(29)
Level 12: Combat Jumping LkGmblr-Def(A), LkGmblr-Rchg+(46)
Level 14: Hasten RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 16: Siphon Life Theft-+End%(A), Nictus-Acc/EndRdx/Heal/HP/Regen(29), Nictus-Heal(31), Nictus-Acc/EndRdx/Rchg(31), Nictus-Acc/Heal(31), Nictus-Heal/HP/Regen/Rchg(33)
Level 18: Invincibility HO:Cyto(A), HO:Cyto(34), HO:Cyto(34)
Level 20: Super Jump Zephyr-Travel(A), Zephyr-Travel/EndRdx(45)
Level 22: Boxing Acc-I(A)
Level 24: Tough S'fstPrt-ResDam/Def+(A), Aegis-ResDam(34), Aegis-ResDam/EndRdx(36), Aegis-ResDam/EndRdx/Rchg(36)
Level 26: Tough Hide LkGmblr-Def(A), LkGmblr-Rchg+(36)
Level 28: Soul Drain Erad-Acc/Rchg(A), Erad-Dmg/Rchg(37), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(37), Oblit-Acc/Rchg(39)
Level 30: Resist Elements RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(40)
Level 32: Resist Energies RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(42)
Level 35: Weave RedFtn-Def(A), RedFtn-Def/EndRdx(42), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(43), RedFtn-EndRdx(46), RedFtn-EndRdx/Rchg(46)
Level 38: Midnight Grasp KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 41: Conserve Power Empty(A)
Level 44: Physical Perfection Numna-Heal(A), Numna-Heal/EndRdx(48), EndMod-I(48)
Level 47: Unstoppable RechRdx-I(A)
Level 49: Super Speed EndRdx-I(A)
Level 50: Spiritual Radial Boost
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 0: The Atlas Medallion
Level 0: Task Force Commander
------------
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+(A), Numna-Heal(48), Mrcl-Rcvry+(50)
Level 2: Hurdle Empty(A)
Level 2: Stamina P'Shift-EndMod(A), P'Shift-End%(50), P'Shift-EndMod/Acc(50)



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Posted

Quote:
Originally Posted by Clouded View Post
Well, here is the build I've been working on. It caps def to S/L but E/N is at 42% (capped with 3 foes in range of invinc), 284% regen, DP is perma while hasten active (hasten has a 12s downtine) and endurance doesn't seem like it will be an issue at first glance.

Now, I realize this build is going to be expensive and time consuming but that's all part of the fun. Not to mention that I have a fair amount of these IOs stock piled already.



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Think about replacing the Zinger set with Mocking Beratement.
Your S/L defense will come down about 0.6%, but you'll still be above cap, plus you'll gain back 3.125% F/C. If you six-slot MB, you'll get another 2.5% recharge (losing the 5% from PZ, gaining 7.5% from MB). Or keep the Zinger in there to turn it into another weapon.

Given unlimited funds, I'd look at something like this:


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Better defenses, better recharge. You're giving up some +Regen and some +HP. Given how tough the tank is, and the fact that you have Soul Drain up every 4 seconds...

One other thing you might want to think about.

If you're going to be at it long enough and build up A-merits, get yourself the PVP Teleport/3% defense IO.

You could then do something like this:

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Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

I've tried a lot of different builds on my Inv/SS and I found the +Recharge build the most fun. Throwing out tons of Footstomps and KO Blows is great. I'm not sure how that would translate to Dark Melee though.


 

Posted

It would actually translate fairly well. In my experiences, you tend to actually -need- less attacks from Dark Melee than you would in Super Strength. Perhaps the Dark Melee attacks seem more limited for a Tanker, and that's why I only took a certain few; but with the right amount of recharge, you have one of the best attack chains available to Tankers.

Shadow Punch, Soul Drain, Shadow Punch, Smite, Siphon Life.. It's a beautiful world. Personally, I've managed for a while on an Elec Armor/Dark Melee tank with just those attacks and Taunt, factoring in hasten. Again with enough global recharge, even Soul Drain seems less of a burden. If you have the influence, you can four slot some attacks with Kinetic Combat, consider slotting up a few Titanium Coating, and Luck of the Gambler; you achieve both goals. If not, you can at -least- ballpark your expectations.