Looking for advice on my Tanker Build


Aggelakis

 

Posted

I am terrible at slotting dividing up slots between powers. I would like some advice as far as what powers to keep and how to slot them and which enhancements I should use.

Here is what I have:
The entire Invulnerability set
6 slots for the toggles
2 slots for each auto

Battle Axe
1 slot - invention damage
Be-header
6 slots -
Taunt
3 slot
Build-up
1 slot
Swoop
6 slots
Whirling Axe
6 slots
Pendulum
6 slots

Please let me know what you think.


 

Posted

Quote:
Originally Posted by Geoffreyspike View Post
I am terrible at slotting dividing up slots between powers. I would like some advice as far as what powers to keep and how to slot them and which enhancements I should use.

Here is what I have:
The entire Invulnerability set
6 slots for the toggles
2 slots for each auto

Six slots in the toggles sounds like way too much. Three is fine at lower levels, and even at 50 I doubt I'd go more than four.

Can you be more specific? What powers do you have, exactly and what did you actually slot (Endurance Reduction, Defense, Resistance, etc.)?

Same with the Axe set, please specify what you actually slotted, what level, and also any other powers too (Stamina?).


 

Posted

This is what I have so far:

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Battle Axe
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Resist Physical Damage

  • (A) Resist Damage IO
  • (3) Resist Damage IO
Level 1: Beheader
  • (A) Damage Increase IO
Level 2: Temp Invulnerability
  • (A) Impervium Armor - Resistance/Recharge
  • (3) Impervium Armor - Resistance/Endurance
  • (5) Impervium Armor - Endurance/Recharge
  • (5) Impervium Armor - Resistance/Endurance/Recharge
  • (7) Impervium Armor - Resistance
  • (7) Impervium Armor - Psionic Resistance
Level 4: Dull Pain
  • (A) Doctored Wounds - Heal/Endurance
  • (11) Doctored Wounds - Endurance/Recharge
  • (11) Doctored Wounds - Heal/Recharge
  • (13) Doctored Wounds - Heal/Endurance/Recharge
  • (13) Doctored Wounds - Recharge
  • (15) Doctored Wounds - Heal
Level 6: Resist Elements
  • (A) Resist Damage IO
  • (15) Resist Damage IO
Level 8: Unyielding
  • (A) Aegis - Resistance/Endurance
  • (17) Aegis - Resistance/Recharge
  • (17) Aegis - Endurance/Recharge
  • (19) Aegis - Resistance/Endurance/Recharge
  • (19) Aegis - Resistance
  • (21) Aegis - Psionic/Status Resistance
Level 10: Taunt
  • (A) Perfect Zinger - Taunt
  • (21) Perfect Zinger - Taunt/Recharge
  • (23) Perfect Zinger - Chance for Psi Damage
Level 12: Super Jump
  • (A) Jumping IO
  • (23) Jumping IO
Level 14: Resist Energies
  • (A) Resist Damage IO
  • (25) Resist Damage IO
Level 16: Build Up
  • (A) Adjusted Targeting - To Hit Buff/Endurance
  • (25) Adjusted Targeting - Recharge
  • (27) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (27) Adjusted Targeting - Endurance/Recharge
  • (29) Adjusted Targeting - To Hit Buff
  • (29) Adjusted Targeting - To Hit Buff/Recharge
Level 18: Invincibility
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Luck of the Gambler - Defense
  • (31) Luck of the Gambler - Defense/Endurance/Recharge
  • (31) Luck of the Gambler - Endurance/Recharge
  • (33) Luck of the Gambler - Defense/Recharge
  • (33) Luck of the Gambler - Defense/Endurance
Level 20: Swoop
  • (A) Damage Increase IO
Level 22: Combat Jumping
  • (A) Defense Buff IO
  • (33) Defense Buff IO
Level 24: Spring Attack
  • (A) Empty
  • (34) Empty
  • (34) Empty
  • (34) Empty
Level 26: Tough Hide
  • (A) Defense Buff IO
  • (36) Defense Buff IO
Level 28: Whirling Axe
  • (A) Force Feedback - Damage/Knockback
  • (36) Force Feedback - Accuracy/Knockback
  • (36) Force Feedback - Recharge/Knockback
  • (37) Force Feedback - Recharge/Endurance
  • (37) Force Feedback - Damage/Endurance/Knockback
  • (37) Force Feedback - Chance for +Recharge
Level 30: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (39) Luck of the Gambler - Defense
Level 32: Unstoppable
  • (A) Performance Shifter - EndMod
  • (39) Performance Shifter - EndMod/Accuracy/Recharge
  • (39) Performance Shifter - EndMod/Recharge
  • (40) Performance Shifter - Accuracy/Recharge
  • (40) Performance Shifter - EndMod/Accuracy
  • (40) Performance Shifter - Chance for +End
Level 35: Cleave
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (42) Scirocco's Dervish - Damage/Endurance
  • (42) Scirocco's Dervish - Damage/Recharge
  • (42) Scirocco's Dervish - Accuracy/Recharge
  • (43) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (43) Scirocco's Dervish - Chance of Damage(Lethal)
Level 38: Pendulum
  • (A) Kinetic Crash - Recharge/Knockback
  • (43) Kinetic Crash - Damage/Endurance/Knockback
  • (45) Kinetic Crash - Accuracy/Knockback
  • (45) Kinetic Crash - Damage/Knockback
  • (45) Kinetic Crash - Accuracy/Damage/Knockback
  • (46) Kinetic Crash - Recharge/Endurance
Level 41: Tactics
  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff
Level 44: Conserve Power
  • (A) Recharge Reduction IO
  • (46) Recharge Reduction IO
  • (48) Endurance Reduction IO
  • (48) Endurance Reduction IO
Level 47: Physical Perfection
  • (A) Endurance Modification IO
  • (48) Healing IO
  • (50) Endurance Modification IO
  • (50) Performance Shifter - Chance for +End
Level 49: Vengeance
  • (A) Empty
  • (50) Empty
------------
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Healing IO
  • (9) Healing IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Endurance Modification IO
  • (9) Endurance Modification IO
Level 1: Brawl
  • (A) Empty
Level 1: Gauntlet
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run


 

Posted

Few things:

-Welcome to the game, it gets easier.
-I'm curious to see how you perform.
-Conserve Power uses 9.75 end, with your two end red enhancements, it drops to 3.22. Most people don't slot end red in CP
-How are you on endurance usage? do you seem to run out often?
-Most people in the game prefer to use their tier 9 god-mode power (Unstoppable for your set) only when leveling. Once 50, they drop it because they can slot better.
-I never suggest a melee toon, especially a tank, to slot for Knock Back.

When you IO a toon, you want to ask yourself two fundamental questions. What am I trying to achieve, and what goals should I attain first. Since you are a tank, I would say you would want infinite sustainability while being able to take just about anything coming your way, with damage as a fringe benefit (otherwise roll a brute or scrapper). To this end we first want to Soft Cap your Smashing and Lethal defense, then work on soft capping your Energy and Negative defense. Thirdly, it would be swell if you could have permanent Dull Pain because of the immense amount of +HP it gives. This will require a decent amount of +Recharge, but not a metric ton. (55%ish global recharge with hasten 3 slotted)

This build is soft capped to all 6 major types of damage with one person in melee range of Invincibility.

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Battle Axe
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Resist Physical Damage -- Aegis-Psi/Status(A), Aegis-ResDam(50), Aegis-ResDam/Rchg(50)
Level 1: Beheader -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(3), P'ngFist-Acc/Dmg/EndRdx/Rchg(3), P'ngS'Fest-Acc/Dmg(5), P'ngS'Fest-Dmg/EndRdx(5), P'ngS'Fest-Dmg/Rchg(7)
Level 2: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/EndRdx/Rchg(45)
Level 4: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(33)
Level 6: Super Speed -- Winter-ResSlow(A)
Level 8: Unyielding -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(9), Aegis-ResDam/EndRdx/Rchg(9)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(11), Zinger-Dam%(11), Zinger-Taunt/Rchg/Rng(13), Zinger-Acc/Rchg(13), Zinger-Taunt/Rng(15)
Level 12: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/Rchg(46)
Level 14: Boxing -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx(45)
Level 16: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam/EndRdx/Rchg(17)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(19), HO:Enzym(19), Rec'dRet-ToHit(23), Rec'dRet-Pcptn(23)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(21), HO:Enzym(21)
Level 22: Swoop -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Acc/Dmg(40), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Acc/EndRdx/Rchg(43)
Level 24: Build Up -- RechRdx-I(A), RechRdx-I(25)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27)
Level 28: Whirling Axe -- Erad-Dmg/Rchg(A), Erad-Dmg(29), Erad-Acc/Rchg(29), C'ngBlow-Dmg/EndRdx(31), C'ngBlow-Acc/Dmg(31), C'ngBlow-Dmg/Rchg(31)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 35: Cleave -- Erad-Acc/Rchg(A), Erad-Dmg(36), Erad-Dmg/Rchg(36), C'ngBlow-Acc/Dmg(36), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Dmg/Rchg(37)
Level 38: Pendulum -- Erad-Acc/Rchg(A), Erad-Dmg(39), Erad-Dmg/Rchg(39), C'ngBlow-Dmg/Rchg(39), C'ngBlow-Acc/Dmg(40), C'ngBlow-Dmg/EndRdx(40)
Level 41: Resist Elements -- S'fstPrt-ResDam/Def+(A)
Level 44: Stimulant -- IntRdx-I(A)
Level 47: Aid Self -- Numna-Heal(A), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(48), IntRdx-I(48)
Level 49: Conserve Power -- RechRdx-I(A)
Level 50: Cardiac Core Paragon
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(34), Mrcl-Rcvry+(37)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(34), P'Shift-EndMod(34)
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run



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This is not the best, nor does it have perma dull pain. I will leave that up to you to fiddle with This build might look expensive, but with time invested and planning, you can get this over several weeks if diligent or perhaps a month or two.



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

Posted

Quote:
Originally Posted by Geoffreyspike View Post
I am terrible at slotting dividing up slots between powers. I would like some advice as far as what powers to keep and how to slot them and which enhancements I should use.

Here is what I have:
The entire Invulnerability set
6 slots for the toggles
2 slots for each auto

Battle Axe
1 slot - invention damage
Be-header
6 slots -
Taunt
3 slot
Build-up
1 slot
Swoop
6 slots
Whirling Axe
6 slots
Pendulum
6 slots

Please let me know what you think.
People in this forum are used to thinking in terms of IO sets, but I see you didn't mention IO sets. I'm going to assume that you are operating on SOs. My first tank was an Invul/Axe which I leveled up long before IO sets were added to the game.

Your Toggle powers should only have 4 slots in them -- Temp Invuln and Unyielding should have 3 Resist and one Endurance Reduction. Invincibility should have 3 Defense, one EndRdx -- if you have spare slots later, you can add two To Hit Buff. The typed Resistance auto powers (Resist Physical, Energies and Elements) should only have three slots of Resist Damage. (Personally, I would skip Elements unless you have nothing else to take -- The Fighting Pool's Boxing, Tough and Weave are good additions to this build.) Dull Pain should have 5-6 slots of Heal and Recharge. Taunt only needs a Recharge, but can have Taunt Duration added if you have spare slots. On an SO build for Invul/Axe, I would take Unstoppable but only use a Recharge in the default slot.

As for Battle Axe, your standard slotting for the attacks should be 1 Acc, 3 Dam, 1 EndRdx, 1 Rech. Axe really needs all of that. Axe really benefits from IO sets, which can give you higher enhancement of all of those elements of Accuracy, Endurance Reduction and Recharge.

Make sure you have 3 EndMod in Stamina, as Invul/Axe is pretty demanding on Endurance. I would suggest 3 Heal in Health. The Regen helps you recover faster.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Yeah, unless you like chasing the baddies around, don't slot for KB on a melee toon. As a tank (especially powersets that increase performance with the amount of enemies in your area) you want to keep your enemies in tight not scattered everywhere.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff