Invulnerablity/Dark Melee Tank build


Black_Assassin

 

Posted

Again with another alt, only bad thing abouit this game is I make to many toons, anyway my latest concept is a inv/dark Tank, I rolled up a build with generic IO's since I can use em now but I wanna make sure I did it right, I wasnt sure about my epic pool and I wanted to fit more of the Leadership pool in but I didnt have room, any advice and critiques would be most welcome, Im not the best at making builds.

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

Click this DataLink to open the build!

Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dark Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Temp Invulnerability -- ResDam-I(A), ResDam-I(3), EndRdx-I(3), EndRdx-I(5)
Level 1: Shadow Punch -- Acc-I(A), Acc-I(5), Acc-I(7), Dmg-I(7)
Level 2: Dull Pain -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9), Heal-I(11), Heal-I(11), Heal-I(13)
Level 4: Shadow Maul -- Acc-I(A), Acc-I(17), Acc-I(19), Dmg-I(19), RechRdx-I(21)
Level 6: Super Speed -- Run-I(A)
Level 8: Boxing -- Empty(A)
Level 10: Unyielding -- ResDam-I(A), ResDam-I(25), EndRdx-I(25), EndRdx-I(27)
Level 12: Taunt -- RechRdx-I(A), RechRdx-I(21), Taunt-I(23), Taunt-I(23), Acc-I(39), Acc-I(46)
Level 14: Combat Jumping -- DefBuff-I(A), DefBuff-I(27)
Level 16: Tough -- ResDam-I(A), ResDam-I(29), ResDam-I(29), EndRdx-I(31), EndRdx-I(31)
Level 18: Invincibility -- DefBuff-I(A), DefBuff-I(31), EndRdx-I(33)
Level 20: Siphon Life -- Acc-I(A), Acc-I(33), Dmg-I(33), Heal-I(34), Heal-I(34), Dmg-I(34)
Level 22: Resist Physical Damage -- ResDam-I(A), ResDam-I(36)
Level 24: Weave -- DefBuff-I(A), DefBuff-I(37), EndRdx-I(39), EndRdx-I(39)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(37)
Level 28: Maneuvers -- DefBuff-I(A), DefBuff-I(36), EndRdx-I(36), EndRdx-I(37)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
Level 32: Soul Drain -- Acc-I(A), Acc-I(40), Dmg-I(40)
Level 35: Resist Energies -- ResDam-I(A), ResDam-I(46), ResDam-I(46)
Level 38: Dark Consumption -- Acc-I(A), RechRdx-I(42), RechRdx-I(42), Acc-I(43), EndMod-I(43), EndMod-I(43)
Level 41: Ring of Fire -- Acc-I(A), Acc-I(45), Dmg-I(45), RechRdx-I(45)
Level 44: Resist Elements -- ResDam-I(A)
Level 47: Fire Blast -- Acc-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48)
Level 49: Fire Ball -- Acc-I(A), Acc-I(50), Dmg-I(50), RechRdx-I(50)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Heal-I(13), Heal-I(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(17)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run



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Posted

This build im about to post uses HamiOs because they are still very useful when you have no access to Set IOs

They will be expensive on WW so lots of Hami raids will be needed and STFs for the synthetic versions to finish your build off.

In the meanwhile, your build will be fine - I would just recommend switching into body for physical perfection and let the team do the AoE damage.

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

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Temp Invulnerability -- HO:Ribo(A), HO:Ribo(3), HO:Ribo(3)
Level 1: Shadow Punch -- HO:Nucle(A), HO:Nucle(5), HO:Nucle(5), RechRdx-I(7), RechRdx-I(45), EndRdx-I(46)
Level 2: Dull Pain -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(9), HO:Golgi(9), HO:Golgi(11), HO:Golgi(11)
Level 4: Smite -- HO:Nucle(A), HO:Nucle(17), HO:Nucle(17), RechRdx-I(19), RechRdx-I(19), EndRdx-I(46)
Level 6: Resist Physical Damage -- HO:Ribo(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 10: Unyielding -- HO:Ribo(A), HO:Ribo(23), HO:Ribo(23)
Level 12: Taunt -- RechRdx-I(A), RechRdx-I(25), Range-I(25), Range-I(27), Range-I(46)
Level 14: Super Speed -- Run-I(A)
Level 16: Boxing -- Empty(A)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(27), HO:Cyto(29)
Level 20: Siphon Life -- HO:Nucle(A), HO:Nucle(29), HO:Nucle(31), HO:Golgi(31), HO:Golgi(31), HO:Golgi(33)
Level 22: Tough -- HO:Ribo(A), HO:Ribo(33), HO:Ribo(33)
Level 24: Weave -- HO:Cyto(A), HO:Cyto(34), HO:Cyto(34)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(34), DefBuff-I(36)
Level 28: Maneuvers -- HO:Cyto(A), HO:Cyto(36), HO:Cyto(36)
Level 30: Combat Jumping -- HO:Cyto(A), HO:Cyto(37), HO:Cyto(37)
Level 32: Soul Drain -- HO:Nucle(A), HO:Nucle(37), RechRdx-I(39), RechRdx-I(39), RechRdx-I(39)
Level 35: Unstoppable -- HO:Ribo(A), RechRdx-I(40), RechRdx-I(42), RechRdx-I(50)
Level 38: Resist Energies -- HO:Ribo(A), HO:Ribo(40), HO:Ribo(40)
Level 41: Midnight Grasp -- HO:Nucle(A), HO:Nucle(42), HO:Nucle(42), RechRdx-I(43), RechRdx-I(43), EndRdx-I(43)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Physical Perfection -- EndMod-I(A), EndMod-I(48), EndMod-I(48), Heal-I(48)
Level 49: Burnout -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Heal-I(13), Heal-I(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(15)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run



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[Union Chat]Sebaddon: If you want to, we will, if you think it's weird, no, that's damz, not us.

[Union Chat]Damz: hey cyber, i am your naked pope for the evening, please confess to me my child

 

Posted

Quote:
Originally Posted by Black_Assassin View Post
This build im about to post uses HamiOs because they are still very useful when you have no access to Set IOs

They will be expensive on WW so lots of Hami raids will be needed and STFs for the synthetic versions to finish your build off.

In the meanwhile, your build will be fine - I would just recommend switching into body for physical perfection and let the team do the AoE damage.

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

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Temp Invulnerability -- HO:Ribo(A), HO:Ribo(3), HO:Ribo(3)
Level 1: Shadow Punch -- HO:Nucle(A), HO:Nucle(5), HO:Nucle(5), RechRdx-I(7), RechRdx-I(45), EndRdx-I(46)
Level 2: Dull Pain -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(9), HO:Golgi(9), HO:Golgi(11), HO:Golgi(11)
Level 4: Smite -- HO:Nucle(A), HO:Nucle(17), HO:Nucle(17), RechRdx-I(19), RechRdx-I(19), EndRdx-I(46)
Level 6: Resist Physical Damage -- HO:Ribo(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 10: Unyielding -- HO:Ribo(A), HO:Ribo(23), HO:Ribo(23)
Level 12: Taunt -- RechRdx-I(A), RechRdx-I(25), Range-I(25), Range-I(27), Range-I(46)
Level 14: Super Speed -- Run-I(A)
Level 16: Boxing -- Empty(A)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(27), HO:Cyto(29)
Level 20: Siphon Life -- HO:Nucle(A), HO:Nucle(29), HO:Nucle(31), HO:Golgi(31), HO:Golgi(31), HO:Golgi(33)
Level 22: Tough -- HO:Ribo(A), HO:Ribo(33), HO:Ribo(33)
Level 24: Weave -- HO:Cyto(A), HO:Cyto(34), HO:Cyto(34)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(34), DefBuff-I(36)
Level 28: Maneuvers -- HO:Cyto(A), HO:Cyto(36), HO:Cyto(36)
Level 30: Combat Jumping -- HO:Cyto(A), HO:Cyto(37), HO:Cyto(37)
Level 32: Soul Drain -- HO:Nucle(A), HO:Nucle(37), RechRdx-I(39), RechRdx-I(39), RechRdx-I(39)
Level 35: Unstoppable -- HO:Ribo(A), RechRdx-I(40), RechRdx-I(42), RechRdx-I(50)
Level 38: Resist Energies -- HO:Ribo(A), HO:Ribo(40), HO:Ribo(40)
Level 41: Midnight Grasp -- HO:Nucle(A), HO:Nucle(42), HO:Nucle(42), RechRdx-I(43), RechRdx-I(43), EndRdx-I(43)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Physical Perfection -- EndMod-I(A), EndMod-I(48), EndMod-I(48), Heal-I(48)
Level 49: Burnout -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Heal-I(13), Heal-I(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(15)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run



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thanks for the advice though I must ask.. what's a STF? I've never used a hamiO before.


 

Posted

basically a HamiO is like an SO but with multiple enhancements eg 33% acc/dam

STF/RSF = statesman task force/recluse strike force

Both give a synthetic hamidon enhancements which are exactly the same and normal HOs but different sources.


[Union Chat]Sebaddon: If you want to, we will, if you think it's weird, no, that's damz, not us.

[Union Chat]Damz: hey cyber, i am your naked pope for the evening, please confess to me my child

 

Posted

Quote:
Originally Posted by Black_Assassin View Post
basically a HamiO is like an SO but with multiple enhancements eg 33% acc/dam

STF/RSF = statesman task force/recluse strike force

Both give a synthetic hamidon enhancements which are exactly the same and normal HOs but different sources.
Slot them as and when you get them - depending on the server you play on.


[Union Chat]Sebaddon: If you want to, we will, if you think it's weird, no, that's damz, not us.

[Union Chat]Damz: hey cyber, i am your naked pope for the evening, please confess to me my child

 

Posted

Quote:
Originally Posted by Black_Assassin View Post
Slot them as and when you get them - depending on the server you play on.
Im on Virtue, does that make a difference?


 

Posted

Nope. The market is cross-server.
And you're on one of the most populous servers in the game.

Okay a couple critiques of your build as is.

  1. WAY overslotted for Acc. 2 common Acc IOs should be MORE than fine. Convert the extra Acc IO to a Damage IO. The damage from most of your attacks is pitiful and simply prolongs fights to the point where someone is eventually going to get lucky and kill you.
  2. You have way too much passive endurance reduction (Resist/Defense toggles) and pretty much NO active endurance reduction (attacks). This will drain you dry faster than you can say "Faceplant" in anything other than the lightest fighting. You expend more energy attacking than you do from your armors.
  3. Pull the Accs out of Taunt. It's auto-hit outside of PVP.


While I agree with the posters above that you'd be better-served by using Hamidon Origin enhancers, some of them can be VERY expensive.


Here's a slight rework of your original build with more emphasis on damage and endurance reduction in powers.


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

Click this DataLink to open the build!

Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dark Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Temp Invulnerability -- ResDam-I(A), ResDam-I(3), EndRdx-I(3)
Level 1: Shadow Punch -- Acc-I(A), Acc-I(5), Dmg-I(5), Dmg-I(7), EndRdx-I(7)
Level 2: Dull Pain -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9), Heal-I(11), Heal-I(11), Heal-I(13)
Level 4: Shadow Maul -- Acc-I(A), Acc-I(17), Dmg-I(19), Dmg-I(19), RechRdx-I(21), EndRdx-I(27)
Level 6: Super Speed -- Run-I(A)
Level 8: Boxing -- Acc-I(A)
Level 10: Unyielding -- ResDam-I(A), ResDam-I(25), EndRdx-I(25)
Level 12: Taunt -- RechRdx-I(A), RechRdx-I(21), Taunt-I(23), Taunt-I(23)
Level 14: Combat Jumping -- DefBuff-I(A), DefBuff-I(27)
Level 16: Tough -- ResDam-I(A), ResDam-I(29), ResDam-I(29), EndRdx-I(31)
Level 18: Invincibility -- DefBuff-I(A), DefBuff-I(31), ToHit-I(33), ToHit-I(46)
Level 20: Siphon Life -- Acc-I(A), Acc-I(33), Dmg-I(33), Heal-I(34), Heal-I(34), Dmg-I(34)
Level 22: Resist Physical Damage -- ResDam-I(A), ResDam-I(36)
Level 24: Weave -- DefBuff-I(A), DefBuff-I(37), EndRdx-I(39)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(37)
Level 28: Maneuvers -- DefBuff-I(A), DefBuff-I(36), EndRdx-I(36)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(40)
Level 32: Soul Drain -- Acc-I(A), Acc-I(37), Dmg-I(39), Dmg-I(40), EndRdx-I(40)
Level 35: Resist Energies -- ResDam-I(A), ResDam-I(39), ResDam-I(46)
Level 38: Dark Consumption -- Acc-I(A), RechRdx-I(42), RechRdx-I(42), Acc-I(43), EndMod-I(43), EndMod-I(43)
Level 41: Ring of Fire -- Acc-I(A), Acc-I(42), Dmg-I(45), Dmg-I(45), RechRdx-I(45)
Level 44: Resist Elements -- ResDam-I(A), ResDam-I(46)
Level 47: Fire Blast -- Acc-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48)
Level 49: Fire Ball -- Acc-I(A), Acc-I(50), Dmg-I(50), RechRdx-I(50)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Heal-I(13), Heal-I(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(17)
Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run



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

 

Posted

Quote:
Originally Posted by Hyperstrike View Post
Nope. The market is cross-server.
And you're on one of the most populous servers in the game.

Okay a couple critiques of your build as is.

  1. WAY overslotted for Acc. 2 common Acc IOs should be MORE than fine. Convert the extra Acc IO to a Damage IO. The damage from most of your attacks is pitiful and simply prolongs fights to the point where someone is eventually going to get lucky and kill you.
  2. You have way too much passive endurance reduction (Resist/Defense toggles) and pretty much NO active endurance reduction (attacks). This will drain you dry faster than you can say "Faceplant" in anything other than the lightest fighting. You expend more energy attacking than you do from your armors.
  3. Pull the Accs out of Taunt. It's auto-hit outside of PVP.


While I agree with the posters above that you'd be better-served by using Hamidon Origin enhancers, some of them can be VERY expensive.


Here's a slight rework of your original build with more emphasis on damage and endurance reduction in powers.


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

Click this DataLink to open the build!

Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dark Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Temp Invulnerability -- ResDam-I(A), ResDam-I(3), EndRdx-I(3)
Level 1: Shadow Punch -- Acc-I(A), Acc-I(5), Dmg-I(5), Dmg-I(7), EndRdx-I(7)
Level 2: Dull Pain -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9), Heal-I(11), Heal-I(11), Heal-I(13)
Level 4: Shadow Maul -- Acc-I(A), Acc-I(17), Dmg-I(19), Dmg-I(19), RechRdx-I(21), EndRdx-I(27)
Level 6: Super Speed -- Run-I(A)
Level 8: Boxing -- Acc-I(A)
Level 10: Unyielding -- ResDam-I(A), ResDam-I(25), EndRdx-I(25)
Level 12: Taunt -- RechRdx-I(A), RechRdx-I(21), Taunt-I(23), Taunt-I(23)
Level 14: Combat Jumping -- DefBuff-I(A), DefBuff-I(27)
Level 16: Tough -- ResDam-I(A), ResDam-I(29), ResDam-I(29), EndRdx-I(31)
Level 18: Invincibility -- DefBuff-I(A), DefBuff-I(31), ToHit-I(33), ToHit-I(46)
Level 20: Siphon Life -- Acc-I(A), Acc-I(33), Dmg-I(33), Heal-I(34), Heal-I(34), Dmg-I(34)
Level 22: Resist Physical Damage -- ResDam-I(A), ResDam-I(36)
Level 24: Weave -- DefBuff-I(A), DefBuff-I(37), EndRdx-I(39)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(37)
Level 28: Maneuvers -- DefBuff-I(A), DefBuff-I(36), EndRdx-I(36)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(40)
Level 32: Soul Drain -- Acc-I(A), Acc-I(37), Dmg-I(39), Dmg-I(40), EndRdx-I(40)
Level 35: Resist Energies -- ResDam-I(A), ResDam-I(39), ResDam-I(46)
Level 38: Dark Consumption -- Acc-I(A), RechRdx-I(42), RechRdx-I(42), Acc-I(43), EndMod-I(43), EndMod-I(43)
Level 41: Ring of Fire -- Acc-I(A), Acc-I(42), Dmg-I(45), Dmg-I(45), RechRdx-I(45)
Level 44: Resist Elements -- ResDam-I(A), ResDam-I(46)
Level 47: Fire Blast -- Acc-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48)
Level 49: Fire Ball -- Acc-I(A), Acc-I(50), Dmg-I(50), RechRdx-I(50)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Heal-I(13), Heal-I(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(17)
Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run



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Thanks, I had no idea taunt was auto hit out of PVP


 

Posted

Just some thoughts on the latest rework.

You can swap out one of the recharge reductions on Taunt for Range increase. And take some slots from there as well. Honestly, if you need Taunt more then every 5 secs its a problem (especially with Gauntlet and Invicibility)

Slot a Taunt in Dark Consumption and soul drain. This will give you two AoE taunts to use.

Yuu dont need to slot accuracy at all. When surrounded by 5 enemies, your invicibility gives you +15% to hit. Sould drain also gives you a +to hit buf as well. Slotting accuracy at all in this build just isnt needed.

Midnight Grasp instead of fireball..really..please


Other then that, it's a solid build.

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dark Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- ResDam-I(A), ResDam-I(3), ResDam-I(3)
Level 1: Shadow Punch -- Dmg-I(A), Dmg-I(5), RechRdx-I(5), RechRdx-I(7)
Level 2: Dull Pain -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9), Heal-I(11), Heal-I(11), Heal-I(13)
Level 4: Shadow Maul -- Dmg-I(A), Dmg-I(7), RechRdx-I(17), RechRdx-I(19)
Level 6: Super Speed -- Run-I(A)
Level 8: Boxing -- Acc-I(A)
Level 10: Unyielding -- ResDam-I(A), ResDam-I(23), ResDam-I(25), EndRdx-I(25)
Level 12: Taunt -- Range-I(A), Taunt-I(21)
Level 14: Combat Jumping -- DefBuff-I(A), DefBuff-I(19), DefBuff-I(27)
Level 16: Tough -- ResDam-I(A), ResDam-I(21), EndRdx-I(29), EndRdx-I(29)
Level 18: Invincibility -- DefBuff-I(A), DefBuff-I(27), DefBuff-I(31), ToHit-I(33), ToHit-I(46)
Level 20: Siphon Life -- Dmg-I(A), Dmg-I(33), Heal-I(33), Heal-I(34)
Level 22: Resist Physical Damage -- ResDam-I(A), ResDam-I(23), ResDam-I(36)
Level 24: Weave -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(37), EndRdx-I(39)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(36), DefBuff-I(37)
Level 28: Maneuvers -- DefBuff-I(A), DefBuff-I(34), DefBuff-I(34), EndRdx-I(36)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(40)
Level 32: Soul Drain -- RechRdx-I(A), Dmg-I(37), RechRdx-I(39), Dmg-I(40), Taunt-I(40)
Level 35: Resist Energies -- ResDam-I(A), ResDam-I(39), ResDam-I(46)
Level 38: Dark Consumption -- EndMod-I(A), EndMod-I(42), RechRdx-I(42), RechRdx-I(43), Taunt-I(43), Taunt-I(43)
Level 41: Ring of Fire -- Dmg-I(A), Dmg-I(42), RechRdx-I(45), RechRdx-I(45)
Level 44: Resist Elements -- ResDam-I(A), ResDam-I(45), ResDam-I(46)
Level 47: Fire Blast -- RechRdx-I(A), RechRdx-I(48), Dmg-I(48), Dmg-I(48)
Level 49: Midnight Grasp -- Dmg-I(A), Dmg-I(50), RechRdx-I(50), RechRdx-I(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Heal-I(13), Heal-I(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(17)
Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run

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Posted

Here's my Hami version of the above. Not a huge change except it helps endurance dran and drops it under 1.0/s

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dark Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- HO:Ribo(A), HO:Ribo(3), HO:Ribo(3), HO:Ribo(25)
Level 1: Shadow Punch -- Dmg-I(A), Dmg-I(5), RechRdx-I(5), RechRdx-I(7)
Level 2: Dull Pain -- HO:Golgi(A), HO:Golgi(9), HO:Golgi(9), RechRdx-I(11), RechRdx-I(11), RechRdx-I(13)
Level 4: Shadow Maul -- Dmg-I(A), Dmg-I(7), RechRdx-I(17), RechRdx-I(19)
Level 6: Super Speed -- Run-I(A)
Level 8: Boxing -- Acc-I(A)
Level 10: Unyielding -- HO:Ribo(A), HO:Ribo(23), HO:Ribo(25), HO:Ribo(27)
Level 12: Taunt -- Range-I(A), Taunt-I(21)
Level 14: Combat Jumping -- HO:Enzym(A), HO:Enzym(19), HO:Enzym(29)
Level 16: Tough -- HO:Ribo(A), HO:Ribo(21), HO:Ribo(29)
Level 18: Invincibility -- HO:Enzym(A), HO:Enzym(27), HO:Enzym(31)
Level 20: Siphon Life -- Dmg-I(A), Dmg-I(33), HO:Golgi(33), HO:Golgi(34), HO:Golgi(39)
Level 22: Resist Physical Damage -- HO:Ribo(A), HO:Ribo(23), HO:Ribo(33), HO:Ribo(36)
Level 24: Weave -- HO:Enzym(A), HO:Enzym(31), HO:Enzym(37)
Level 26: Tough Hide -- HO:Membr(A), HO:Membr(36), HO:Membr(37)
Level 28: Maneuvers -- HO:Enzym(A), HO:Enzym(34), HO:Enzym(34)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(40)
Level 32: Soul Drain -- RechRdx-I(A), RechRdx-I(37), Dmg-I(39), Dmg-I(40), Taunt-I(40)
Level 35: Resist Energies -- HO:Ribo(A), HO:Ribo(36), HO:Ribo(39), HO:Ribo(46)
Level 38: Dark Consumption -- EndMod-I(A), EndMod-I(42), RechRdx-I(42), RechRdx-I(43), Taunt-I(43), Taunt-I(43)
Level 41: Ring of Fire -- Dmg-I(A), Dmg-I(42), RechRdx-I(45), RechRdx-I(45)
Level 44: Resist Elements -- HO:Ribo(A), HO:Ribo(45), HO:Ribo(46), HO:Ribo(46)
Level 47: Fire Blast -- RechRdx-I(A), RechRdx-I(48), Dmg-I(48), Dmg-I(48)
Level 49: Midnight Grasp -- Dmg-I(A), Dmg-I(50), RechRdx-I(50), RechRdx-I(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Heal-I(13), Heal-I(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(17)
Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run

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Posted

Quote:
Originally Posted by Credria View Post
You can swap out one of the recharge reductions on Taunt for Range increase. And take some slots from there as well. Honestly, if you need Taunt more then every 5 secs its a problem (especially with Gauntlet and Invicibility)
I disagree with this. I like having Taunt pretty much always and immediately available. This way if things get out of hand I can drop some spot control on enemies going after my squishies.

Quote:
Slot a Taunt in Dark Consumption and soul drain. This will give you two AoE taunts to use.
Due to Gauntlet, they're ALREADY AoE taunts. Increasing the magnitude of the taunt isn't going to assist much unless you're deliberately trying to rip aggro off other tanks.

Quote:
Yuu dont need to slot accuracy at all. When surrounded by 5 enemies, your invicibility gives you +15% to hit. Sould drain also gives you a +to hit buf as well. Slotting accuracy at all in this build just isnt needed.
NO! Disagreement: VEHEMENT!!!

Even with the +ToHit buffs, that's still not enough +ToHit to keep you tagging enemies reliably. ESPECIALLY in light of -ToHit debuffs and enemies with high defense values.

ESPECIALLY in a common-IO build, you want some Accuracy augmentation. Otherwise combat quickly becomes a frustrating series of "*Miss*Miss*Miss*Miss*Streakbreaker*"



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

 

Posted

Quote:
Originally Posted by Hyperstrike View Post
I disagree with this. I like having Taunt pretty much always and immediately available. This way if things get out of hand I can drop some spot control on enemies going after my squishies.
It's a valid point, but also kind of overkill. In the build I submitted, Taunt has a 5 second recharge time. It would be available before you could finish activating another power/attack. I think you get more value from slotting extra taunts instead as it extends the taunt duration (which is part of the formula fo the way aggro is calculated)

Quote:
Due to Gauntlet, they're ALREADY AoE taunts.
That is actually incorrect. They do a MAG 4 taunt for 13s auto hit.


Quote:
Increasing the magnitude of the taunt isn't going to assist much unless you're deliberately trying to rip aggro off other tanks.
See above. Slotting a taunt in each extends the taunt duration on every target in radius by about 6 seconds. It's actually a way of holding aggro as opposed to ripping it away from others.


Quote:
NO! Disagreement: VEHEMENT!!!

Even with the +ToHit buffs, that's still not enough +ToHit to keep you tagging enemies reliably. ESPECIALLY in light of -ToHit debuffs and enemies with high defense values.

ESPECIALLY in a common-IO build, you want some Accuracy augmentation. Otherwise combat quickly becomes a frustrating series of "*Miss*Miss*Miss*Miss*Streakbreaker*"
With the two powers providing +tohit buffs on 5 enemies, to hit for every attack is 108%. That's only 5 enemies mind you. Slotting just 1 accuracy IO will raise that to over 150% as accuracy is a multiplier to +tohit. How much do you expect in the way of +tohit debuffs?

This build has more then enough healing and end recovery built into it that you could carry accuracy inspirations that will do for those times when accuracy is an issue.

Though honestly, I think with 108% accuracy base...plus any buffs from teammates (such as tactics) ..it would be fine not to slot additional.


 

Posted

Quote:
Originally Posted by Credria View Post
That is actually incorrect. They do a MAG 4 taunt for 13s auto hit.
Toe-may-toe, Toe-mah-toe.

Quote:
Originally Posted by Paragonwiki
Gauntlet

Although many try, few can withstand the irresistible force of the Tanker. Each time a Tanker attacks, he enrages the target, and those around him, enticing them to attack the Tanker. Each punch continues to provoke your enemies and allows the Tanker to do what he does best.
Gauntlet -- also referred to as "PunchVoke" -- causes the Tanker's AoE attacks and auras to taunt every PvE enemy they affect. Their single-target attacks taunt the enemy hit and up to four more around it. Gauntlet has reduced chances of affecting exceptionally high-rank foes like Giant Monsters, and even worse chances of affecting other players in PvP.
Brutes possess a smaller version of this power, occasionally labeled as "PokeVoke" by the community, as it does not possess an official name. The Brute's version of Gauntlet does not apply in PvP, and their single-target attacks only taunt the one target






See above. Slotting a taunt in each extends the taunt duration on every target in radius by about 6 seconds. It's actually a way of holding aggro as opposed to ripping it away from others.

Quote:
With the two powers providing +tohit buffs on 5 enemies, to hit for every attack is 108%. That's only 5 enemies mind you. Slotting just 1 accuracy IO will raise that to over 150% as accuracy is a multiplier to +tohit. How much do you expect in the way of +tohit debuffs?
Enough that your initial recommendation to remove all Acc enhancements would leave them unable to hit +level enemies.

Quote:
This build has more then enough healing and end recovery built into it that you could carry accuracy inspirations that will do for those times when accuracy is an issue.
Call it a difference in philosophy. I don't like to rely on inspies. Because you have no control over what drops and when or if it's useful to the situation.

Quote:
Though honestly, I think with 108% accuracy base...plus any buffs from teammates (such as tactics) ..it would be fine not to slot additional.
Then there's the assumption this toon is teaming and thus can rely on yet another form of undependable buff.



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Posted

I'll give you the gauntlet argument on fact, but not theory (I own up to being confused and misinformed)

I stand on not needing to slot any more recharge in taunt then I did. Hasten drops the recharge to 6 seconds. The fastest power in the power set is 2 seconds to activate. Taunt will still be there when needed.

In addition, agro management will be easier (and provide less of a need for taunts) because of the taunt slotted in the AoE -debuff- powers. It just makes sure nothing wants to break off to go after the squishies.

Quote:
Originally Posted by Hyperstrike View Post
Enough that your initial recommendation to remove all Acc enhancements would leave them unable to hit +level enemies.
I disagree and will keep doing so.

+to hit is the more important number as Accuracy is a modifier.

PargonWiki (again) sums it up best.. read it there..
http://paragonwiki.com/wiki/Attack_Mechanics

...but as a direct quote:

"A ToHit bonus of X gives you a better increase to your chance of hitting than an Accuracy bonus of X will. This is especially true against hard-to-hit targets."

This means that ACC does even less against Mobs with a high DEF value.

Think of this.. 75% base to hit, the Mob is 2 levels higher, so basetohit goes down to %57...the Mob also has 20% defense against your damage type, so toHit now goes down to %37....this is the point where ACC gets applied. 2 ACC IO's would make the toHit roll 60%

ACC(toHit-Def)

Accuracy is only a modifier...a good one.. but given the choice..always choose +toHit

So in the long run, powers, inspirations, and et all that provide +tohit are more valuable then the ACC IO.

..and there are alot of these...
--Call to Justices
--Geas of the Kind Ones
--Ranger/Elite Ranger Day Job
--Energy Mastery: Focused Accuracy (which would be all the accuracy this build would need)
--Leadership:Tactics
--Yellow INsps.

Any of these would more then likely be enough security on its own.. of course so would slotting extra +toHit IO's in the two powers that provide it in this build. Combine that with a single ACC IO in each power..and you'd never miss at all.. But..it would be wasted space..and IMHO, the extra recharge or endurance reduction will probably be more valuable.

Quote:
Then there's the assumption this toon is teaming and thus can rely on yet another form of undependable buff.
The toon is a TANK... he should be teaming..and often. Otherwise...he wouldnt need a taunt power at all..eh?

If this build is mainly for solo play, then the same build as a Scrapper or Brute would be a better choice for both game speed and enjoyment.


 

Posted

Quote:
Originally Posted by Credria View Post
I'll give you the gauntlet argument on fact, but not theory (I own up to being confused and misinformed)

I stand on not needing to slot any more recharge in taunt then I did. Hasten drops the recharge to 6 seconds. The fastest power in the power set is 2 seconds to activate. Taunt will still be there when needed.

In addition, agro management will be easier (and provide less of a need for taunts) because of the taunt slotted in the AoE -debuff- powers. It just makes sure nothing wants to break off to go after the squishies.



I disagree and will keep doing so.

+to hit is the more important number as Accuracy is a modifier.

PargonWiki (again) sums it up best.. read it there..
http://paragonwiki.com/wiki/Attack_Mechanics

...but as a direct quote:

"A ToHit bonus of X gives you a better increase to your chance of hitting than an Accuracy bonus of X will. This is especially true against hard-to-hit targets."

This means that ACC does even less against Mobs with a high DEF value.

Think of this.. 75% base to hit, the Mob is 2 levels higher, so basetohit goes down to %57...the Mob also has 20% defense against your damage type, so toHit now goes down to %37....this is the point where ACC gets applied. 2 ACC IO's would make the toHit roll 60%

ACC(toHit-Def)

Accuracy is only a modifier...a good one.. but given the choice..always choose +toHit

So in the long run, powers, inspirations, and et all that provide +tohit are more valuable then the ACC IO.

..and there are alot of these...
--Call to Justices
--Geas of the Kind Ones
--Ranger/Elite Ranger Day Job
--Energy Mastery: Focused Accuracy (which would be all the accuracy this build would need)
--Leadership:Tactics
--Yellow INsps.

Any of these would more then likely be enough security on its own.. of course so would slotting extra +toHit IO's in the two powers that provide it in this build. Combine that with a single ACC IO in each power..and you'd never miss at all.. But..it would be wasted space..and IMHO, the extra recharge or endurance reduction will probably be more valuable.



The toon is a TANK... he should be teaming..and often. Otherwise...he wouldnt need a taunt power at all..eh?

If this build is mainly for solo play, then the same build as a Scrapper or Brute would be a better choice for both game speed and enjoyment.
Actually considering rerolling as a scrapper, I'll post a build here in a bit unless someone has one already.


 

Posted

Quote:
Originally Posted by Subject87 View Post
Actually considering rerolling as a scrapper, I'll post a build here in a bit unless someone has one already.

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Speed
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Shadow Punch -- Dmg-I(A), Dmg-I(3), ToHitDeb-I(7), EndRdx-I(13)
Level 1: Resist Physical Damage -- ResDam-I(A), ResDam-I(3)
Level 2: Smite -- Dmg-I(A), Dmg-I(13), ToHitDeb-I(15), EndRdx-I(15)
Level 4: Temp Invulnerability -- ResDam-I(A), ResDam-I(5), EndRdx-I(5), EndRdx-I(7)
Level 6: Shadow Maul -- Dmg-I(A), Dmg-I(19), ToHitDeb-I(21), EndRdx-I(23)
Level 8: Dull Pain -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9), Heal-I(11)
Level 10: Resist Elements -- ResDam-I(A), ResDam-I(11)
Level 12: Touch of Fear -- Fear-I(A), Fear-I(23), ToHitDeb-I(25), EndRdx-I(25)
Level 14: Siphon Life -- Dmg-I(A), Dmg-I(27), EndRdx-I(27), EndRdx-I(36), Heal-I(36), Heal-I(36)
Level 16: Unyielding -- ResDam-I(A), ResDam-I(17), EndRdx-I(17), EndRdx-I(19)
Level 18: Dark Consumption -- Dmg-I(A), Dmg-I(37), EndMod-I(37), EndMod-I(37), RechRdx-I(39), RechRdx-I(39)
Level 20: Resist Energies -- ResDam-I(A), ResDam-I(21)
Level 22: Super Jump -- Jump-I(A)
Level 24: Boxing -- Empty(A)
Level 26: Soul Drain -- Dmg-I(A), Dmg-I(40), ToHit-I(40), ToHit-I(40), RechRdx-I(42), RechRdx-I(42)
Level 28: Invincibility -- DefBuff-I(A), DefBuff-I(29), ToHit-I(29), ToHit-I(31), EndRdx-I(31), EndRdx-I(31)
Level 30: Tough -- ResDam-I(A), ResDam-I(33), EndRdx-I(33), EndRdx-I(33)
Level 32: Weave -- DefBuff-I(A), DefBuff-I(34), EndRdx-I(34), EndRdx-I(34)
Level 35: Midnight Grasp -- Dmg-I(A), Immob-I(42), EndRdx-I(43), EndRdx-I(43), ToHitDeb-I(43), ToHitDeb-I(46)
Level 38: Tough Hide -- DefBuff-I(A), DefBuff-I(39)
Level 41: Caltrops -- RechRdx-I(A), RechRdx-I(46)
Level 44: Stealth -- DefBuff-I(A), DefBuff-I(45), EndRdx-I(45), EndRdx-I(45)
Level 47: Targeting Drone -- ToHit-I(A), ToHit-I(48), EndRdx-I(48), EndRdx-I(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Heal-I(A), Heal-I(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(46), EndMod-I(50)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run

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Posted

Quote:
Originally Posted by Credria View Post
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Speed
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Shadow Punch -- Dmg-I(A), Dmg-I(3), ToHitDeb-I(7), EndRdx-I(13)
Level 1: Resist Physical Damage -- ResDam-I(A), ResDam-I(3)
Level 2: Smite -- Dmg-I(A), Dmg-I(13), ToHitDeb-I(15), EndRdx-I(15)
Level 4: Temp Invulnerability -- ResDam-I(A), ResDam-I(5), EndRdx-I(5), EndRdx-I(7)
Level 6: Shadow Maul -- Dmg-I(A), Dmg-I(19), ToHitDeb-I(21), EndRdx-I(23)
Level 8: Dull Pain -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9), Heal-I(11)
Level 10: Resist Elements -- ResDam-I(A), ResDam-I(11)
Level 12: Touch of Fear -- Fear-I(A), Fear-I(23), ToHitDeb-I(25), EndRdx-I(25)
Level 14: Siphon Life -- Dmg-I(A), Dmg-I(27), EndRdx-I(27), EndRdx-I(36), Heal-I(36), Heal-I(36)
Level 16: Unyielding -- ResDam-I(A), ResDam-I(17), EndRdx-I(17), EndRdx-I(19)
Level 18: Dark Consumption -- Dmg-I(A), Dmg-I(37), EndMod-I(37), EndMod-I(37), RechRdx-I(39), RechRdx-I(39)
Level 20: Resist Energies -- ResDam-I(A), ResDam-I(21)
Level 22: Super Jump -- Jump-I(A)
Level 24: Boxing -- Empty(A)
Level 26: Soul Drain -- Dmg-I(A), Dmg-I(40), ToHit-I(40), ToHit-I(40), RechRdx-I(42), RechRdx-I(42)
Level 28: Invincibility -- DefBuff-I(A), DefBuff-I(29), ToHit-I(29), ToHit-I(31), EndRdx-I(31), EndRdx-I(31)
Level 30: Tough -- ResDam-I(A), ResDam-I(33), EndRdx-I(33), EndRdx-I(33)
Level 32: Weave -- DefBuff-I(A), DefBuff-I(34), EndRdx-I(34), EndRdx-I(34)
Level 35: Midnight Grasp -- Dmg-I(A), Immob-I(42), EndRdx-I(43), EndRdx-I(43), ToHitDeb-I(43), ToHitDeb-I(46)
Level 38: Tough Hide -- DefBuff-I(A), DefBuff-I(39)
Level 41: Caltrops -- RechRdx-I(A), RechRdx-I(46)
Level 44: Stealth -- DefBuff-I(A), DefBuff-I(45), EndRdx-I(45), EndRdx-I(45)
Level 47: Targeting Drone -- ToHit-I(A), ToHit-I(48), EndRdx-I(48), EndRdx-I(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Heal-I(A), Heal-I(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(46), EndMod-I(50)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run

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Thanks!