Invincible?
Anyone can make any combination of power picks shine if they know the ins and outs of the game well enough without resorting to specially made teams etc.
Honestly someone could spout of how so so can't tank such and such, but that'll just get proven wrong. When it comes to specifics, whereby you want a tank that does a certain thing particularly well foresaking other areas then each tank does something specific. Defense sets aren't necessarily beneath resistance sets because resistance sets can get +def IOs. When it comes to getting the tankers job done they can actually do the job, Brutes can and even Scrappers can do the job, not as well in some scenarios but still, the job gets done. Somethings are more challenging for certain types, in a game where challenges become less and less, do something your scared off. I can't rate a player because they picked a stonetank and turned up. I'd rate a player because they picked a concept and made it shine. Sometimes I just rate intent, sometimes you can see a person trying, and keep trying but whether or not the team work is properly in place, or whether or not individual playstyles of everyone in a pug match up is a different matter. The OP should look at their friends, anything they see from anyone? Is there someone doing the sort of thing they want to do with their tank with a powerset that doesn't cover up the costume? |
Thelonious Monk
Ok I've been playing with Mids and I've come up with two potential options (in fact I think I might run them side by side.)
I'd appreciate some feedback but please be gentle with me... I'm extremely inexperienced with tanks and I'm not that good with Mids either.
Here's the first option:
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Invincible Woman: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Kinetic Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Resist Physical Damage
Level 1: Quick Strike
Level 2: Temp Invulnerability
Level 4: Smashing Blow
Level 6: Combat Jumping
Level 8: Hasten
Level 10: Kick
Level 12: Dull Pain
Level 14: Resist Elements
Level 16: Unyielding
Level 18: Tough
Level 20: Weave
Level 22: Taunt
Level 24: Resist Energies
Level 26: Invincibility
Level 28: Tough Hide
Level 30: Repulsing Torrent
Level 32: Unstoppable
Level 35: Power Siphon
Level 38: Burst
Level 41: Concentrated Strike
Level 44: Soul Tentacles
Level 47: Dark Obliteration
Level 49: Darkest Night
------------
Level 2: Swift
Level 2: Health
Level 2: Hurdle
Level 2: Stamina
Level 1: Brawl
Level 1: Gauntlet
Level 1: Sprint
Level 2: Rest
Level 4: Ninja Run
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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|-------------------------------------------------------------------|
Thelonious Monk
here's the otehr option:
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Invincible Woman 2: Level 50 Science Tanker
Primary Power Set: Willpower
Secondary Power Set: Dark Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: High Pain Tolerance
- (A) Steadfast Protection - Resistance/+Def 3%
- (3) Steadfast Protection - Knockback Protection
- (3) Steadfast Protection - Resistance/Endurance
- (A) Kinetic Combat - Damage/Endurance
- (5) Kinetic Combat - Accuracy/Damage
- (5) Kinetic Combat - Damage/Recharge
- (7) Kinetic Combat - Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (7) Reactive Armor - Resistance/Recharge
- (9) Reactive Armor - Endurance/Recharge
- (9) Reactive Armor - Resistance/Endurance/Recharge
- (11) Reactive Armor - Resistance
- (A) Numina's Convalescence - Heal/Endurance
- (15) Numina's Convalescence - Endurance/Recharge
- (15) Numina's Convalescence - Heal/Recharge
- (17) Numina's Convalescence - Heal/Endurance/Recharge
- (17) Numina's Convalescence - Heal
- (19) Numina's Convalescence - +Regeneration/+Recovery
- (A) HamiO:Peroxisome Exposure
- (A) Luck of the Gambler - Defense
- (19) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction
- (21) Recharge Reduction
- (A) Obliteration - Damage
- (21) Obliteration - Accuracy/Recharge
- (42) Obliteration - Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Endurance/Recharge
- (43) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense
- (23) Gift of the Ancients - Run Speed +7.5%
- (25) Gift of the Ancients - Defense/Endurance
- (A) Regenerative Tissue - +Regeneration
- (25) Regenerative Tissue - Heal/Endurance
- (A) Touch of Death - Accuracy/Damage
- (27) Touch of Death - Damage/Endurance
- (29) Touch of Death - Damage/Recharge
- (29) Touch of Death - Accuracy/Damage/Endurance
- (46) Touch of Death - Damage/Endurance/Recharge
- (46) Touch of Death - Chance of Damage(Negative)
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense/Endurance
- (A) Trimuphant Insult - Taunt
- (31) Trimuphant Insult - Taunt/Recharge
- (31) Trimuphant Insult - Chance to Disorient
- (A) Aegis - Resistance/Endurance
- (33) Aegis - Resistance/Recharge
- (33) Aegis - Psionic/Status Resistance
- (A) Luck of the Gambler - Defense
- (33) Luck of the Gambler - Recharge Speed
- (A) Mocking Beratement - Taunt
- (34) Mocking Beratement - Taunt/Recharge/Range
- (34) Mocking Beratement - Taunt/Recharge
- (34) Mocking Beratement - Taunt/Range
- (36) Mocking Beratement - Accuracy/Recharge
- (A) Efficacy Adaptor - EndMod
- (36) Efficacy Adaptor - EndMod/Endurance
- (36) Efficacy Adaptor - EndMod/Accuracy
- (37) Efficacy Adaptor - EndMod/Recharge
- (A) Titanium Coating - Resistance/Endurance
- (37) Titanium Coating - Resistance/Recharge
- (37) Titanium Coating - Endurance/Recharge
- (39) Titanium Coating - Resistance/Endurance/Recharge
- (39) Titanium Coating - Resistance
- (39) Titanium Coating - Endurance
- (A) Cleaving Blow - Accuracy/Damage
- (40) Cleaving Blow - Damage/Endurance
- (40) Cleaving Blow - Damage/Recharge
- (A) Annoyance - Taunt/Recharge/Range
- (40) Annoyance - Taunt/Recharge
- (A) Smashing Haymaker - Damage/Endurance
- (42) Smashing Haymaker - Damage/Recharge
- (42) Smashing Haymaker - Damage/Endurance/Recharge
- (46) Smashing Haymaker - Accuracy/Damage
- (A) Enfeebled Operation - Accuracy/Recharge
- (45) Enfeebled Operation - Accuracy/Immobilize
- (45) Enfeebled Operation - Endurance/Immobilize
- (45) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (A) Siphon Insight - ToHit Debuff
- (48) Siphon Insight - Accuracy/ToHit Debuff
- (48) Siphon Insight - Accuracy/Recharge
- (48) Siphon Insight - ToHit Debuff/Endurance/Recharge
- (50) Siphon Insight - Chance for +ToHit
- (A) Dark Watcher's Despair - Chance for Recharge Slow
- (50) Dark Watcher's Despair - To Hit Debuff
- (50) Dark Watcher's Despair - To Hit Debuff/Endurance
Level 2: Swift
- (A) Empty
- (A) Miracle - +Recovery
- (27) Miracle - Heal
- (A) Empty
- (A) Performance Shifter - EndMod
- (11) Performance Shifter - EndMod/Recharge
- (13) Performance Shifter - EndMod/Accuracy
- (13) Performance Shifter - Chance for +End
- (A) Empty
Level 1: Sprint
- (A) Empty
- (A) Empty
Thelonious Monk
And this is why I support Invulnerability's substantial Resistance, with a layer of Defense on top. Willpower has some Resistance and some Defense, but it relies on +Hit-Points and +Regeneration to stay upright. In either case, a Defense failure won't put you on the floor.
<Edited to add>
This is approximately the priority on Invulnerability's powers. If you take the Fighting Pool and build in a bit of Defense, then Unstoppable becomes irrelevant and even Dangerous, due to the crash.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Invulnerability: Level 49 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Kinetic Melee
Hero Profile:
Level 1: Temp Invulnerability -- Empty(A)
Level 1: [Empty]
Level 2: Dull Pain -- Empty(A)
Level 4: [Empty]
Level 6: [Empty]
Level 8: Unyielding -- Empty(A)
Level 10: [Empty]
Level 12: [Empty]
Level 14: [Empty]
Level 16: [Empty]
Level 18: Invincibility -- Empty(A)
Level 20: Resist Physical Damage -- Empty(A)
Level 22: Resist Energies -- Empty(A)
Level 24: [Empty]
Level 26: Tough Hide -- Empty(A)
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: Resist Elements -- Empty(A)
Level 0: The Atlas Medallion
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- Empty(A)
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Fireheart
And this is why I support Invulnerability's substantial Resistance, with a layer of Defense on top. Willpower has some Resistance and some Defense, but it relies on +Hit-Points and +Regeneration to stay upright. In either case, a Defense failure won't put you on the floor.
Be Well! Fireheart |
Thanks. That's the question I'm not able to answer on paper: Which would win? Maybe I'll make each toon in the MA and see what the outcome is
Thelonious Monk
Thanks. That's the question I'm not able to answer on paper: Which would win? Maybe I'll make each toon in the MA and see what the outcome is
|
On a Tanker, in my view Invuln pulls ahead once you consider high-end IOs and Incarnate powers. You can get yourself considerable Psi DEF through IOs, and you can shore up any endurance issues with Cardiac. Rebirth Destiny provides far more benefit to an Invuln Tanker than any Destiny power offers to Willpower.
(Rebirth's proportional benefit is diminished by Will's already very strong regeneration, and though Barrier complements Willpower very nicely in principle, Barrier is flat-out inferior in terms of its average numerical benefit to Rebirth, which at the Tanker HP cap gives you ~30 HP/sec of +regen even at its weakest.)
That said, Willpower is more flexible. It's more pleasant to level and has more freedom of choice with respect to Ancillary/Incarnate powers. For instance, an Invuln that doesn't take Rebirth is either borderline crazy or making an intentionally and significantly sub-optimal concept choice. If the Invuln does take Rebirth, then he's stuck for end management; you basically either need Cardiac Alpha or Energy Mastery, neither of which is necessarily desirable on an Invuln otherwise.
(Then again, if you take Dark Melee you can lean on Dark Consumption for end management.)
You'll come across different enemy types, each type of tank would be more suited to one enemy type than another, what you might be looking for is an answer to everything type of tanker. Well most people might agree that Smash and Lethal are the two most common damage types in game and that might give you an answer.
The Invuln build of yours can't be uploaded easily, try it yaself.
The Willpower build could of been better, you can have 45% to all but Psi, between 30 and 35% def to psi and a decent amount of +hitpoints.
When it comes to Invulns you could have to face an enemy or enemy group now and then you might dread, where as with Willpower you might see every group as roughly the same, the big thing to worry about is alphas or heavy hits, both of which don't have to happen, enemies can only do what you or the team allow them to do.
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.
Everyone's ranting over Inv and WP, but I have to say, if IO's are being used, then Elec or DA is the way to go. Substantial resist numbers and great heals with IO defense bonuses? Yes please!
My Elec/Stone tank is built to 45% S/L defense. His green bar? Never moves. This is his performance on many TFs and with many enemy groups. More often than not, I pop Energize for the endurance discount.
My DA/Ice/Earth tank is built for 45% S/L/E/N. Again, I never watch my health. You said you weren't worried about damage? Well is this the tank for you! Massive crowd control from the two sets. What I can't get because of aggro cap, I can slow down with -speed and KD powers.
@Rylas
Kill 'em all. Let XP sort 'em out.
You'll come across different enemy types, each type of tank would be more suited to one enemy type than another, what you might be looking for is an answer to everything type of tanker. Well most people might agree that Smash and Lethal are the two most common damage types in game and that might give you an answer.
The Invuln build of yours can't be uploaded easily, try it yaself. The Willpower build could of been better, you can have 45% to all but Psi, between 30 and 35% def to psi and a decent amount of +hitpoints. When it comes to Invulns you could have to face an enemy or enemy group now and then you might dread, where as with Willpower you might see every group as roughly the same, the big thing to worry about is alphas or heavy hits, both of which don't have to happen, enemies can only do what you or the team allow them to do. |
Ok I've fixed the data link (I think)
I'd be interested in what your ideas for my WP - I coujdln't get numbers like you are suggesting.
Thelonious Monk
Everyone's ranting over Inv and WP, but I have to say, if IO's are being used, then Elec or DA is the way to go. Substantial resist numbers and great heals with IO defense bonuses? Yes please!
My Elec/Stone tank is built to 45% S/L defense. His green bar? Never moves. This is his performance on many TFs and with many enemy groups. More often than not, I pop Energize for the endurance discount. My DA/Ice/Earth tank is built for 45% S/L/E/N. Again, I never watch my health. You said you weren't worried about damage? Well is this the tank for you! Massive crowd control from the two sets. What I can't get because of aggro cap, I can slow down with -speed and KD powers. |
Thelonious Monk
Uses Spiritual Alpha in order to get more uptime on Energize but can easily swap to Cardiac to push s/l resist to 85%. Only hole is toxic, which can be fixed by dropping Phys Perf and taking Power Surge. On top of that, being able to softcap m/r is far better than softcapping just s/l or even s/l/e. Even without lucks to actually hit 45% you still get 43% with SK and 43% works just fine, in my experience.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Suzano'o: Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Martial Arts
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Lightning Field -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(3), Sciroc-Dmg/EndRdx(7)
Level 1: Thunder Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(45)
Level 2: Storm Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(43)
Level 4: Cobra Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(43)
Level 6: Static Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(7), Aegis-ResDam(23)
Level 8: Charged Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(9), Aegis-ResDam(19)
Level 10: Conductive Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(11), Aegis-ResDam(21)
Level 12: Energize -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(13), Dct'dW-Rchg(15), Dct'dW-Heal(15), Dct'dW-Heal/EndRdx(34)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(46)
Level 16: Grounded -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(50)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Focus Chi -- GSFC-Build%(A), GSFC-ToHit(34), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(45)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(25), Aegis-ResDam(25), Aegis-Psi/Status(45), Aegis-EndRdx/Rchg(46)
Level 26: Power Sink -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Rchg(27), P'Shift-EndMod/Rchg(27)
Level 28: Crippling Axe Kick -- Mako-Dam%(A), Mako-Acc/Dmg(29), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Warrior's Provocation -- Mocking-Taunt/Rchg/Rng(A)
Level 35: Dragon's Tail -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-%Dam(42)
Level 38: Eagles Claw -- T'Death-Dam%(A), T'Death-Acc/Dmg(39), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(40)
Level 41: Focused Accuracy -- HO:Cyto(A), HO:Cyto(46)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
------------
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 -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(37)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17), P'Shift-EndMod/Acc(37)
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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)
Ok I've fixed the data link (I think)
I'd be interested in what your ideas for my WP - I coujdln't get numbers like you are suggesting. |
I do recommend you just making a decision based on a concept and whatever that is, stick with it. I won't revise both builds, I am sure we would all help on the chosen concept when we know you're actually going to make the thing.
There is the forum search facility to look at different build ideas, alot of the suggestions are merely adapting what the player wanted into something that might be a better suggestion. Look around to see what slotting people use. Almost no one, in fact you might be the first uses red fortunes on an Invuln, it can take just a day to make a billion influence so more expensive sets can be earned nicely. You've probably been the first to six slot combat jump with anything let alone with red fortunes on an Invuln.
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.
The Mids' purple option is hideous and hard to read against Hero blue, IMO. IME the light blue and Fruit Salad options look good and are easy to read against either background.
As Fireheart mentioned, your Invul build delays some key powers that you absolutely do not want to delay. I agree with his order on the whole, though I think ResEn can easily be delayed until the end of the build with ResEl.
Another big problem I see is your set choice and slot distribution. Sets like Titanium Coating, Red Fortune and Obliteration are poor choices for Invul since they give primarily positional defense rather than typed defense, which is what Invul has. Also, as a rule resistance and defense toggles do not need more than 4 slots, and passives no more than three. In your current build, UY, Weave and CJ are very overslotted, especially CJ since it has a relatively low base value and uses very little endurance.
KB is NOT a friend to Invul; Invul depends on having enemies close to increase the defense available from Invinc. I'd ditch both Repulsing Torrent and replace it with Focused Burst, and get rid of the KB slotting in Quick Strike--slotting with KB IOs will change the KD in that attack to KB.
Also, Gloom is a much better attack than Soul Tentacles, so I'd drop ST for Gloom.
Other slotting issues:
You've got the right idea by slotting Reactive Armor in TI, but you've way overslotted for end reduction. Drop the fifth slot--the F/C def bonus is not worth slotting for--and use the four resistance pieces. Slot UY and Tough the same way. This will free up three slots, so put them in DP, which is currently very underslotted.
The Miracle and Regen Tissue uniques are a poor choice for DP since they'll only be active when DP is. Put them in Health instead. I like slotting DP with five Doctored Wounds--everything but the Heal/End/Rchg. With level 50 IOs that will put you near the ED cut-off for both Heal and Recharge.
Most of your attacks are underslotted; you need to use them for defense bonuses whenever possible. Depending on your budget, you can either slot your ST attacks with four Smashing Haymaker or four Kinetic Combat--KC's S/L def bonus is twice as large but is much, much more expensive. In either case, add a fifth slot that provides some additional accuracy and damage. I like the Mako's quad, but any high level IO that has accuracy and damage will do.
The Mocking Beratement set in Taunt is a good choice, but if possible, try to free up two slots so you can get the fifth and sixth slot bonuses as well--F/C defense and a 7.5% recharge bonus.
As I mentioned, Combat Jumping is very overslotted. I would go with 2-3 slots at most. The slotting you currently have in Invinc would be perfect for it since it needs no end reduction.
The Imperv Armor slotting in RPD is doing very little for you since Invul has no Psi defense or resistance to build on, unlike defense to other damage types. Once UY, TI and Tough are well slotted, you won't need more than two slots in RPD to hard cap resistance. I recommend using the Steadfast +Def and a defense common.
if you're not going to use Kick it makes no sense to spend money on a Hami-O for it. Use a common IO or leave it empty.
Invinc is your primary defense power really needs to be fully slotted. I recommend either 3-4 LotG or 3-4 Gift of the Ancients, depending on your budget and bonus preferences. Weave can be slotted in the same way, though make sure it has at least 40% end reduction since it's a relatively high-end toggle.
Two Rectified Reticle are a good choice for Power Siphon, since you get a 1.88% S/L defense bonus with just two slots. If possible, add a recharge common or two as well.
LotG or GotA work well for Tough Hide as well, though you can more easily drop down to 3 slots since it needs no end reduction. I also like putting a Kismet +Acc in TH for a "always on" ToHit bonus.
As I mentioned, Obliteration is a poor choice for Burst. Instead, use 3-4 Eradication and 1-2 IOs from another AoE set; I prefer Multi Strike or Scirocco's Dervish. Just make sure you get enough end reduction since Erad has very little of it.
I wouldn't bother with the RA set in Unstop, it doesn't need that much slotting. Put a common recharge or resistance IO in the base slot and move the extra slots elsewhere.
The Taunt set is Concentrated Strike...not a good choice. Slot it with another set that gives S/L def if you need it, and if you don't, five Crushing Impact are a good choice.
If you get Focused Burst and Gloom--and I suggest that you do--slot them both with 3-4 Thunderstrike for the E/NE bonus.
Darkest Night is a good power but a very high-end toggle. I'd recommend frankenslotting it for ToHit and end reduction.
Finally, if you have the slots, you can three-slot ResEn and ResEl with either Reactive Armor or Aegis, depending on what you need most. (Soft-capping E/NE def should be a higher priority than F/C.)
Here's your reworked build. I reordered everything and swapped out Repulsing Torrent and Soul Tentacles for Focused Burst and Gloom. It's soft-capped to S/L/E/NE and has 35% F/C def. I kept everything relatively inexpensive--the costliest items will be the LotG +Recharges and the regen/recovery uniques. The next big step up pricewise would be to replace the Smashing Haymaker sets with Kinetic Combat, which would free up at least one attack to be slotted for some other bonus.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Invincible Woman: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Kinetic Melee
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(7), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(9)
Level 1: Quick Strike -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(3), S'ngH'mkr-Dmg/Rchg:35(15), S'ngH'mkr-Dmg/EndRdx/Rchg:35(17), Mako-Acc/Dmg/EndRdx/Rchg:50(33)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(3), Dct'dW-Rchg:50(5), Dct'dW-Heal/Rchg:50(46), Dct'dW-Heal:50(46)
Level 4: Smashing Blow -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(5), S'ngH'mkr-Dmg/Rchg:35(9), S'ngH'mkr-Dmg/EndRdx/Rchg:35(27), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(11), RctvArm-ResDam/Rchg:40(21), RctvArm-ResDam/EndRdx/Rchg:40(21)
Level 10: Taunt -- Mocking-Acc/Rchg:40(A), Mocking-Taunt/Rng:50(13), Mocking-Taunt/Rchg/Rng:40(29), Mocking-Taunt/Rchg:40(29), Mocking-Taunt:40(31), Mocking-Rchg:50(48)
Level 12: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(13), LkGmblr-Def/EndRdx:50(23)
Level 14: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:40(15)
Level 16: Kick -- Acc-I:50(A)
Level 18: Invincibility -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(19), GftotA-Def:40(23), GftotA-Run+:40(36)
Level 20: Power Siphon -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(33), RechRdx-I:50(37)
Level 22: Tough -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam:40(25), RctvArm-ResDam/Rchg:40(27), RctvArm-ResDam/EndRdx/Rchg:40(36)
Level 24: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Run+:40(25), GftotA-Def/EndRdx/Rchg:40(31), GftotA-Def:40(40)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(31), LkGmblr-Rchg+:50(33), Ksmt-ToHit+:30(37)
Level 28: Burst -- Erad-Dmg/Rchg:30(A), Erad-Dmg:30(40), Erad-Acc/Dmg/Rchg:30(43), Sciroc-Dmg/EndRdx:50(43), Sciroc-Acc/Dmg/EndRdx:50(45)
Level 30: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam:40(46)
Level 32: Unstoppable -- RechRdx-I:40(A)
Level 35: Focused Burst -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(37), Thundr-Dmg/Rchg:50(39), Thundr-Acc/Dmg/Rchg:50(40)
Level 38: Concentrated Strike -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(39), C'ngImp-Dmg/Rchg:40(39), C'ngImp-Acc/Dmg/Rchg:40(42), C'ngImp-Acc/Dmg/EndRdx:50(42)
Level 41: Gloom -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(48)
Level 44: Dark Obliteration -- SipInsght-ToHitDeb:40(A), SipInsght-Acc/ToHitDeb:40(45), SipInsght-Acc/EndRdx/Rchg:40(45), SipInsght-Acc/Rchg:40(50), SipInsght-ToHitDeb/EndRdx/Rchg:40(50)
Level 47: Darkest Night -- DarkWD-ToHitDeb/EndRdx:50(A), DampS-ToHitDeb/EndRdx:50(48), DarkWD-ToHitdeb/Rchg/EndRdx:50(50)
Level 49: Resist Elements -- ResDam-I:40(A)
------------
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:40(A), Numna-Heal:40(17), Mrcl-Rcvry+:40(36)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:40(A), P'Shift-EndMod:40(19), P'Shift-EndMod/Acc:40(34), P'Shift-EndMod/Rchg:40(34)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
------------
Set Bonus Totals:
- 18.63% Defense(Smashing)
- 18.63% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 16.13% Defense(Energy)
- 16.13% Defense(Negative)
- 3% Defense(Psionic)
- 10.81% Defense(Melee)
- 9.56% Defense(Ranged)
- 4.56% Defense(AoE)
- 7.2% Max End
- 23% Enhancement(Accuracy)
- 32.5% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 9% FlySpeed
- 168.7 HP (9%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 11%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 10.5% (0.18 End/sec) Recovery
- 42% (3.28 HP/sec) Regeneration
- 6.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 24% RunSpeed
- 2% XPDebtProtection
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1474;719;1438;HEX;| |78DA6594DB52D350148677928D3D50A0A540A140815228502874F4DE51514769851| |93C5CD610B61008696D838A77BE82CEE88DA84FE095178E8FE1596FBC763CBE8053| |57F3AF29CC3403FD9295B5D7FFAF959D94EE2D475E5E7C705A6891738E59AF97AF9| |AEEAEAA05D62D5BB9961274442FB9776CD7B2371C357EA3B267BA010AA690575E56| |B7945B5779CAD9775C5533376CC7F60E86F97649394AE5576C5779B6553EE379A6B| |52BC26B958A935FAF2AB519F14F8BCAACDAEE56977F71C1DEDAF6E82AE65F35B5EB| |368A26CE576D2B7FB6B6EFA9F27A65DF2997CCBAA76A0783E4678AFEDF85E8476B5| |A6E18224D2759294EA49863607002DC89093E1A5214096929F412D87D058CAE82E3| |3BC48214EFA9BE86FA525BD1FC985E04E51AB85062AE820EE918AC63B08E649D20E| |B2459678E75D234E00EE8681D39C4C2CC8FE421C03D06B8B730F7DAC73DF6718F7B| |A41D8276476857F7631147F7EB8CECE07AC40653DBE0E21EEE0F90874EE8E89D7DE| |825D20F0E44C1B754BC8B7D7625E8649466372FFC3A3AADEF81B6E849C2FB67CA8F| |F9036C1831098FBD017020084E86C00A798FB37EFC29798AD3733804333C0B8334F| |A7916FD29E80FF22C923C8B499E85A4DC04E726587B90B552EC21CB1EBE90CF21CE| |1DE25E533C83719E41E69FF0F5AAE473989FEFF00FDD8F65BF83733F9977E177FE3| |EF889EA8F726FA3FC0C27D8EF02FBFF4A39633CBFB11C667A9BB4D28819E943D4CA| |3C03A79F83D917602D8677A2E96BEA26D64F9BCC0D70D6626E628D451B75066BF41| |9AE3FCBF517B9BEA29C1CD7CD050C7FFD7C90D9091642CC30F82D22449EFBCDBFC1| |FE5A7C05165E831FA8DF25E48825DE43BFC2ADF74D680BD0FF7314D3B5EB9855F41| |A3FEBCBE0EFE3EB66B0EEEF51CCD09E60AFF73E04271E331FF13B215BDF06FAA343| |CCCAD697A531D77677A92D52688B9C3C1E8913A4214E1D5515A21BB162DBCA35C94| |9CD6E78E787A2ADAF4AE33F54BBCE61| |-------------------------------------------------------------------|
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Thanks for the feedback and input chaps. Much appreciated.
New Dawn, I couldn't decide... so I'm going to run two toons; a WP/Dark and an Inv/KM to see how they compare. I'm slowly getting into the melee sets so this is a new area for me. It's not like I don't have enough character slots after all - but those are the two I'm running with currently.
Finduilas, thanks for that build - very useful. I've tweaked it a touch and I'm running with it. The onyl question I have is what would be a good alternative to the dark PPP. I'm not fond of it as a set. I did think Earth for the mezzes or Fire because of Melt Armour - an excellent debuff.
Thelonious Monk
Melt Armor is not worthwhile from an APP.
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!
For a super-tough tanker, you're being wise to run with Inv and WP. They both offer +hp's.
Inv/DM is the toughest outside of stone. The Psi hole is easily papered over on an extreme build. I have an Inv/ax that easily herds the Freedom Phalanx in the LRSF, or the Patrons in the STF. A tooled up inv/dm is quite a lot tougher than that.
That said, I've been looking HARD at elec/MA. The Storm Kick bonus is substantial indeed. The biggest issue with an Elec/MA is lack of hitpoints. 2600-ish is a lot, but not nearly enough to make me happy against guys like Marauder, or a wound-up Bobcat.
Still....Elec/MA is a very very sweet spot indeed.
The difference between tankers isn't so much about whether or not they can do content, its the level of thought required in doing that content or it could be down to limits one puts on oneself, rigid tanking rules. When I have finished with all my tankers I expect to not care which I play. I might care how I get to play but still a Firetank could be herding the inner circle or the freedom phalanx (be a bad tank for going against them ). I think its right in what people say in that its quicker and easier to achieve certain goals sooner with some tanks than others.
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.
Ok I've been playing this build for a while now and I'm loving it but not playing as much as I'd like. Here's a build I've devised for it (I'm currently L34 but this is with an eye to the future.)
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Invincible Woman 3 (Final): Level 50 Science Tanker
Primary Power Set: Willpower
Secondary Power Set: Dark Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: High Pain Tolerance
- (A) Steadfast Protection - Resistance/+Def 3%
- (3) Steadfast Protection - Knockback Protection
- (3) Steadfast Protection - Resistance/Endurance
- (A) Kinetic Combat - Damage/Endurance
- (5) Kinetic Combat - Accuracy/Damage
- (5) Kinetic Combat - Damage/Recharge
- (7) Kinetic Combat - Damage/Endurance/Recharge
- (A) Titanium Coating - Resistance/Endurance
- (7) Titanium Coating - Resistance/Recharge
- (9) Titanium Coating - Endurance/Recharge
- (9) Titanium Coating - Resistance/Endurance/Recharge
- (11) Titanium Coating - Resistance
- (17) Titanium Coating - Endurance
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (15) Numina's Convalescence - Heal
- (A) HamiO:Peroxisome Exposure
- (A) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction
- (15) Recharge Reduction
- (A) Obliteration - Damage
- (17) Obliteration - Chance for Smashing Damage
- (21) Obliteration - Accuracy/Recharge
- (21) Obliteration - Damage/Recharge
- (25) Obliteration - Accuracy/Damage/Recharge
- (46) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense
- (23) Gift of the Ancients - Run Speed +7.5%
- (25) Gift of the Ancients - Defense/Endurance
- (A) Regenerative Tissue - +Regeneration
- (19) Regenerative Tissue - Heal/Endurance
- (A) Touch of Death - Accuracy/Damage
- (19) Touch of Death - Chance of Damage(Negative)
- (27) Touch of Death - Damage/Endurance
- (29) Touch of Death - Damage/Recharge
- (29) Touch of Death - Accuracy/Damage/Endurance
- (46) Touch of Death - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense/Endurance
- (A) Siphon Insight - ToHit Debuff
- (31) Siphon Insight - Accuracy/ToHit Debuff
- (31) Siphon Insight - Accuracy/Recharge
- (36) Siphon Insight - ToHit Debuff/Endurance/Recharge
- (36) Siphon Insight - Accuracy/Endurance/Recharge
- (A) Reactive Armor - Endurance
- (33) Reactive Armor - Endurance/Recharge
- (33) Reactive Armor - Resistance/Recharge
- (50) Reactive Armor - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Defense
- (33) Luck of the Gambler - Recharge Speed
- (A) Perfect Zinger - Taunt
- (34) Perfect Zinger - Taunt/Recharge
- (34) Perfect Zinger - Taunt/Recharge/Range
- (34) Perfect Zinger - Accuracy/Recharge
- (36) Perfect Zinger - Taunt/Range
- (37) Perfect Zinger - Chance for Psi Damage
- (A) Efficacy Adaptor - EndMod
- (A) Titanium Coating - Resistance/Endurance
- (37) Titanium Coating - Resistance/Recharge
- (37) Titanium Coating - Endurance/Recharge
- (39) Titanium Coating - Resistance/Endurance/Recharge
- (39) Titanium Coating - Resistance
- (39) Titanium Coating - Endurance
- (A) Cleaving Blow - Accuracy/Damage
- (40) Cleaving Blow - Damage/Endurance
- (40) Cleaving Blow - Damage/Recharge
- (A) Obliteration - Damage
- (40) Obliteration - Accuracy/Recharge
- (42) Obliteration - Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Endurance/Recharge
- (43) Obliteration - Chance for Smashing Damage
- (A) Smashing Haymaker - Damage/Endurance
- (42) Smashing Haymaker - Damage/Recharge
- (42) Smashing Haymaker - Damage/Endurance/Recharge
- (46) Smashing Haymaker - Accuracy/Damage
- (A) Enfeebled Operation - Accuracy/Recharge
- (45) Enfeebled Operation - Accuracy/Immobilize
- (45) Enfeebled Operation - Endurance/Immobilize
- (45) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (A) Siphon Insight - ToHit Debuff
- (48) Siphon Insight - Accuracy/ToHit Debuff
- (48) Siphon Insight - Accuracy/Recharge
- (48) Siphon Insight - ToHit Debuff/Endurance/Recharge
- (50) Siphon Insight - Chance for +ToHit
- (A) Dampened Spirits - To Hit Debuff
- (50) Dampened Spirits - To Hit Debuff/Recharge
Level 2: Swift
- (A) Empty
- (A) Miracle - +Recovery
- (27) Miracle - Heal
- (A) Empty
- (A) Performance Shifter - EndMod
- (11) Performance Shifter - EndMod/Recharge
- (13) Performance Shifter - EndMod/Accuracy
- (13) Performance Shifter - Chance for +End
- (A) Empty
Level 1: Sprint
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Thelonious Monk
I don't think you've taken Willpowers "key" qualities and amplified them nor got as much E/N or F/C defense as you could of, but having said that WP could be softcapped to all but psi.
The slotting is cheap, possibly resourceful from whats laying around in storage perhaps and the build may do most of the time but overall when it comes to damage sustainability, an even better superbly built DM/WP Brute might be best up front doing the tanking instead which is what we need to try to avoid as Tankers. This could be a build on the way to the next build perhaps.
3 slots in QR would be better than 6 in Dark Consumption. I assume you took DC for getting S/L def bonuses.
Sometimes whats more important is slotting what is most used over time. So if Tough is costing you the most end over time out of all armours then with the res set that saves the most end over time you don't put it in SoW which costs the least end over time out of all your armours and only get use out of now and then.
You could be softcapped to all but Psi; but be 1 luck away from softcapping with Psi, versus an AV. An AV will make that Darkest Night look like a -2.5% tohit debuff with resistance. Darkest Night is good generally for -tohit but taken for the -Dam. Brutes can get it and be softcapped.
Your regen is low and your overall resistances over time is low, putting you in Brute survivability category, but they atleast do more damage.
I know some builds can be expensive, but through swings and roundabouts overtime they can be doable. I am in the middle of a very expensive Willpower Scrapper myself, the enhancements could do well to go in other up and comers on their way to 50 but I have the positivity that they'll get done too.
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.
Ok a few questions:
1) Why isn't Dark Armor considered the top defensive armor? With that heal, you could always be topped off.
2) How do you think Titan Weapons will effect which armor is the best? Defensive sweep can soft cap melee defense in two swings on it.
I don't want a stone tank. I don't like the look of stone and given that my char is female I want her to remain looking like a human female not some "poor man's Thing" - so anything that perverts the look (I've a great outfit for her) is a no-no. (Dark Armour is probably out for this reason too but I don't honestly expect anyone to tell me to go for that)
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What I use is the SuppressCloseFX and SuppressCloseFXDist slash commands.
First, use
/SuppressCloseFXDist 255
followed by
/SuppressCloseFX 1
These commands will suppress the graphical effects of your powers. The first commands sets the camera distance. As long as the ingame camera is closer than 255 feet, the effects will be suppressed. If you want to turn the graphical effects back on, then use:
/SuppressCloseFX 0
Once this is turned on, then the graphical effects of Stone Armor, Ice, Fire, etc will be invisible and you can see your costume. This also hides power pool effects such as the Balls of Light around you hands from Hasten and the migraine-inducing spikey flashes around your feet from Superspeed.
Two caveats:
These commands will only make these effects invisible to YOU. To other players, your costume will still be obscured by Stone, Ice, Fire, etc.
Also, effects from other players' powers will still be visible to you and may obscure your costume.
"Everybody wants to change the world, but nobody wants to change themselves." -Tolstoy
Ok a few questions:
1) Why isn't Dark Armor considered the top defensive armor? With that heal, you could always be topped off. |
Because a heal isn't "defense". It's not a proactive solution to damage (the way defense, ToHit debuffs, and resistance are). It's entirely reactive.
2) How do you think Titan Weapons will effect which armor is the best? Defensive sweep can soft cap melee defense in two swings on it. |
Because a heal isn't "defense". It's not a proactive solution to damage (the way defense, ToHit debuffs, and resistance are). It's entirely reactive.
Scrappers/brutes have similar sets (Katana/BS). They're higher maintenance if you're relying on the attack to stay capped. |
Anyone can make any combination of power picks shine if they know the ins and outs of the game well enough without resorting to specially made teams etc.
Honestly someone could spout of how so so can't tank such and such, but that'll just get proven wrong.
When it comes to specifics, whereby you want a tank that does a certain thing particularly well foresaking other areas then each tank does something specific.
Defense sets aren't necessarily beneath resistance sets because resistance sets can get +def IOs. When it comes to getting the tankers job done they can actually do the job, Brutes can and even Scrappers can do the job, not as well in some scenarios but still, the job gets done. Somethings are more challenging for certain types, in a game where challenges become less and less, do something your scared off.
I can't rate a player because they picked a stonetank and turned up. I'd rate a player because they picked a concept and made it shine. Sometimes I just rate intent, sometimes you can see a person trying, and keep trying but whether or not the team work is properly in place, or whether or not individual playstyles of everyone in a pug match up is a different matter.
The OP should look at their friends, anything they see from anyone? Is there someone doing the sort of thing they want to do with their tank with a powerset that doesn't cover up the costume?
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.