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Pep Rally

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Posts posted by Pep Rally

  1. 7 hours ago, Spaghetti Betty said:

    My team of 5 clobbered a +4x8 Riktispec with no inspirations in 36 minutes! I think I made it too easy for them!

    Here, I thought you left it at the -1 notoriety I was gonna set it at. It was SOOOOOO easy.

  2. On 11/22/2023 at 5:21 PM, ZemX said:

     

    Oh it's a joke.  It's just the joke is on Rad Armor Tankers.   Manti's TF is a lot more interesting these days, especially for RadA.   No built in Confuse resist.  No defense debuff resist for all those bullets and rad debuffs.  Then there's your primary means of damage mitigation, resistance, which can have 42% shaved off in a single unresistible Enervating Field from a +4 Rad PP Elite.  Fun!

     

    At least RadA has the heal and an absorb shield to supplement resistance.  Also has good slow resist built in which is nice for running the hell away from those PP Elites until their stupid EF toggle drops.  I bravely ran away a few times last night. 🤪

     

    Should we call you Sir Robin ZemX from now on?

    • Haha 1
  3. 8 hours ago, Gobbledigook said:

    I had a lifetime account i bought before launch. Played it for 6 months then never returned lol. Don't know if still active? probably not.

    I did the same, but played a bit longer, and even played again for a bit after CoH shut down in 2012, but the team play just can't compare to CoH. 

     

    Every couple years I check back into my CO account to see how much monthly points I have saved up to buy new costume options/vehicles. Those seem to be the only new content that gets added outside of more stupid Lockboxes. I think I'm overdue since I haven't checked in since 2019. What could have happened in 2019?

     

    You should check to see how many (Zen?) points you have during one of the sales that they have. You could probably buy most of the costume packs. Also, some of the Comic Series, like the on based on John Carpenter's "The Thing", called White Out, is pretty fun to run once or twice.

  4. Well, I jumped on a PUG 4star ITF last night with my MA/Regen brute Panzer Angel as an off-tank/damage dealer, and got a few comments that they were surprised I was so survivable with how much Regen gets maligned.

    I did probably die maybe a dozen times(no problem with revive), but I didn't think that was too bad considering no inspirations, I'm not completely incarnated out yet(only tier 1 melee hybrid), no Eye of the Magus yet, and I hadn't played her in months.  Also, it's a bit of a theme build.

     

    I just thought I'd venture into the Brute forums to see what the opinion was, and this was pretty much the only thread I found. I still hold out hope that Regen will be ported to my first love, Tankers, at some point.

    Anyways, here it is if anybody is interested.

    This Hero build was built using Mids Reborn 3.2.17
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Martial Arts
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Storm Kick -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Rchg/HoldProc(3), Mk'Bit-Acc/Dmg(3), Mk'Bit-Dmg/EndRdx(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(5)
    Level 1: Fast Healing -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(11), NmnCnv-Heal/Rchg(48)
    Level 2: Cobra Strike -- SprBlsCol-Acc/Dmg/Rchg(A), SprBlsCol-Acc/Dmg/EndRdx(7), Mk'Bit-Dmg/Rchg(9), Mk'Bit-Acc/Dmg/EndRdx/Rchg(9), Mk'Bit-Acc/EndRdx/Rchg(11)
    Level 4: Reconstruction -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(13), NmnCnv-Heal/Rchg(13), NmnCnv-Heal/EndRdx/Rchg(15), NmnCnv-Heal(15)
    Level 6: Quick Recovery -- EndMod-I(A)
    Level 8: Focus Chi -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(17), AdjTrg-ToHit/EndRdx/Rchg(19)
    Level 10: Dull Pain -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(19), NmnCnv-EndRdx/Rchg(21), NmnCnv-Heal/Rchg(21), NmnCnv-Heal/EndRdx/Rchg(23)
    Level 12: Crane Kick -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(25), Mk'Bit-Acc/EndRdx/Rchg(25), Mk'Bit-Acc/Dmg(27), Mk'Bit-Acc/Dmg/EndRdx/Rchg(48)
    Level 14: Combat Jumping -- Rct-ResDam%(A)
    Level 16: Integration -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(29), NmnCnv-Heal/EndRdx/Rchg(31), NmnCnv-Heal/Rchg(31), NmnCnv-Regen/Rcvry+(46)
    Level 18: Crippling Axe Kick -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(27), SprBrtFur-Acc/Dmg/Rchg(29), SprBrtFur-Dmg/EndRdx/Rchg(31), SprBrtFur-Acc/Dmg/EndRdx/Rchg(36), SprBrtFur-Rech/Fury%(40)
    Level 20: Super Speed -- EndRdx-I(A)
    Level 22: Resilience -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(43), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(47), GldArm-3defTpProc(47)
    Level 24: Warrior's Provocation -- Acc-I(A)
    Level 26: Dragon's Tail -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx/Rchg(34), ScrDrv-Acc/Rchg(34), ScrDrv-Acc/Dmg/EndRdx(36), ScrDrv-Dam%(36), SprAvl-Dmg/EndRdx(39)
    Level 28: Instant Healing -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(37), NmnCnv-Heal/Rchg(37), NmnCnv-Heal/EndRdx/Rchg(37), NmnCnv-Heal(39)
    Level 30: Super Jump -- WntGif-ResSlow(A)
    Level 32: Eagles Claw -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Rchg/+Regen/+End(33), SprUnrFur-Acc/Dmg/Rchg(33), SprUnrFur-Dmg/EndRdx/Rchg(33), SprUnrFur-Acc/Dmg/EndRdx/Rchg(34), SprUnrFur-Dmg/Rchg(40)
    Level 35: Spring Attack -- SprAvl-Acc/Dmg/Rchg(A), SprAvl-Acc/Dmg/EndRdx(39), ScrDrv-Dmg/Rchg(43), ScrDrv-Acc/Dmg/EndRdx(42), ScrDrv-Dam%(40), SprAvl-Rchg/KDProc(48)
    Level 38: Moment of Glory -- ShlWal-Def/Rchg(A), ShlWal-EndRdx/Rchg(42), ShlWal-Def/EndRdx/Rchg(42), LucoftheG-Def/Rchg+(45), LucoftheG-Def/Rchg(46), ShlWal-ResDam/Re TP(49)
    Level 41: Focused Accuracy -- AdjTrg-ToHit/EndRdx(A), AdjTrg-EndRdx/Rchg(43), AdjTrg-ToHit/EndRdx/Rchg(45), AdjTrg-ToHit(45)
    Level 44: Physical Perfection -- Pnc-Heal/+End(A)
    Level 47: Revive -- RgnTss-Regen+(A)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(49)
    Level 1: Fury
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Empty(A)
    Level 1: Hurdle -- Empty(A)
    Level 1: Health -- Heal-I(A), Prv-Heal(7), Prv-Absorb%(23)
    Level 1: Stamina -- PwrTrns-+Heal(A)
    Level 20: Speed Phase
    Level 30: Double Jump
    Level 50: Spiritual Core Paragon
    Level 50: The Atlas Medallion
    Level 50: Task Force Commander
    Level 50: Portal Jockey
    Level 50: Freedom Phalanx Reserve
    Level 50: Melee Core Embodiment
    ------------

     

    I could get like 18% more S/L resist if I replaced one of the MA attacks with Boxing, and another MA attack/Spring Attack with Tough, but I like the added AoE, and a TP attack can get you out of a bad situation sometimes. Also, having 95% slow/recharge resists is pretty sweet.

    • Thumbs Up 1
  5. On 7/19/2022 at 10:44 PM, Azari said:

    I have a TurboGrafx-16 wiþ TurboBooſter & Turbo Everdrive, as well as a PC Engine (white model) wiþ Interface unit, CD-ROM2 Drive, & Super Syſtem card, & a CoreGrafx wiþ Terraonion Super HD Syſtem3 Pro.

    Nice. I just have the TGFX-16 with the CD dock/player, super system 3 card, and like a dozen CD games I bought back in the early 90's.

    The cd unit got wet when the basement flooded in the apartment I lived in back in the late 90s, and killed it.  I finally sent it to get repaired like 10 years ago, but it died again after working for a few weeks.

  6. 20 hours ago, Warboss said:

    I see. You ditched the star, you slacker... 😝 In that case, thanks for taking the star Pep!!

     

    We'll see you all next week.

    No problem. After all, you can't spell cheerleader without LEADER. Although, it's usually the game that forces the star on me when we LFG.

  7. 6 hours ago, oedipus_tex said:

    This build is great.

     

    On the subject of Tankers operating as team buffers, IMO one of the best powers a Tanker can take that gives meaningful team contribution is Soul Mastery > Darkest Night. The version Tankers get is is identical to a Controller, -30% Damage and -15% ToHit (enhanceable), with an excellent 25ft radius. But Tankers have built in mezz protection to keep it from dropping, so I'd say it's a lot better for them than for Dark Affinity players.

     

    I've also seen it used to herd to great affect.

  8. On 4/12/2022 at 9:39 PM, Hyperstrike said:





    In the Dream Doctor arc, I can jump into the Mott/BP ambush mission at +4x8 and NOT immediately die.  WITHOUT using Incarnates or Inspies.

     

     

    Which mission has ambushes?

     

    I just did the arc on +4x8 with my Invul/SS that has a similar build to the one I posted above, and made it all the way to the Embodiment of Mot AV, but wasn't doing enough damage to overcome his regen at +4 so I quit after a few minutes of him not even scratching me.

     

    I did have to use Dull Pain a few times when there were multiple Rad bosses/Lts in a mob that would tank my defense to about -60% DEF, or when Rage crashed.  The only Incarnate power I used was my judgement Mighty, and no inspirations.

  9. 2 hours ago, tidge said:

     

    One of my Inv Tanker builds has the Fighting pool (for Tough & Weave)... they are primarily for Enhancement purposes. For a lot of content I also run with several of the powers toggled off.

     

    I am always tempted to use an alternate build that doesn't have the Fighting pool (to have more Leadership pool powers for teammates) but what stops me is (selfishness!)

    • I feel like the Enhancement bonuses from slotting Tough/Weave offer noticeable improvements to the build
    • I'm not sure PUGmates would notice my support (from Leadership pool) as much as they would notice my Tank suffering (in hard content).

     

    Can you post your build so I can see the enhancement(or do you mean set) bonuses that Tough/Weave provide?

     

    I don't take Leadership very often except on support toons, unless Focused Accuracy is not available, then I take Tactics. I don't feel the END cost justifies the pitiful numbers Tanks get on Leadership powers. I think it's 4% DEF to all if you slot up Maneuvers.

     

    You would probably be better off slotting up attacks(for ACC,RECH,ENDREDUX,DMG) to do more damage(especially AoEs) to defeat foes, and gather more/new aggro, and enhancing any active control(stuns, KD, holds,etc).

     

    I pretty much start out by trying to 6 slot attacks/click heals, 4 slot toggles/buildup, and 2-3 slot passives, then tweak to taste to get the Set bonuses that complement the powersets I'm using.

     

    You might be able to get some similar, or even different set bonuses that are still helpful by shifting those slots to other powers.

  10. 15 hours ago, Thrax said:

    Ice/spines I have one. He is super aggro man. 

     

    I would go with this as well.

     

    Ice Armor -

          Chilling Embrace: Taunt, -RECH, -DMG, -SPEED

           Icicles: Taunt, DMG

    Spines -

           Quills: DMG, -RECH, -SPEED

     

    Although, I Ice Melee does have some nice AoE attacks, and Ice Patch.

     

  11. On 4/3/2022 at 3:17 PM, Warboss said:

     

    Seems to work, I think pretty well, but unfortunately I'm testing other things as well and haven't really pinned that down yet. But, I will say that PZ's PSi damage does fire off (doesn't seem to be all the frequently or affect many of the mobs, but it does work (so based off that, I'm going to say Guassian's works about the same).

     

    Btw, thanks for posting your Invuln build. I was wondering if I could give Tough/Weave a miss on my latest experiment and I'll be using your build as a template.

     

    NP. I pretty much always skip Tough/Weave. My only toon that has them atm is my SR/SJ Tank I just respec'd from Aid Self into Fighting as an experiment, and I usually leave Tough/Weave off anyways.

     

    I can hit 90% S/L resist on my Fire, Dark, Elec, WP, Invul, and Rad Tanks without Tough, and Bio can do it in Defensive Adaptation, and Shield with OwtS active so not really essential.

     

     

     

     

     

     

  12. On 4/4/2022 at 7:08 AM, Hyperstrike said:

    Small problem Pep.  You've got Invincibility capped out.

    And yes, it's very performant that way.
    But as you lose enemies, your defenses fall off sharply.

    This build pretty much delivers equivalent or better Defense from ZERO enemies and in a crowd, can Incarnate Soft-Cap itself.

      Hide contents

    This Hero build was built using Mids Reborn 3.2.17
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Glowy-Fingers: Level 50 Mutation Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Flight
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Resist Physical Damage -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(3), RctArm-ResDam/Rchg(3), RctArm-ResDam/EndRdx/Rchg(5), GldArm-3defTpProc(5), StdPrt-ResDam/Def+(7)
    Level 1: Barrage -- Hct-Acc/Dmg/Rchg(A), Hct-Acc/Rchg(7)
    Level 2: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-ResDam/EndRdx/Rchg(13), UnbGrd-Max HP%(13)
    Level 4: Bone Smasher -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(15), SprGntFis-Acc/Dmg/Rchg(15), SprGntFis-Dmg/EndRdx/Rchg(17), SprGntFis-Acc/Dmg/EndRdx/Rchg(17), SprGntFis-Rchg/+Absorb(19)
    Level 6: Dull Pain -- Prv-Absorb%(A)
    Level 8: Resist Elements -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(19), RctArm-ResDam/Rchg(21), RctArm-ResDam/EndRdx/Rchg(21)
    Level 10: Taunt -- PrfZng-Dam%(A)
    Level 12: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(23), UnbGrd-ResDam/EndRdx/Rchg(25)
    Level 14: Resist Energies -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(25), RctArm-ResDam/Rchg(27), RctArm-ResDam/EndRdx/Rchg(27)
    Level 16: Whirling Hands -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(29), SprAvl-Acc/Dmg/EndRdx(29), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx/Rchg(31), SprAvl-Rchg/KDProc(31)
    Level 18: Invincibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33), ShlWal-ResDam/Re TP(33), Rct-ResDam%(33), GssSynFr--Build%(34)
    Level 20: Total Focus -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(34), SprBlsCol-Acc/Dmg/EndRdx(34), SprBlsCol-Acc/Dmg/Rchg(36), SprBlsCol-Dmg/EndRdx/Acc/Rchg(36), SprBlsCol-Rchg/HoldProc(36)
    Level 22: Kick -- FrcFdb-Rechg%(A)
    Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-Rchg/ResDam(37), UnbGrd-ResDam/EndRdx/Rchg(37)
    Level 26: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39)
    Level 28: Build Up -- RctRtc-Pcptn(A)
    Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39)
    Level 32: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(40)
    Level 38: Energy Transfer -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(40), SprMghoft-Acc/Dmg/Rchg(40), SprMghoft-Dmg/EndRdx/Rchg(42), SprMghoft-Acc/Dmg/EndRdx/Rchg(42), SprMghoft-Rchg/Res%(42)
    Level 41: Char -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(43), SprEnt-End/Rchg(43), SprEnt-Acc/Hold/End(43), SprEnt-Acc/Hold/End/Rchg(45), SprEnt-Rchg/AbsorbProc(45)
    Level 44: Fire Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(45), SprWntBit-Acc/Dmg/EndRdx(46), SprWntBit-Acc/Dmg/Rchg(46), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), SprWntBit-Rchg/SlowProc(48)
    Level 47: Fire Ball -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(50), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50)
    Level 49: Fly -- WntGif-ResSlow(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Empty(A)
    Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(9), Mrc-Rcvry+(9)
    Level 1: Hurdle -- Empty(A)
    Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11)
    Level 1: Energy Focus
    Level 49: Afterburner
    Level 50: Agility Core Paragon
    ------------

     

     

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    		|-------------------------------------------------------------------|

     


    Also, on the DPS calculator:

    Original build: 207.5509 DPS and 1.506312 EPS
    Yours: 157.8843 DPS and 1.296168 EPS
    Glowy Fingers: 269.722 DPS and 1.797616 EPS

     

    I know how Invincibility works, and it's never been a problem for my survivability with all the resists backing it up.

     

    I'm not sure how much I trust that DPS calculator. When I used the automagical mode it didn't even use Barrage, or Energy Punch. In game, I use these all the time to finish off foes. EP is especially nice since it's animation is so fast, and it's DPA is almost as good as Bone Smashers'.

     

    You also must have had Build-Up on for your build when you did the DPS Calc.

     

    My build with Build-up turned on : 218.2 DPS and 1.296 EPS

    My Build with Build-up, and the build-up proc added to Invince : 278.54 DPS

     

    It really depends how often that proc fires. I just don't like relying on random chance, so I've never used it in the past. Foes are arrested quick enough for me anyways.

     

    Using less END/SEC is also a plus for my build(with no End Drain resistance), as well as better accuracy, and To Hit Debuff Resist/Perception.

     

    Mine also has a 1510 HP heal every 124s vs 750 HP every 148s,  3534 MaxHP(37HP/S regen) vs 3195 MaxHP(30HP/S regen), 60% PSI resist vs 14%( although yours has like 10% more psi DEF/ 14% more positionals).

     

    On mine, you also get to use the new NRG melee cone, Power Crash which hits 6 more foes when you are in Energy Focus mode!!

     

    I never die on my tanks(once they get IO'd out), so taking a variety of powers is fun for me.

     

    Anyways, have fun out there.

     

     

     

  13. Here is the build I would use if I had an Invul/nrg tank(I have a Invul/SS, and WP/NRG instead). It may not be the most uber build for either defense, or offense, but it should be a nice simple balanced build, and oh, btw, it has 100% recharge/slow debuff resist(It's amazing!), and 85% ToHit/60% perception debuff resists(from Focused Accuracy).

     

    Weave would be a nice power to get, and would add almost 8% DEF to all, but I'd rather take 2 more attacks than having to take 2 nearly useless powers for this build(kick/Tough) to get to it. That may be just me, though. I just pop a purple if I need it for the very rare occasion I need a little more defense.

     

    I've always wondered how the Guassians +Build Up proc works in Invul, but if you find it worth it, you could take a slot out of Energy Punch for it, but you'd lose a little Psi Resist.

     

    Anyways, I hope at least this can give you some ideas for your build.

     

    Happy Tanking,

    -Pep

     

    This Hero build was built using Mids Reborn 3.2.17
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability

    • (A) Unbreakable Guard - Resistance
    • (3) Unbreakable Guard - Resistance/Endurance
    • (3) Unbreakable Guard - Resistance/Endurance/RechargeTime
    • (5) Unbreakable Guard - RechargeTime/Resistance
    • (48) Impervium Armor - Psionic Resistance

    Level 1: Barrage

    • (A) Kinetic Combat - Accuracy/Damage
    • (5) Kinetic Combat - Damage/Endurance
    • (7) Kinetic Combat - Damage/Recharge
    • (7) Kinetic Combat - Damage/Endurance/Recharge
    • (9) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (9) Mako's Bite - Accuracy/Endurance/Recharge

    Level 2: Energy Punch

    • (A) Kinetic Combat - Accuracy/Damage
    • (13) Kinetic Combat - Damage/Endurance
    • (13) Kinetic Combat - Damage/Recharge
    • (15) Kinetic Combat - Damage/Endurance/Recharge
    • (15) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (17) Mako's Bite - Accuracy/Endurance/Recharge

    Level 4: Bone Smasher

    • (A) Superior Blistering Cold - Accuracy/Damage
    • (17) Superior Blistering Cold - Damage/Endurance
    • (19) Superior Blistering Cold - Accuracy/Damage/Endurance
    • (19) Superior Blistering Cold - Accuracy/Damage/Recharge
    • (21) Superior Blistering Cold - Recharge/Chance for Hold
    • (21) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime

    Level 6: Dull Pain

    • (A) Doctored Wounds - Heal/Endurance
    • (23) Doctored Wounds - Endurance/Recharge
    • (23) Doctored Wounds - Heal/Recharge
    • (25) Doctored Wounds - Recharge
    • (25) Doctored Wounds - Heal/Endurance/Recharge
    • (27) Doctored Wounds - Heal

    Level 8: Unyielding

    • (A) Unbreakable Guard - Resistance
    • (27) Unbreakable Guard - Resistance/Endurance
    • (29) Unbreakable Guard - RechargeTime/Resistance
    • (29) Unbreakable Guard - Resistance/Endurance/RechargeTime
    • (31) Unbreakable Guard - +Max HP
    • (31) Impervium Armor - Psionic Resistance

    Level 10: Combat Jumping

    • (A) Reactive Defenses - Scaling Resist Damage

    Level 12: Fly

    • (A) Winter's Gift - Slow Resistance (20%)

    Level 14: Resist Physical Damage

    • (A) Impervium Armor - Psionic Resistance
    • (31) Gladiator's Armor - TP Protection +3% Def (All)

    Level 16: Whirling Hands

    • (A) Eradication - Accuracy/Damage/Endurance/Recharge
    • (33) Eradication - Damage/Recharge
    • (33) Eradication - Accuracy/Damage/Recharge
    • (33) Superior Avalanche - Accuracy/Damage/Endurance
    • (34) Superior Avalanche - Accuracy/Damage/Recharge
    • (34) Superior Avalanche - Accuracy/Damage/Endurance/Recharge

    Level 18: Invincibility

    • (A) Shield Wall - Defense/Endurance
    • (34) Shield Wall - Defense
    • (36) Shield Wall - Defense/Recharge
    • (36) Shield Wall - +Res (Teleportation), +5% Res (All)

    Level 20: Total Focus

    • (A) Superior Gauntleted Fist - Accuracy/Damage
    • (36) Superior Gauntleted Fist - Damage/RechargeTime
    • (37) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
    • (37) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
    • (37) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
    • (39) Superior Gauntleted Fist - RechargeTime/+Absorb

    Level 22: Taunt

    • (A) Perfect Zinger - Chance for Psi Damage

    Level 24: Resist Energies

    • (A) Aegis - Psionic/Status Resistance
    • (39) Aegis - Resistance
    • (39) Steadfast Protection - Resistance/+Def 3%

    Level 26: Tough Hide

    • (A) Luck of the Gambler - Defense
    • (40) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 28: Build Up

    • (A) Adjusted Targeting - Recharge
    • (40) Adjusted Targeting - To Hit Buff/Recharge
    • (40) Adjusted Targeting - To Hit Buff/Endurance/Recharge

    Level 30: Resist Elements

    • (A) Impervium Armor - Psionic Resistance

    Level 32: Hasten

    • (A) Recharge Reduction IO

    Level 35: Power Crash

    • (A) Eradication - Accuracy/Recharge
    • (42) Eradication - Accuracy/Damage/Endurance/Recharge
    • (42) Eradication - Accuracy/Damage/Recharge
    • (42) Superior Avalanche - Accuracy/Damage
    • (43) Superior Avalanche - Damage/Endurance
    • (43) Superior Avalanche - Recharge/Chance for Knockdown

    Level 38: Energy Transfer

    • (A) Superior Might of the Tanker - Accuracy/Damage
    • (43) Superior Might of the Tanker - Damage/Recharge
    • (45) Superior Might of the Tanker - Accuracy/Damage/Recharge
    • (45) Superior Might of the Tanker - Damage/Endurance/Recharge
    • (45) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
    • (46) Superior Might of the Tanker - Recharge/Chance for +Res(All)

    Level 41: Focused Accuracy

    • (A) Adjusted Targeting - To Hit Buff
    • (46) Adjusted Targeting - To Hit Buff/Endurance
    • (46) Adjusted Targeting - To Hit Buff/Endurance/Recharge

    Level 44: Laser Beam Eyes

    • (A) Superior Winter's Bite - Accuracy/Damage
    • (47) Superior Winter's Bite - Damage/RechargeTime
    • (47) Superior Winter's Bite - Accuracy/Damage/Endurance
    • (47) Superior Winter's Bite - Accuracy/Damage/Recharge
    • (48) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge
    • (48) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime

    Level 47: Physical Perfection

    • (A) Preventive Medicine - Chance for +Absorb

    Level 49: Unstoppable

    • (A) Impervium Armor - Psionic Resistance

    Level 1: Brawl

    • (A) Empty

    Level 1: Gauntlet


    Level 1: Sprint

     

     

  14. Ok, a few things:

     

    1) You need to take Active Defense, and make sure it has enough recharge to be perma. It is your mez protection. You should CTRL+click it so it automatically fires every time it recharges.

     

    2) Deflection gives both RES, and DEF so it's best to give 3 slots to each set type.

     

    3) True Grit does the same for Heal(+HP), and RES

     

    4)Grant Cover may only give +DEF to you allies, but it does give you DEF debuff resistance which can be handy when you get hit with -DEF debuffs

     

    5) OWTS is awesome. It gives  +RES, +MAXHP(which increase regen), and +Recovery. It even gives you mez protection in case your toggles drop. It can get you through hard fights.

     

    6)Parry gives you +DEF to Melee/Lethal for 13 seconds after a hit, so it can help to throw it in you attack chain.

     

    Although, it may not be needed if you hit 45% DEF to all positions with a build like I attached, the extra 24% melee DEF could help in Incarnate stuff.

     

    I don't have a BS/SHD brute, but I do have a SHD/BS Tank, and she rocks with a similar build.

    Brute - Broad Sword - Shield Defense.mxd

  15. I'd love to get Regen, Ninjitsu, and Energy Aura ported over to Tanks. I took a MA/Regen Brute(ewww) to 50, and it definitely takes some getting used to with all the clicks, and having to either click before you know you are going to take lots of damage, or be very quick on the healing draw.

    Attack sets with long animation times will get you killed very often. Looking at you Eagle's Claw. (Also disappointed in lack of another AoE attack in MA)

     

    Have you guys looked at the changes they made to Regen for Sentinels?  I kinda like how they made Dull Pain a +HP passive(Dismiss Pain), and changed Revive into a combo Dull Pain/Revive power(Second Wind).

     

    I'm not sure how I feel about Instant Healing vs Instant Regeneration.  IH would probably be more powerful, but only up half the time, but IR is a toggle Absorb which would let you brush off some of the damage all of the time, allow you to go over the HP cap, and reduce the number of click powers.

     

    I wish there was a melee version of the Sentinel Regen to test. I think I would prefer to port the Sentinel version. Thoughts?

     

     

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