Invulnerability / Super Strength
Okay, your resists are WAAAAY overslotted.
Quite simply, for Invuln, you don't need 6 slots. At MOST, 5 (and then only in 1-2 of them, early on to support the +3% defense uniques).
You're leaving your attacks critically underslotted. Yes, tanks are not all about DPS. But you still don't want simple minion/LT fights to drag on forever. And you WANT to be able to overcome boss and EB regeneration.
Basically you have all these extra slots devoted to passive powers that can get away with between 2-4 slots.
Look at building for defense cap (at least to S/L). Take a good long read of Call Me Awesome's guide specifically on this subject.
Doing so will make you several orders of magnitude more survivable than what you would be with the build you presented.
Suggestions along the way.
Drop Punch. You have Jab by default, and Haymaker's a more effective power. The power choice (and slots) will be more useful elsewhere.
Drop Hand Clap. One of your primary defenses RELIES on you having enemies surrounding you to boost your defense numbers. Hand Clap is like cutting off your nose to spite your neighbor.
Drop Unstoppable. I've said it before and I'll say it again. It's a delayed death sentence. The power is hopelessly situational and as far as "OH ****!" buttons go, it's only of limited utility. Most of the time whatever was rapidly killing you pre-Unstop will continue rapidly killing you post-Unstop.
Plus, the way your attacks are slotted out right now, Unstop will crash before you defeat whatever caused you to hit it and you'll insta-faceplant.
Take the Fighting pool. Boxing, Tough, Weave. Just take Boxing off your tray and slot Tough and Weave appropriately.
If you're keeping Stamina and Physical Perfection, invest in a pair of Performance Shifter +End procs. They make a BIG difference in end management.
When slotting common IOs, don't slot more than 3 of the same type. The benefits beyond that simply don't justify the slot and enhancement investments.
Three-slot Rage for recharge. Perma-Rage is your friend. Plus, avoiding the Rage defense crash is VERY important.
Yank Energy Torrent. It's doing you next to no good. The power pick is more useful elsewhere.
Yeah, the Stealth proc is nice. But it's wasted. Your auras automatically aggro, even through stealth. OOPS!
Here's my current build. It's slightly screwed for IO placement from a respec, but it still works.
Also, please note the two purple sets are entirely OPTIONAL. They're only in there because I had the sets assembled back during Issue 12 when they were (relatively) cheaper.
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What I was playing about with there was to keep resitance to the more exotic damage types high as well.
I've played about with it so much I still wasn't happy when I posted it.
Hand clap I agree with losing for sure, I took it along the way as in the early going it made life easier when I needed to create separation for a quick breather. I have two respecs available on this char so making changes is no problem.
Should the super strength attacks be 6 slotted? What's best to do about them?
What I was playing about with there was to keep resitance to the more exotic damage types high as well.
I've played about with it so much I still wasn't happy when I posted it. Hand clap I agree with losing for sure, I took it along the way as in the early going it made life easier when I needed to create separation for a quick breather. I have two respecs available on this char so making changes is no problem. Should the super strength attacks be 6 slotted? What's best to do about them? |
As for your attacks, unless you're critically short of slots I recommend using 5-6 in each secondary power. With some sets you can fully slot an attack with 5, but sometimes you'll want six for specific set bonuses or because you want to slot high recharge, accuracy, etc. BTW, Kinetic Combat is a good choice for the S/L def bonus, but you'll want to add at least another slot for sufficient accuracy and damage.
Stamina is also extremely overslotted. Like the res passives 3-4 slots is all it needs at most.
I second Hyper's suggestion of looking up CMA's guides. Check that out, rework your build and repost and I'm sure we'll have more suggestions.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Thanks guys, I'll try that out probably by tomorrow for you. I'll also consult the paragon wiki's invention sets as I go along.
Grief!!! Making a really good and formidable tanker is a LOT more complex than I thought!
Thanks guys, I'll try that out probably by tomorrow for you. I'll also consult the paragon wiki's invention sets as I go along.
Grief!!! Making a really good and formidable tanker is a LOT more complex than I thought! |
Invuln is a great set and it's pretty easy to get it to a near-unkillable level of performance without any sacrifice of offense. I ran a BAF last night and I never once even needed Dull Pain. The ITF is a snooze fest; the only time I need Dull Pain is for the first Romy takedown when that autohit nictus is still alive... and that's typically just a very minor issue. Literally nothing else on the ITF makes my green bar dip below 95%. You can get that level of performance out of your Invuln as well, and as long as you don't insist on max level IO's you can do it on a budget too. You ought to be able to cover the basics for ~100 - 150 million.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
For a basic build using the powers you chose, I'd recommend something like this:
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Yeah, stealth on a tank is just counter productive and goes against everything the AT stands for.
I agree, dump energy torrent and get laser eye beams instead. It has a -def component and doesn't do knockback.
Uber Talgrim - level 50 emp/dark defender
Uber Rod - level 50 dark melee/regen scrapper
Rod Valdr - level 50 invuln/SS tanker
Talgrim - level 50 ninja/dark mastermind
OMG!! Please add these costume designs now!
I solo a lot on my tanks, so I don't find the stealth proc to be at all wasted. I get one on all my tanks.
But you do have to turn Invinc off or they'll see you anyway.
To the OP: get it if you want it and can afford it. Just be aware that your taunt aura will alert foes to your presence, so turn off Invinc when you're trying to be sneaky.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Tanker Stealth = Eat a purple skittle, run to the end of the mish.
"Everybody wants to change the world, but nobody wants to change themselves." -Tolstoy
Mission Arc: Metatronic Mayhem (Id 1750): A tale of robots gone wrong, rogue robots gone right, and madmen gone every which way but loose.
I've had a good play about with Mids this morning and the tanker build, which at present is just using all SO's is at 88% damage resistance for smashing and lethal and about 32% for fire, cold, energy etc...
with all defences at about 25% not accounting for invincibility's magic.
Several of the less useful powers like hand clap, energy torrent have been dropped in lieu of the fighting set.
Most of the big hitting attack powers are 5 to 6 slotted, with the exception of jab which I decided to just have one slot on, reason being jab is tier 1, and with bruising, all you need is for the tier 1 to connect to cut their damage resistance by 20% after that you clobber them with the big punches, like haymaker and knockout blow, which have got a cool down in to get them popping fast.
I'd post the build but am in work now, however, with the advice from here and that guide Call me Awesome has wrote, I think I'm well on my way to making a better SS/Invul than I dreamed possible!
Said tank is at 43 presently with 2 respecs on it. Gonna have to respec it out soon. I'll post the build I got probbaly monday, I'm quite chuffed with how it looks thus far.
Heh. Once you've got your build sussed out, you should notice a massive improvement in survivability.
This should add quite a bit to your tanking speed, as you're no long afraid to just fall on every single spawn like a starving fat man on a hamburger.
I do want to up my defences as much as possible, and resistances to exotic damage. Money is not too great an object thankfully.
With just an SO build now... its, literally, nigh impervious to smashing and lethal damage which is just awesome!
This tank is so crucial as I have another Invul / SS up and coming in Praetoria who is going to go villain side, so this 43 Im currently rolling is literally going to be my template for him as well. The story for the other Invul / SS is he's an evil clone of the one I'm trying to perfect now... cheesy and cliche? yes! But that's how comics need to be dammit!
It all depends on what you want to get out of it. You can just cover the basics in my guide relatively inexpensively and get probably 90-95% of the durability and functionality of a tweaked to the gills build. What costs all the money is getting that last couple of % out of a build.
Invuln is a great set and it's pretty easy to get it to a near-unkillable level of performance without any sacrifice of offense. I ran a BAF last night and I never once even needed Dull Pain. The ITF is a snooze fest; the only time I need Dull Pain is for the first Romy takedown when that autohit nictus is still alive... and that's typically just a very minor issue. Literally nothing else on the ITF makes my green bar dip below 95%. You can get that level of performance out of your Invuln as well, and as long as you don't insist on max level IO's you can do it on a budget too. You ought to be able to cover the basics for ~100 - 150 million. |
Ok I got a build that looks like its doing well. This is an SO build, and it doesn't look too bad, may need some tweaking, but... I like this so far. There are what may appear to be some "wasted" slots but these were put with Set IO's in mind and the bonuses.
But without further a-do!
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Well I made the adjustments outlined above, and of course I accounted for IO sets when slotting. Currently said tank is at 43 and well... he plays like an entirely different character.
Currently I'm on an SO build, but now Im ploughing through the bad guys like the proverbial hot knife through butter! I absolutely clobbered the circusy people... forget their names... I almost felt sorry for them they literally did not stand a chance. Perma rage is just the business! Its unbelievable. I'm killing lieutenants in like, 3 punches now. Where before It would have took probably more than 10. LOL
I did about 5 tip missions today and a morality mish, I only had to use unstoppable once, and the main reason for that was because in one of the tips there were two illusionists who summoned about 8 phantasms combined. So with all that energy pummeling me I had to trigger it. So I did, then I faceplanted the whole group. Ran onto the next lot, faceplanted them in seconds a'la perma-rage. Then managed another group before I stopped as I knew I had only about 20 to 30 seconds of unstoppable left.
All in all, he is playing like a whole new guy and vastly better.
I have an elec/war mace tank to respec too. May have to ask your opinions on that too guys, but all the guidance you gave, well, it certainly led me to a better character, and I'm sure, in the future he'll get better as I kit him out with set IO's.
RED ALERT - You MUST, MUST take that kb enhancement out of Foot Stomp. FS does knock down, if you add kb enhancments, you will knock foes away, which will diminish your defense dramatically, by having foes out of Invincibility range.
Edit to add - I just noticed you mentioned some of the slotting had IOs in mind, so the feedback below may be irrelevant. (end edit)
OP, you should look at the numbers and Mids and decide what that gets you. For example, your current slotting of 4 resist enhancers gives you 15.9% resists to energy/neg energy. If I take one out, that becomes 15.6%. That's a whole dedicated to .3% resistance, a terrible "value". Going with 2 gives you 14%, 1 is 12%. It's practically inconceivable that there would be a scenario where one would say "I would have survived that encounter if I had 31.8% resists instead of 27.9" (numbers including Unyielding).
Likewise with the 4 Defense enh in Invincibilty and Tough Hide.
Tough is a toggle and absolutely needs an Endurance Reduction in it. I'd go 1 End Red, 1 Resist.
Super Jump is way overslotted. 1 Jump enh is quite sufficient.
Personally, for an SO build, I'd go 3 SOs in RPD, 1 each in Resist Elements and Resist Energies.
If you're doing tip and morality missions, that means you're earning A-merits. Cashing in 2 merits for say, a Miracle +Rec IO that you sell on the market will fund an entire frankenslotting build. Such a build would be dramatically better for you than this SO build.
See here for an explanation of frankenslotting: http://wiki.cohtitan.com/wiki/Frankenslotting
Even minor frankenslotting will make things better. For example, whenever you have a 3rd type of enhancement in a power, such as damage, use a dmg/endurance IO in its place. You get pretty much the same damage but a non-trivial amount of endurance savings. Same with Invincibility, instead of 3 def and an endurance, 2 def, 1 end/def and 1 end.
I see a lot of "Real Tanks don't use stealth" expressed in this thread. I say, what else would one put in Sprint? The tfs I tend to be on are the speedy kind. That means everybody's speedy. Yes, with my invul Tank I can run through pretty much any mobs. Or, I can turn off Invincibilty, turn on the stealth io and not draw any aggro whatsoever. That's not for my benefit, it's for teammates. One thing I HATE when stealthing on a squishy is the macho tank that gets aoes shot at him that then expose me from an invis state when I get hit by some of that aoe damage.
Global = Hedgefund (or some derivation thereof)
I agree with Deacon's comments, especially the one about stealth on tanks. I personally would avoid using the power Stealth to get defense since then you'll need to use it all the time if you want the defense, but IMO there's absolutely no drawback other than the expense of slotting a stealth IO in Sprint or something similar.
Regarding the OP's build, here are the changes I'd make. BigBoss, I know you said you the extra slots in the toggles were for sets, but honestly you don't need to five-slot for sets. The best sets for Invul--RA for resistance, LotG or GotA for defense--are just fine with 4 slots. Note that I underslotted RPD--that's because once Tough, TI and UY are fully slotted, you'll be over the S/L resistance cap and don't need to fully slot it. It's better to 4-slot the other powers because they have higher base values and need end reduction, which RPD does not. The numbers of slots will shift a bit with IOs--you can often fully slot attacks with just five slots for instance, and you may want to slot a set in Taunt--but this is what I'd do for a IO build.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Power-Drive: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam(3)
Level 1: Jab -- Acc(A), EndRdx(3), RechRdx(5), Dmg(9), Dmg(19), Dmg(21)
Level 2: Temp Invulnerability -- ResDam(A), ResDam(5), ResDam(7), EndRdx(7)
Level 4: Punch -- Acc(A), EndRdx(15), RechRdx(31), Dmg(31), Dmg(31), Dmg(33)
Level 6: Dull Pain -- Heal(A), Heal(11), Heal(29), RechRdx(42), RechRdx(45), RechRdx(45)
Level 8: Resist Elements -- ResDam(A), ResDam(9), ResDam(11)
Level 10: Unyielding -- ResDam(A), ResDam(13), ResDam(13), EndRdx(15)
Level 12: Haymaker -- Dmg(A), Dmg(33), Dmg(34), Acc(34), EndRdx(34), RechRdx(36)
Level 14: Taunt -- RechRdx(A)
Level 16: Resist Energies -- ResDam(A), ResDam(17), ResDam(17)
Level 18: Invincibility -- DefBuff(A), DefBuff(19), DefBuff(21), EndRdx(23)
Level 20: Knockout Blow -- Acc(A), Dmg(36), Dmg(36), Dmg(37), RechRdx(37), EndRdx(46)
Level 22: Combat Jumping -- DefBuff(A)
Level 24: Super Jump -- Jump(A)
Level 26: Tough Hide -- DefBuff(A), DefBuff(27), DefBuff(27)
Level 28: Rage -- RechRdx(A), RechRdx(33), RechRdx(39)
Level 30: Kick -- Acc(A)
Level 32: Unstoppable -- RechRdx(A)
Level 35: Hurl -- Acc(A), EndRdx(37), RechRdx(39), Dmg(39), Dmg(40), Dmg(40)
Level 38: Foot Stomp -- Acc(A), EndRdx(40), RechRdx(42), Dmg(43), Dmg(43), Dmg(43)
Level 41: Conserve Power -- RechRdx(A), RechRdx(42)
Level 44: Tough -- EndRdx(A), ResDam(45), ResDam(46), ResDam(46)
Level 47: Weave -- DefBuff(A), DefBuff(48), DefBuff(48), EndRdx(48)
Level 49: Physical Perfection -- Heal(A), Heal(50), EndMod(50), EndMod(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A), Heal(23), Heal(25)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(25), EndMod(29)
------------
Set Bonus Totals:
- 3% Defense(Melee)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Ranged)
- 3% Defense(AoE)
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My Characters
Knight Court--A CoH Story Complete 2/3/2012
Uber Talgrim - level 50 emp/dark defender
Uber Rod - level 50 dark melee/regen scrapper
Rod Valdr - level 50 invuln/SS tanker
Talgrim - level 50 ninja/dark mastermind
OMG!! Please add these costume designs now!
Regarding the OP's build, here are the changes I'd make. BigBoss, I know you said you the extra slots in the toggles were for sets, but honestly you don't need to five-slot for sets. The best sets for Invul--RA for resistance, LotG or GotA for defense--are just fine with 4 slots. Note that I underslotted RPD--that's because once Tough, TI and UY are fully slotted, you'll be over the S/L resistance cap and don't need to fully slot it. It's better to 4-slot the other powers because they have higher base values and need end reduction, which RPD does not. The numbers of slots will shift a bit with IOs--you can often fully slot attacks with just five slots for instance, and you may want to slot a set in Taunt--but this is what I'd do for a IO build.
Hero Plan by Mids' Hero Designer 1.92 http://www.cohplanner.com/ Click this DataLink to open the build! Power-Drive: Level 50 Science Tanker Primary Power Set: Invulnerability Secondary Power Set: Super Strength Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Energy Mastery Hero Profile: Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam(3) Level 1: Jab -- Acc(A), EndRdx(3), RechRdx(5), Dmg(9), Dmg(19), Dmg(21) Level 2: Temp Invulnerability -- ResDam(A), ResDam(5), ResDam(7), EndRdx(7) Level 4: Punch -- Acc(A), EndRdx(15), RechRdx(31), Dmg(31), Dmg(31), Dmg(33) Level 6: Dull Pain -- Heal(A), Heal(11), Heal(29), RechRdx(42), RechRdx(45), RechRdx(45) Level 8: Resist Elements -- ResDam(A), ResDam(9), ResDam(11) Level 10: Unyielding -- ResDam(A), ResDam(13), ResDam(13), EndRdx(15) Level 12: Haymaker -- Dmg(A), Dmg(33), Dmg(34), Acc(34), EndRdx(34), RechRdx(36) Level 14: Taunt -- RechRdx(A) Level 16: Resist Energies -- ResDam(A), ResDam(17), ResDam(17) Level 18: Invincibility -- DefBuff(A), DefBuff(19), DefBuff(21), EndRdx(23) Level 20: Knockout Blow -- Acc(A), Dmg(36), Dmg(36), Dmg(37), RechRdx(37), EndRdx(46) Level 22: Combat Jumping -- DefBuff(A) Level 24: Super Jump -- Jump(A) Level 26: Tough Hide -- DefBuff(A), DefBuff(27), DefBuff(27) Level 28: Rage -- RechRdx(A), RechRdx(33), RechRdx(39) Level 30: Kick -- Acc(A) Level 32: Unstoppable -- RechRdx(A) Level 35: Hurl -- Acc(A), EndRdx(37), RechRdx(39), Dmg(39), Dmg(40), Dmg(40) Level 38: Foot Stomp -- Acc(A), EndRdx(40), RechRdx(42), Dmg(43), Dmg(43), Dmg(43) Level 41: Conserve Power -- RechRdx(A), RechRdx(42) Level 44: Tough -- EndRdx(A), ResDam(45), ResDam(46), ResDam(46) Level 47: Weave -- DefBuff(A), DefBuff(48), DefBuff(48), EndRdx(48) Level 49: Physical Perfection -- Heal(A), Heal(50), EndMod(50), EndMod(50) ------------ Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Sprint -- ULeap-Stlth:50(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run(A) Level 2: Health -- Heal(A), Heal(23), Heal(25) Level 2: Hurdle -- Jump(A) Level 2: Stamina -- EndMod(A), EndMod(25), EndMod(29) ------------ Set Bonus Totals:
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Was doing tip missions the other day, level was at +0, but the number of mobs was at +2. I didn't need unstoppable once! Was absolutely thrilling.
Also the bruising effect of jab and the 20% damage resistance debuffing helps loads too combined with perma rage.
Well this tank is now lvl 47, and Im running mishes solo at +0 x4 or 5 depending on what's in there, and I maybe have to use dull pain one in two, and unstoppable at about 1 in 5 mishes, if my mental tallying is to par.
This is just single origins.
So now, the time I feel has arrived to start putting in the Set IO's to make a start on getting an invulnerable tank that can survive most stuff that comes his way. Went to the auction house... began checking out the sets I'd need as per Call me Awesome's invulnerabilit guides, and my reaction was.......................... WTF!!!!!
The cost of those sets we are literally talking astronomical. There were recipes on there for over 10 million, each, granted, there weren't many for sale, hence the whopping big prices, but if the going rate for those recipes is 10 million, Im gonna have to put in a bid in the regions of 7 figures, of that in order to eventually win them.
I simply just cannot afford to use wentworths to get my recipes, the prices are just out and out rip off and as I don't have a character who has 2 billion odd going begging, Im a bit stuffed for that!! Soooo.... Im resorting to plan B. Merits, Architect Entertainment tickets for those random reward rolls, and maybe even a few mates might be willing to send em my way if they pick em up. Truthfully, as I have now started this very route to my Sets, I think this way when its all said and done and finished, I'll possibly, maybe, perhaps, appreciate my Invul / SS tank a lot more than somebody who just went to market and paid whatever it took to get that awesome tank.
Well this tank is now lvl 47, and Im running mishes solo at +0 x4 or 5 depending on what's in there, and I maybe have to use dull pain one in two, and unstoppable at about 1 in 5 mishes, if my mental tallying is to par.
This is just single origins. So now, the time I feel has arrived to start putting in the Set IO's to make a start on getting an invulnerable tank that can survive most stuff that comes his way. Went to the auction house... began checking out the sets I'd need as per Call me Awesome's invulnerabilit guides, and my reaction was.......................... WTF!!!!! The cost of those sets we are literally talking astronomical. There were recipes on there for over 10 million, each, granted, there weren't many for sale, hence the whopping big prices, but if the going rate for those recipes is 10 million, Im gonna have to put in a bid in the regions of 7 figures, of that in order to eventually win them. I simply just cannot afford to use wentworths to get my recipes, the prices are just out and out rip off and as I don't have a character who has 2 billion odd going begging, Im a bit stuffed for that!! Soooo.... Im resorting to plan B. Merits, Architect Entertainment tickets for those random reward rolls, and maybe even a few mates might be willing to send em my way if they pick em up. Truthfully, as I have now started this very route to my Sets, I think this way when its all said and done and finished, I'll possibly, maybe, perhaps, appreciate my Invul / SS tank a lot more than somebody who just went to market and paid whatever it took to get that awesome tank. |
Take your time and do the build right the first time that way you're not wasting money, and don't jump into a build until you are 100% happy. I nearly gave up on my Inv / SS which is my main badger, and I'm glad I held out until I got my build the way I wanted it, now I play him none stop again.
I don't have aid self, I don't have unstop, and as I said before I don't use Dull Pain. I have a solid build and very very survivable. I truly feel like a tank! Many people will say settle for soft capped S/L, but don't cut yourself short, go the full route and soft cap yourself to all damage types, you won't regret it at all.
If you need help with your build, I will gladly lend a hand, just let me know
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At the moment I do have a final build in mind, and right now, even with SO's I really do feel pardon the pun, Unstoppable. The actual power unstoppable itself, it rarely gets any exercise these days.
Everybody here has given me great advice and I'd like to think my tanking is up to scratch on a team. Certainly, in all the time I've played tanks, Ive never had a complaint about my skills.
You know I have tried to follow the advice given as best I can with my limited experience and resources in game, and I think its paid dividends to me. I do want to up my Defence though to the exotic damage types as much as I can because Invulnerability's resistances to energy, negative, ice, fire and toxic is quite low. Especially compared to some of the armour powersets.
All in all though, still very much flabbergasted at the price of the recipes of the IO sets on the market. Total rip off!
But as I say, every cloud and all that... I shall EARN my recipes the hard way. Besides, I enjoy playing and if I have to grow through play... well. Win win! I save money, and I get a more uber character.
This is what I got so far how I typically envision me Tanker at LVL 50, just wanted to run this past the rest of you and see what you think, are there any ways to improve it, to milk out a little more resistance to the more exotic damage types for example?
Any suggestions / hints gratefully received!
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