In your personal opinion...
Quote:
The relative strength gaps may shorten, but no matter how much you invest, the more survivable primary will always be more survivable if an equal investment is given(Except Ice Armor).
For tankers, the amount you spend does affect their relative strengths. Willpower is not very strong without significant IO investment, but can mature into a monster. Invuln starts off very strong out of the box, much moreso than almost any other set, but at the highest levels of investment its lower protection for non/sl causes other sets to catch up. Ice is hard to strengthen beyond a certain point with inventions, so it never does as well against other primaries as it does right out of the box: it starts giving up ground almost immediately as you escalate build expenditures. Dark seems to have two modes: its very good out of the box, and it can be made very good at maximum expense. My own experience is that it doesn't have a lot of "moderate" builds that do very well against other moderate builds: it feels very all or nothing to me (although its possible I just haven't played around with moderate builds enough), particularly against fewer hard foes rather than a crowd of them.
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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
Quote:
You'd still fail to tank and when we have a merged server list I will if we get free transfers come over and show you. Tanking is not about being able to swim somewhere up to the neck in mobs and live to tell about it. You're merely being a corrupter. You don't acquire the threat level for tanking, you merely raise your own and other peoples, potentially other tankers survivability. If your survivability is low in teams then perhaps you should look at them, look at what powers they have and offer them all opportunity to use them. I as a buffer can buff people but I find that some people still try to go beyond the limitations of those that can help them.
I hear the I farm the wall stuff too - I will say it again - my Fire/Dark corr is a better tank in almost every case than my Fire Tank. -To hit is nearly as good as an armor set as most tanks get as it basically equals defense. I then have the Resistance armor from Ghost widow because - I don't get hit and when I do I have an awesome self heal that almost never misses and resistance at near cap levels that means when I farm the wall I can herd 3 large roman groups safely.
On a fire/dark corr i can and have defeated the crystal spawn and the resulting ambush for an 8 man team SOLO. I can walk up the road towards Rommie and take one side SOLO. I can and have cleared the towers in an ITF SOLO. My fire tank can't do this. I want to see the exact build and I would love to see a gameplay video. If you doubt me on ANY of these claims I would be more than happy to show you. |
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.
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I would tend to not agree with this statement.
The relative strength gaps may shorten, but no matter how much you invest, the more survivable primary will always be more survivable if an equal investment is given(Except Ice Armor).
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First, the easiest thing to get from the invention system is defense. Ice, Stone, and Shields will benefit the most right out of the gate because they have the highest intrinsic defenses. For almost no cost (relatively speaking) they can reach the soft cap and start out-tanking the other tankers for most content. Invuln is right behind them: as you increase the amount you're willing to spend you can get enough defense and/or enough recovery to run enough power pool powers to soft-cap Invuln to most types, especially with Invincibility.
Dark Armor is all over the place. Its not *that* strong out of the box. Invuln I'm pretty sure comfortably outperforms it. But a soft-capped Dark? Now we're talking about a very strong tanker. And look at the posted Willpower build. Willpower tends to be vulnerable to spikes but with enough influence you can soft-cap it *and* cap its health: its spike vulnerability gets significantly softened and its strong healing starts to make a huge difference: its performance in real-world play makes a huge swing with enough expense.
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Quote:
I have not seen a Dark or a WP build more survivable than the Inv build posted in this thread.
I would tend to not agree with this statement.
First, the easiest thing to get from the invention system is defense. Ice, Stone, and Shields will benefit the most right out of the gate because they have the highest intrinsic defenses. For almost no cost (relatively speaking) they can reach the soft cap and start out-tanking the other tankers for most content. Invuln is right behind them: as you increase the amount you're willing to spend you can get enough defense and/or enough recovery to run enough power pool powers to soft-cap Invuln to most types, especially with Invincibility. Dark Armor is all over the place. Its not *that* strong out of the box. Invuln I'm pretty sure comfortably outperforms it. But a soft-capped Dark? Now we're talking about a very strong tanker. And look at the posted Willpower build. Willpower tends to be vulnerable to spikes but with enough influence you can soft-cap it *and* cap its health: its spike vulnerability gets significantly softened and its strong healing starts to make a huge difference: its performance in real-world play makes a huge swing with enough expense. |
I suppose you're right about the equal investment part though: Let's take a look at SD and Elec since I ranked Elec higher than SD in survivability. +3% defense from IO's will benefit an SD toon significantly more than an Elec Armor toon(assuming no other defense bonuses). And once an SD reaches the softcap, the Elec benefits much more from IO defense bonuses, though that requires more investment.
If I'm not mistaken, SD needs about 15% exterior defense to softcap after slotting its defense powers. Will an Elec Armor toon with 15% defense be less survivable than a softcapped SD? With the self heals and end drains it's a tough call, you can also add inspirations to the mix as those will likely push Elec ahead by that point.
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
Quote:
I've got one of each. That's assuming you're talking about the build on the first page with the purples and a few PvP IOs.
I have not seen a Dark or a WP build more survivable than the Inv build posted in this thread.
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Neither of my builds use either purples or PvP IOs. They're even pre-incarnate.
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.
I remember your build Dechs, it's awesome(softcapped S/L/N/E). Not as survivable as that Inv build though.
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
Quote:
By my calculations it is. Check the survivability analysis. I added a sheet near the front for "The Awesome Inv."
I remember your bulid Dechs, it's awesome(softcapped S/L/N/E). Not as survivable as that Inv build though.
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EDIT: I stand corrected, we were talking about different builds. Iggy's is pretty damn impressive.
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.
Quote:
Beep, beep, beep, back up the truck, Obitus, buddy. I'll give you all your other points, but mediocre implies not able to do the job well. Fiery Aura isn't as tough as some other sets, and that is as it should be, given its offensive properties. However, it's still going to tank well and be fine defensively (I assume you mean "defensively" in a "can tank and take hits for the team well).
It would be misleading near to the point of irresponsibility to say in a defensive comparison that Fire Tankers are anything but mediocre, though.
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Sorry, just had to jump on that, even though you didn't quite mean mediocre as I read it.
The rest of what you said is right on... Severe certainly likes Fiery Aura, so I'm not going to fault him there, but he definitely has a budget that many people aren't going to be able to handle, either.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Quote:
Iggy's Willpower build is arguably more impressive: it scores higher than his Invuln build in overall survivability on my composite scoring system (both builds are in my linked comparison spreadsheet).
By my calculations it is. Check the survivability analysis. I added a sheet near the front for "The Awesome Inv."
EDIT: I stand corrected, we were talking about different builds. Iggy's is pretty damn impressive. |
Incidentally, I'm working to port my old proliferation spreadsheet and my PvP DR calculator to google docs for reference as well, but the proliferation spreadsheet in particular will take a lot of work due to the extensive use of formatting.
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Quote:
Holy crap!
Iggy's Willpower build is arguably more impressive: it scores higher than his Invuln build in overall survivability on my composite scoring system (both builds are in my linked comparison spreadsheet).
Incidentally, I'm working to port my old proliferation spreadsheet and my PvP DR calculator to google docs for reference as well, but the proliferation spreadsheet in particular will take a lot of work due to the extensive use of formatting. |
I just plugged in numbers from a dark build to a copy of your spreadsheet I cooked up to see what the composite score comes out to be, it um, seems to beat granite?
I might have done something wrong, this is a build I used (not really well built, just threw in stuff there to get to really high resist and cap s/l/e/n) - dark regeneration is set to 1 enemy.
Code:
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1430;700;1400;HEX;| |78DA65936B4F1A41148667592882584454BCA15CBC80E80AD5A6AD6DD2986A93A69| |2A060BF35648B53D9BA2259F8D07EEBBFEA3DFD056D7AFFD0FE82DEFB0FE8D9F38E| |4AC2269B67F6EC9977CE7967A6F8703324C4E3EB420BDDB0CD56AB5A311B87D2F11| |5CD03AB26FC42887144AA9BF2BE6CB4A4B1693A87D50DE7E8D889AB3F45694B696C| |D9B2D676AC9A692310B9D5A84B4736DAC6C960A0747C6C1B37AD837ADB6A1C84F86| |B5B9A4DFA089F7CEC4BA755B79A41FE2E37A5DC8F6E35AD9AB1E1D4DA56AD5A345B| |6DE93C1AA3BA72F43E0908F5743CE2BB4788B8F0FE047E31DE844F13745122A4C4D| |40E637A979128339E9290A6719E575BA3414178F24081B1B80A5C64BC25595DC9EA| |900D423608D929C83E23591F6475DF340D16C4B91430C3282419CF29CF8F3C8F1FC| |BF761F93E2CFF8212024263A1C09EE6B6365BE63FD90A636987F192F2FA9550FF08| |8742C3C020E31D553E80CA7D03758F1B3A6F010F18838780CD183A62BCA75961352| |B0C9F87E0F3307C1EB3859B3776C4986830343A3E11E552042E25E152122EA5E192| |4E795114ED8BC6B8B9E10B3A7705CF9661D60ACC5A81835E9A35A2BC1D41ABA3687| |514ADCEDE668D0F54780C5588D83AC1AB8B519A3B8EB9DA38E64E60EE47CA9E44B6| |77729E9B9F5D602C64802C6331C78890505CF91D87D0F425AC71C2D7B42533EA8CC| |EFC60B7D2F02E0DEF627ED7041493FACAB24BDF189FA9983955CCDC650ECD5F01D6| |81ABA8E91AA344FD669450E6136B67BF305E05705F5C0F7249DE9C14AD6A280B8C1| |C87568034FDC9ABE43CEA99F2F65CA3047632819D4C6227B7CFF2E8BCA2280A692A| |A46181AC9B85A53B81C1D39BD4F91D3CBD84425BE6D43FDDA10C87FE9E857C5A858| |F42165761F90EB0C728E046147619FFBA85122C94EF2EB6438F58EC89147A226B3D| |91D59EC8BDA0EB2A9A32BBC677BBC6A5AE313F3B512A4A05FE03BA58DF8A| |-------------------------------------------------------------------|
Virtue Speed Junkie
A Simplified Guide to Attack and Defense
Quote:
What does the composite stand for?
Iggy's Willpower build is arguably more impressive: it scores higher than his Invuln build in overall survivability on my composite scoring system (both builds are in my linked comparison spreadsheet).
Incidentally, I'm working to port my old proliferation spreadsheet and my PvP DR calculator to google docs for reference as well, but the proliferation spreadsheet in particular will take a lot of work due to the extensive use of formatting. |
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
Quote:
That shouldn't be surprising. You soft-capped (to most things) a Dark Armor tanker: anything that can't kill it in about 12 seconds just can't kill it, and its hard to kill a soft-capped anything in 12 seconds. You'll notice, though, that the Granite tankers were catching up to DA as the time window dropped from unlimited to 180 to 60 to 30. Somewhere below 30 seconds the Granite tankers probably catch up and then pass the DA tanker, because Granite will be stronger against burst, and DA will have better sustained performance.
Holy crap!
I just plugged in numbers from a dark build to a copy of your spreadsheet I cooked up to see what the composite score comes out to be, it um, seems to beat granite? I might have done something wrong, this is a build I used (not really well built, just threw in stuff there to get to really high resist and cap s/l/e/n) - dark regeneration is set to 1 enemy. |
In real life, the DA build would be problematic without knockback protection and has no DDR to soften defense debuffs. The Granite tanker is also highly resistant to recharge debuffs because a significant part of its strength comes from its massive defense and resistances and rooted. So you have to take these numbers in context. They represent one aspect of a tanker's strength: the numerical mitigation. Situational issues can modify real world performance in the same way that attacking a pylon is different than attacking more dynamic spawns of critters.
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Basically, "combined." It is to damage mitigation what quarterback rating is to a (American) football quarterback: a way to combine a set of statistics into one representative score.
In my spreadsheet, composite score represents something analogous to this: suppose you're a tanker facing off against a mix of critters, and they are throwing a mix of damage at you. If that damage comes in a certain proportion - 60% smash/lethal divided evenly between the two, and 40% everything else divided evenly between the other six, and psionics itself is divided 50/50 between positionally defensible psi and non-positional psionics - how much damage could the build take if that damage was apportioned that way.
So if you are interested in just smash/lethal performance, you could just look at those numbers. But if you want some way to combine them so you can compare different builds that may be strong in some areas and weak in others, this is one way to do that.
In my spreadsheet, composite score represents something analogous to this: suppose you're a tanker facing off against a mix of critters, and they are throwing a mix of damage at you. If that damage comes in a certain proportion - 60% smash/lethal divided evenly between the two, and 40% everything else divided evenly between the other six, and psionics itself is divided 50/50 between positionally defensible psi and non-positional psionics - how much damage could the build take if that damage was apportioned that way.
So if you are interested in just smash/lethal performance, you could just look at those numbers. But if you want some way to combine them so you can compare different builds that may be strong in some areas and weak in others, this is one way to do that.
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Quote:
I knew that much, silly.
Basically, "combined." It is to damage mitigation what quarterback rating is to a (American) football quarterback: a way to combine a set of statistics into one representative score.
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Quote:
In my spreadsheet, composite score represents something analogous to this: suppose you're a tanker facing off against a mix of critters, and they are throwing a mix of damage at you. If that damage comes in a certain proportion - 60% smash/lethal divided evenly between the two, and 40% everything else divided evenly between the other six, and psionics itself is divided 50/50 between positionally defensible psi and non-positional psionics - how much damage could the build take if that damage was apportioned that way. So if you are interested in just smash/lethal performance, you could just look at those numbers. But if you want some way to combine them so you can compare different builds that may be strong in some areas and weak in others, this is one way to do that. |
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
Quote:
Something around two thirds of all damage is, in fact, smash/lethal, based on a lot of analysis I did long ago, which I don't think has been invalidated by content that was released since then.
What made you decide to go for 60% S/L and 40% everything else? I don't see Psionic, Fire, and Cold as common as Energy, for example.
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Of the remaining damage, energy and psionic are more common than the other types, but I don't have solid numbers on how much. The difference is small, though, given that each is currently set to about 6.7% of the total.
Perception seems to vary on this, and I don't know why. At one point everyone seems to have been convinced that psionic damage was the third most common damage type after smash/lethal. Now its energy. And at one time, even earlier, there were a lot of people who even doubted that smash/lethal was the most common.
I suppose I could run a new damage survey across the game to try to recompute these values, but its tricky to do this in a way that doesn't introduce observer bias.
Even the typed calculations include some heavy approximations, because attacks aren't single-typed. What I should do is subject the builds to various kinds of attacks of various typing (energy blasts typed energy/smash/range with 60/40 energy/smash damage, etc) but that would become excessively complicated.
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Quote:
Some people prefer certain content. For example, the ITF is pretty common, so people will face S/L more often. The STF, Apex, and Tin Mage TF's are pretty common, and those pack a lot of S/L and Energy damage.
Something around two thirds of all damage is, in fact, smash/lethal, based on a lot of analysis I did long ago, which I don't think has been invalidated by content that was released since then.
Of the remaining damage, energy and psionic are more common than the other types, but I don't have solid numbers on how much. The difference is small, though, given that each is currently set to about 6.7% of the total. Perception seems to vary on this, and I don't know why. At one point everyone seems to have been convinced that psionic damage was the third most common damage type after smash/lethal. Now its energy. And at one time, even earlier, there were a lot of people who even doubted that smash/lethal was the most common. I suppose I could run a new damage survey across the game to try to recompute these values, but its tricky to do this in a way that doesn't introduce observer bias. Even the typed calculations include some heavy approximations, because attacks aren't single-typed. What I should do is subject the builds to various kinds of attacks of various typing (energy blasts typed energy/smash/range with 60/40 energy/smash damage, etc) but that would become excessively complicated. |
This, along with the other reasons you stated makes me believe an accurate damage aggregation cannot be done(at least without some serious data mining), and it's best to just provide mitigation numbers with single damage types on charts such as these.
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
Quote:
At that point, you might as well start running simulations, right?
Even the typed calculations include some heavy approximations, because attacks aren't single-typed. What I should do is subject the builds to various kinds of attacks of various typing (energy blasts typed energy/smash/range with 60/40 energy/smash damage, etc) but that would become excessively complicated.
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By the way, this sheet is keen. Being able to quantify -- even as an approximation -- what I already knew (why romans are EPIC FUN for me on my blaster but rikti and arachnos are death) is pleasing.
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Well, I'm not great with the numbers being used to compare all the tank builds posted on this forum, but as far as building a good WP tank, I have one for you if you'd like to compare it to the Invuln tank that you're referring to. I have not seen a Dark or a WP build more survivable than the Inv build posted in this thread. |
To give some quick stats on the build,
3534 HP (capped from a total of 3739.6)
854% regen with 1 foe in range = 125.97hp/sec
1357% regen with 10 foes in range = 200.18hp/sec
70.39% resist s/l, 11.56% resist to f/c/e/n/t
soft-cap def to s/l/f/c/e/n
4.85rec/sec recovery vs. 1.35rec/sec use, net of 3.5rec/sec
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: Willpower
Secondary Power Set: Kinetic Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(37), Aegis-ResDam/EndRdx/Rchg(37), S'fstPrt-ResDam/Def+(39), GA-3defTpProc(39)
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 2: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(21), Numna-Heal/Rchg(21), Aegis-ResDam(23), Aegis-ResDam/EndRdx(23), Aegis-ResDam/Rchg(25)
Level 4: Fast Healing -- Numna-Heal(A), Numna-Regen/Rcvry+(15), Numna-Heal/Rchg(17), Mrcl-Rcvry+(17), Mrcl-Heal(19), Heal-I(19)
Level 6: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7)
Level 8: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/EndRdx/Rchg(9), Heal-I(11)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(15)
Level 12: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(13), P'Shift-EndMod/Rchg(13)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(42)
Level 16: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(50)
Level 20: Power Siphon -- RechRdx-I(A)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(34)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(29)
Level 28: Burst -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(40)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def(50)
Level 35: Taunt -- Zinger-Dam%(A)
Level 38: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45), Numna-Heal(45), Numna-Heal/EndRdx(48), Heal-I(50)
Level 47: Laser Beam Eyes -- Apoc-Dmg/EndRdx(A), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(48)
Level 49: Strength of Will -- Aegis-Psi/Status(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 50: Spiritual Radial Boost
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(3), RgnTis-Regen+(5), Heal-I(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), Efficacy-EndMod(5), Efficacy-EndMod/Acc(7)
Level 4: Ninja Run
Code:
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See these Beastly Willpower Biulds... Makes me wonder...
From a game mechanics point of view (RPing aside) is thier really any point in playing Reg? Willpower is able to muster some crazy Reg on top of its Resists and Def. Were as Reg lacks any biuld in Def, and only minor Resist (even lower then Willpowers). Reg definitely will not get the same mileage that willpower does from IO sets.
Seems like Willpower is always going to win out vs Reg.
Main: Praetor Imperium Elec/SS/Mu
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That is probably one of the main reason I don't play much Tanks. I likes me some damage My WP/WM has been stuck in the 40s for years now.
(Of course, I place a higher emphasis on damage (for solo / threat purposes) and I try to make them exemplar friendly... which is less relavent now with lvl50 content, but it's a hard habit to kick.)
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Here's the actual build I pull that off from. Survivability went down a ton but........
It runs Shatter->Clobber->Jawbreaker and outside of a few purples and that -res PvP IO, it should be fairly affordable
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Tanks don't get Regen...
See these Beastly Willpower Biulds... Makes me wonder...
From a game mechanics point of view (RPing aside) is thier really any point in playing Reg? Willpower is able to muster some crazy Reg on top of its Resists and Def. Were as Reg lacks any biuld in Def, and only minor Resist (even lower then Willpowers). Reg definitely will not get the same mileage that willpower does from IO sets. Seems like Willpower is always going to win out vs Reg. |
Scrapper WP and Regen are a lot closer than most think... for me at least
Quote:
Yep, Iggy's Inv build is better.
Well, I'm not great with the numbers being used to compare all the tank builds posted on this forum, but as far as building a good WP tank, I have one for you if you'd like to compare it to the Invuln tank that you're referring to.
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More resists, more defense cushion, more DDR, more HP/Sec with 1 foe in range.
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
I can't use Mids, anyone out thier willing to convert a Biuld into Mids format and run it throw this program for me?
I can PM the biuld data.
Main: Praetor Imperium Elec/SS/Mu
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