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tellania

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  1. Here is a build. Maximum to-hit (I set it to +3 foes, so base 56% chance). Super speed (and hasten) to be faster than a speeding bullet max SL resistance and defence to be more powerful than a locamotive Super jump to be able to leap tall buildings in a single bound and the required: Fly (with air superiority) Laser eyes Expensive build, you can max out more by choosing other powers, but with 1 enemy in range, 47% sl def, 90% SL res 43% FC def, 70% (nearly) FC res 32% EN def, 68% (nearly) EN res (assume 1 foe in invincibility range, 1 stack of +res from footstomp) 2712 HP (unless DP is active, with 3534 hp) warning: winter IOs used. http://www.cohplanner.com/mids/download.php?uc=1501&c=699&a=1398&f=HEX&dc=78DA65934B6F524114C767B88395479FD8D29696B6D0DAD2C705FAD8B8E9C23E520545716B9ADB7AA5444209506397263E775A5F2B13DDF9FE026EF513F8D62FA03155135F7161F070CF3F947827C06FF8CF9999F33F33933C33E77DB278765648EFFE9C512A2D1F33F2A7CCA2336964B2ABA2DA1AE81B647579CE3C69E64BA6BE943FBD91CB9B4563259BCB963703184E9A39D3D4D31B05EAA7CB45339F29AF094F6A7D3DA72FE4B299B5B2D7EA274CA390CD67DCD69F74C1344F34724C3584067CF385ECAA3E4FEB6736979346A96C16373B298B31FABE70D18FACE655D1C43475E24AB4C4C038B36D8639EE1668149B2284945047984D69E6F851E64B17961515250FF3FC811498648613E021A64EEB6B3CC7A9DD501C7B9D397A8539719519DF02AF315FD17E4EF6E170FED12CCDFD03FCC97C1AA1EAC36B03BC7AE1D50BAF4D53CC28E5E2E25C84ABE4B0340F1D9D079A272C2CED0D053562CD46ECD786FDF6FC0627991D34BF19B1CD07A02D303B17C125E65B5AB7554A2BB67586A0341104FBC1C1EF1C1BA75C7DBCAED3877319C4B90CE23C86713E91E75CAFC8336688726AE7B9B27D8C3D7580611AF3C3AF3FC07BBDA3BCBA385E75C143373C74C343F020B3FF2F85F52A3149F905E025B08F73EFF98FC1DB54639F127EDAB3177BF68E701E92B43EDCBB3EF8EB87BF30FC4DC0DF1DDA3AC4F989D000CF9FA6FD8770AF862EB3EFBD17C14BE007CE79F835F89E79973082B923F750BBFBB8938FC107B89B0F71271F31A7DCFCC6AA7772EC1C6BE3E7C10B4C3779D3E14D87B728BC45E12D0A6F1AC5C6E02DE697566D7B54ED4DD2879A88A8DA8BAE8CDA466336256E53A66CCAB44D49D89494AABD78212DC5D5527BCF956DAA8594F5A35F77142507B8DABBB6C18FCCDD9FC0CFCC2FB655BEED289AFCC53575DCE2F7EAD862AA9BCC1577F596733E5633EA84E375FD545D7FD64773D1FF07224EF65D Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Invulnerability Secondary Power Set: Super Strength Power Pool: Flight Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Energy Mastery Hero Profile: Level 1: Temp Invulnerability -- Ags-ResDam(A), Ags-ResDam/EndRdx(17), Ags-ResDam/Rchg(17), Ags-Psi/Status(19) Level 1: Jab -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(5), KntCmb-Dmg/EndRdx/Rchg(15), KntCmb-Dmg/Rchg(45) Level 2: Dull Pain -- DctWnd-Heal(A), DctWnd-Rchg(34), DctWnd-Heal/Rchg(34), DctWnd-EndRdx/Rchg(36), DctWnd-Heal/EndRdx/Rchg(36) Level 4: Haymaker -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(34), SprBlsCol-Acc/Dmg(43), SprBlsCol-Dmg/EndRdx(46), SprBlsCol-Acc/Dmg/EndRdx(50), SprBlsCol-Acc/Dmg/Rchg(50) Level 6: Resist Elements -- UnbGrd-Max HP%(A), UnbGrd-ResDam(11), UnbGrd-ResDam/EndRdx(11) Level 8: Unyielding -- Ags-ResDam(A), Ags-ResDam/EndRdx(13), Ags-ResDam/Rchg(13), Ags-ResDam/EndRdx/Rchg(15) Level 10: Taunt -- PrfZng-Dam%(A) Level 12: Fly -- Flight-I(A) Level 14: Resist Energies -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(19), UnbGrd-Rchg/ResDam(21), GldArm-3defTpProc(21) Level 16: Combat Jumping -- ShlWal-Def(A), ShlWal-Def/EndRdx(23), ShlWal-Def/Rchg(25), ShlWal-Def/EndRdx/Rchg(25) Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(31), HO:Cyto(33), Rct-ResDam%(37) Level 20: Knockout Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(37), KntCmb-Dmg/Rchg(37), KntCmb-Dmg/EndRdx/Rchg(40), SprEnt-Rchg/AbsorbProc(42), SprEnt-Acc/Hold/End/Rchg(42) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 24: Super Speed -- WntGif-ResSlow(A) Level 26: Tough Hide -- ShlWal-Def(A), ShlWal-Def/EndRdx(27), ShlWal-Def/Rchg(27), ShlWal-ResDam/Re TP(31), Ksm-ToHit+(33) Level 28: Rage -- HO:Membr(A), HO:Membr(29), HO:Membr(29), RctRtc-Pcptn(31) Level 30: Super Jump -- Jump-I(A) Level 32: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(33), KntCmb-Dmg/Rchg(36), KntCmb-Dmg/EndRdx/Rchg(46) Level 35: Focused Accuracy -- EndRdx-I(A) Level 38: Foot Stomp -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Dmg/EndRdx/Rchg(39), SprGntFis-Acc/Dmg/EndRdx/Rchg(39), SprMghoft-Rchg/Res%(39), SprMghoft-Acc/Dmg(40), SprMghoft-Acc/Dmg/EndRdx/Rchg(40) Level 41: Laser Beam Eyes -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(42), SprWntBit-Rchg/SlowProc(43), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Acc/Dmg/Rchg(46), SprWntBit-Dmg/EndRdx/Acc/Rchg(50) Level 44: Hurl -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(45), SprGntFis-Acc/Dmg/Rchg(45) Level 47: Air Superiority -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(48), KntCmb-Dmg/Rchg(48), KntCmb-Dmg/EndRdx/Rchg(48) Level 49: Tough -- StdPrt-ResDam/Def+(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Prv-Absorb%(7), Prv-Heal(7), Prv-Heal/EndRdx(9), Prv-Heal/Rchg(9) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PwrTrns-+Heal(A), PrfShf-End%(3), PrfShf-EndMod(3), PrfShf-EndMod/Acc(5) Level 0: The Atlas Medallion Level 0: Task Force Commander Level 0: Portal Jockey Level 0: Freedom Phalanx Reserve Level 50: Cardiac Core Paragon ------------
  2. From experience, fear (the running kind) > taunt. Like Burn in fire aura, the running fear response is stronger than the taunt. Which comes back to the question, assume range is linear (e.g. -100% should force them to melee range), how do you test it? Is it enhanced range (I dont remember rikti having enhanced range, the drones might, but not the regular LT types).
  3. My lvl 42 fire tank taunted a rikti, but he stayed at a distance (guess 6m?) and continue to use range weapons. I redid the taunt, and no change in the distance (he still fired). Looking at the description it is -100% range, shouldnt that have forced him into melee range? Thought this was a change from beta, or does the -100% range scale with level?
  4. I know the rule of 5 applies for IO set bonuses, but what about non-unique procs? I have an electric/electric controller, and wondering how many of the new endurance +heal procs I could use (low grade regen controller?). I'm assuming this should work, just thought I would ask for feedback in case I'm wrong.
  5. Can you specify 'not uber expensive'? No purples/ATOs? No more than 5 purples/ATOs? It helps with guidelines 🙂
  6. Bio/ or Invul/ ? Another IMHO ... Pre IO-set: I find BIO to be more survivable. Lots of heals, +absorb, great for hami raids. Also, the set is setup to either cap resistance (e.g. SL) or defense (e.g. FC) on the set. Post IO-set: I find Invul more survivable, capped defenses (sans psi), and nearly capped E/N/F/C resists. How I measured: During leveling, I had less problems with Bio/ armor. More endurance, better solo'ing due to a power that lets me choose an offensive, defensive, or other stance (aka more damage, better defenses, etc). End Game: Most of the incarnate missions, I could not tell a difference. RWZ mothership raids: -regen from the rikti made my bio tank more fragile, needing to jump into the 'safe' middle, to heal up. While I've been hit hard on an Invul/ tank, the survival time is much longer. Also, -recharge (though relatively rare), hurt Bio armor, as having more heals, means -recharge can greatly affect them. I've also tanked on incarnate TF's (antimatter, etc), and the invul tank comes out more durable. But leveling 1-50, Bio/ is more fun and flexible. Need to tank for a high level team, activate defensive posture. Solo'ing, go combat posture (forgot the power, sorry). Post 50+ content, I need to pay less attention to the health bar with an Invul/ tank, sans a Hami raid (in which case, Bio works better for me).
  7. Hello, I followed proc-monster threads with interest but have a few questions. 1. Do the -res of achilles heel stack? Does it stack with the other -res IO's (annilation proc or fury of the gladiator)? 2. Do all the BU procs last 5.25 seconds? Do they stack? Does the BU trigger BEFORE that attack hits (e.g. siphon insight in a melee attack), or only the attacks after that one hits? 3. When do you choose a damage proc over a damage IO? I'm confused on what to put into a damage aura vs melee attack. I know it is either/both power recharge and/or global recharge affects the PPM of the power. 4. If you can use a BU, -res, or damage proc, which would be preferred? It would seem BU (perhaps multiple) would be best (or several), followed by damage proc (in aoe's), and -res (in single targets)? Not everything is pylon, though it is a good single target test. I'm planning a build, but I have more options than slots, so any experience or feedback would be greatly appreciated 🙂
  8. Naked Tank. Tank who takes ONLY the required T1/2 armor ... I vote fire armor, taking burning aura .... and take placate (misdirection) from concealment power pools Take that, Tanker expectations!
  9. Thanks! I didnt want to use 2 respec's to find out.
  10. Title says it. I saw official notes mentioned endurance back with aid self+field medic, and aid other+field medic DOES remove the interrupt. I see nothing specific about aid self and field medic removing the interrupt, except a few posts by players saying it. Anyone have the correct answer?
  11. Looking for Princess Grace, Geek Girl, and others in her SG. We (Spartan Guard + shove) reformed on Indomitable.
  12. On beta, there was talk of removing the rage crash, or breaking it to a smaller -res, -def crash. Think it was put on hold until some AT revisions were made. FYI, it's on the test server forum.
  13. I'd go BoF, esp since you can give a KD proc into it. Upcoming changes: Scaling & Stats Tanker: Ranged damage modifier increased from 0.5 to 0.8, Melee damage modifier increased from 0.8 to 0.95, Bruise has been removed in favour of a flat damage scale increase. Buff modifiers increased to match Controller values. Damage buff cap increased from 400% to 500%. Brute: Ranged and Melee damage modifiers are now equal at 0.75. Damage buff cap lowered from 775% to 700%. All Brute and Tanker Epic pools now use ranged damage modifiers. Note that due to the above changes, Epic Pools should see no damage change at all. AoEs Most Tanker Melee AoE powers have had their target caps increased. Most cones now have a 10 target cap. Most PBAoEs now have a 16 target cap. Tanker now gets an inherent buff to the radius of AoE attacks and arc of cones. +50% for AoEs. +50% for cones. Some powers are unaffected by this buff. This is noted on the power description. Full list of Tanker target cap changes, area changes, etc: Currently: BoF arc 30 degrees, so it will become 45 degrees Energy torrent is 45 degrees (no changes to APP) Bof does 71 damage at lvl 50 now, will become (do cones use melee damage or range????) .95/.8 = 84 ET does 42 damage. Recharge time: Bof: 10s, ET: 24s ET has KD. BoF CAN accept an IO to do knockdown (at the cost of 1 enhancement slot) BoF has range 10, ET has range 40 BoF can hit up to 10 (will become 16). ET can hit up to 10. Tanker > Fiery Melee > Combustion 10 => 16 Tanker > Fiery Melee > Breath of Fire 10 => 16 Tanker > Fiery Melee > Fire Sword Circle 10 => 16
  14. tellania

    Dark Armor Tank

    I said functional, as dark consumption has a base recharge of 180 seconds, and soul drain is 120 seconds (while the changes will improve the targets hit, these will not benefit from the tank changes, like fire/spines/axe/mace, etc). I'm just saying, if you want the benefits from the tanker changes, dark melee seems to benefit the least of the tanker secondary sets.
  15. tellania

    Dark Armor Tank

    Which tanker change would benefit a dark melee tank? AFAIK, most of the changes increased base damage (all), and many cone/aoe ranges, as well as an increase in targets affected by said AOE's. Dark melee is a GREAT survival melee set (due to fear and a melee heal), but has no functional AOE's. If you were dark/fire or dark/spines, dark/titan, etc, I would understand the desire for the change.
  16. Speaking as someone who prefers and mainly plays tanks, thank you for the fun. Most fun I've ever had was sole tank on a team of 7 blasters. It cant get more fun than that! Thanks blasters, for the fun and incredible momentum you provide.
  17. Since we are talking unkillable ... You need to consider secondaries for mitigation as well. Resistance, Defense, +HP and regen are primary mitigations. Heal can straddle both primaries and secondaries (dark melee, fire armor), and should be considered. Secondary are knockdown/back (e.g. axe, ice, etc), and any builtin CC (fear on a dark tank, Ice/SS having a hold, ICE having -recharge, etc). Primaries usually let you stand there, order a pizza, eat the pizza, and come back alive. Secondaries (and heals) can offer CONSIDERABLE survivability, but require you to click to ensure survivability. A stone/dark tank will be more survivable than a stone/fire tank, esp against Recluse. Though, as mentioned, stone/ can be painful to level, but its my 'A' Game player for those master STF (or is it lady liberty TF now?). moments, it is dead last in 'let me log in and casually play with a PUG or solo' moment. I didnt mention damage, since brutes/scrappers do it faster.
  18. SL 90%, EN 76% Melee defense: 36.8% recharge: 116% Lots of procs for laugh and giggles (damage and knockdown) Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Fiery Aura Secondary Power Set: Ice Melee Power Pool: Force of Will Power Pool: Fighting Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(3), UnbGrd-ResDam/EndRdx/Rchg(5), GldArm-3defTpProc(21), StdPrt-ResDam/Def+(43) Level 1: Frozen Fists -- Empty(A) Level 2: Healing Flames -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(5), Prv-Heal(9), Prv-Heal/EndRdx(9), Prv-EndRdx/Rchg(11), Prv-Heal/Rchg(11) Level 4: Mighty Leap -- BlsoftheZ-ResKB(A) Level 6: Frost -- HO:Centri(A), HO:Centri(7), HO:Centri(7), Rgn-Knock%(46) Level 8: Boxing -- SprBlsCol-Rchg/HoldProc(A) Level 10: Taunt -- PrfZng-Dam%(A) Level 12: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-Rchg/ResDam(13), UnbGrd-ResDam/EndRdx/Rchg(15) Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-Rchg/ResDam(19), UnbGrd-Max HP%(19) Level 16: Build Up -- RechRdx-I(A), RechRdx-I(17), GssSynFr--Build%(17) Level 18: Burn -- Arm-Dmg(A), Arm-Dmg/Rchg(23), Arm-Acc/Dmg/Rchg(25), Arm-Acc/Rchg(25), Arm-Dmg/EndRdx(27) Level 20: Ice Patch -- RechRdx-I(A), RechRdx-I(21) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 24: Weaken Resolve -- AchHee-ResDeb%(A), TchofLadG-%Dam(29), RechRdx-I(29), ShlBrk-%Dam(34), AnlWkn-%ToHit(36), CldSns-%Dam(36) Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(27) Level 28: Freezing Touch -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(37), SprGntFis-Acc/Dmg(37), SprGntFis-Dmg/Rchg(37), SprGntFis-Acc/Dmg/Rchg(40), SprGntFis-Dmg/EndRdx/Rchg(43) Level 30: Blazing Aura -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg(31), SprAvl-Dmg/EndRdx(31), SprAvl-Acc/Dmg/EndRdx(31), SprAvl-Acc/Dmg/EndRdx/Rchg(45) Level 32: Weave -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(33), LucoftheG-Def/Rchg+(33), LucoftheG-Def(33), LucoftheG-Def/EndRdx(34), Krm-ResKB(34) Level 35: Greater Ice Sword -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(36), TchofDth-Dmg/Rchg(45), TchofDth-Acc/Dmg/EndRdx(46), TchofDth-Dmg/EndRdx/Rchg(46), TchofDth-Dam%(50) Level 38: Frozen Aura -- SprMghoft-Rchg/Res%(A), SprMghoft-Dmg/Rchg(39), SprMghoft-Acc/Dmg/Rchg(39), SprMghoft-Dmg/EndRdx/Rchg(39), Arm-Dam%(40), Erd-%Dam(40) Level 41: Gloom -- Apc-Dam%(A), Apc-Dmg(42), Apc-Dmg/Rchg(42), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(43) Level 44: Darkest Night -- ToHitDeb-I(A), ToHitDeb-I(45) Level 47: Summon Widow -- SlbAll-Dmg(A), SlbAll-Dmg/Rchg(48), RechRdx-I(48), ExpRnf-EndRdx/Dmg/Rchg(48) Level 49: Dark Obliteration -- PstBls-Dam%(A), CldSns-%Dam(50), Ann-ResDeb%(50) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A) ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1430;664;1328;HEX;| |78DA6594C94F136118C6BFE94CC142D997B295A5888552062A24EE121131469B906| |062E23669EA808D134ADA92E8D1C4F50FF0A6468F5E3C7B1413F5E4C9831A4D3C8A| |0B6882463CD5B7F33C36869974E6D779DEF77BB76F669297A7838F8F5E9D545AF0B| |093CAE7AD93A9C54B76CE9F4C2D64D2AA7454CAD90ED59AB6E7EDC5BC6DCE64ECDC| |15EBD0722ED54A4BD2766CDB3C96B6F14F35CE66B38E3993CD89929DB74E651CA70| |65266E16221B3B850E5DECD2DD9F6856A189C92257464299336A772CB05DB9ACB2E| |3B5632952F48B236A96240CE95805CB4525D45BFFAA92B953094EF17F91B3436C1E| |69D602C240BC286EAA8523C8AF293433D0B309844D3D6B8FA1BB86D95FC0C567D21| |BF828541A57446D33FF85CAD4B32F8A1E9FE0981A1AB8A2D1CD9055FAD12B32DADA| |FBC63B85A58D607A805F2F07B2E42353AD6ABD971901D07D9712D3BD625600D7D6B| |E85B4BDF46FA36FE01BB25571D72F9EA8695ABD5FFE323E47E21B91BE06334EC86D| |6BA076CDB4BEE033BF6833D12B7096BB426C66B2623525F0BEAD35AA8B592799967| |887B115A91584D32CF579C2B7DFA2A747727FB5F43EF5FF5B9F72FA5CE76E66CA76| |F07D92BF574326EE76DCC79FB2DF21A791D8CDE006337C1A71237CCFEC30FA175DF| |25EF91F7C1F803D0901E7BF884F61CC7AC7B37C852F32536837DF5E4A672FBE8935| |A23AC35725A10951ECF80F1B3E0C839F23C98B0C088AC1D60DE81F7C8B7E30DF996| |7C07460F607ED175CC2F2DF220FB1C4CC03614274748138C8D821F834A0D73E6C3E| |398759C9C977826DF03F320FC472749EECBE806EE6DF11DE37338F604B604F735F1| |09F576195BDFDC21A3FC1D28C63CD6318F92F028E31E65C2A39CF028B346F98BA13| |45709D497BF03C535D9034DFBDFFADDA3AC7B941F1EE52F2F40F150| |-------------------------------------------------------------------|
  19. Could you list preferences on WHAT bonuses you are looking for? I had a fire/ice, and (beyond the armors) the only critical powers were burn/ice patch (Ice is painfully low on damage). I made myself into a tanktroller (took ice APP, holds, etc). Are you looking for melee defense, recharge, something else? Do you intend to solo or team? what settings? Just an fyi, firey embrace increases all damage, not only fire (fire should be more). Frozen aura now does damage (footstomp level AOE, all cold!) So, you have 2 powerful AOE's (not including anything from the APP pools). frost the power is actually pretty good if you put some range in it (dam/range hami's). Greatly helps with getting more bang per buck. healing flames will keep you alive. burn+frozen aura = much aoe goodness (not quite a fire/spines, but respectable). Or, you can be the jerk tanker, leave your burning aura off, put a placate proc (fortunata hypnosis) and fire it off with your frozen aura. Make the team wonder why you are not holding any aggro...
  20. tellania

    +Per vs +ACC

    ONLY Hyperstrike can give the exact reasons, but I would lean to the +perceptionIO over the kismet +tohit (its tohit, not accuracy, despite its claim). Without the build, I am making some assumptions: 1. Base to-hit is 75%. If the build has large IO bonus of +accuracy, it may make be close to 'max out' accuracy (95% maximum), and not needed. 2. Invulernability has an aura (invincibility) which gives +def/+to hit per foe in rnage. More in aura, the less you need additional to-hit bonuses. 2% (base) to-hit per foe. 3. Dark melee combat buff (soul drain) gives +2% per hit per foe. Its base is 90% (according to pine's) to hit, add a minimum 2% from invincibility, and you are at 92% to hit(!), BEFORE any accuracy bonuses. With no global bonuses, its easy to have soul drain up-time to 50%, or full time with enough global bonus. 4. siphon life (the heal, I believe you referred) is base 75% to hit. Not very difficult, with a single target (invincibility+soul drain) to give 4%-6.4% to hit (if slotted). Siphon life is melee, so it can miss single target, but 10seconds recharge time, and 10% base heal, it can easily be slotted to 20% heal every 3-5 seconds. That is INSANE. Even with NO accuracy slotting, 4/5 hits will connect, healing 80% HP over 20 seconds (assume 4 second recharge, 5 attempted hits). Now, kismet +to-hit IS very nice. But why perception? From experience, fighting widows (recluse minions) they tend to spam smoke. I LITERALLY can not target, nor see them. With my invul/ss tank, all I could do was hide behind a door (because the widows will range attack outside of footstomp), and put footstomp on auto ... It was painfully slow ... I had to ask for help, just to target the widow's, so I could make progress (this was happening EVERY mob). If you PvP (I dont), it is preferred for seeing stealth foes (not sure about stalker hide ..) A reason to have the kismet is Crey paragons. They tend to elude, which maximizes their defense. In that case, you'll want every bit of +to hit and accuracy as possible, as you will be wiffing up a storm. Easiest solution: carry both, use the cheap IO unslotters to change as desired (or depending upon enemy types).
  21. tellania

    Ice/?

    Yes, level 29 atm. Need the KB to KD proc for repulsing torrent. Figured going -dam was the best route for an ice tank. Darkest night (range pboe of 25') -21% DMG and 10.5% -tohit (unslotted) (I take it on almost all my tanks, its very useful), -14% chilling embrace, and about -7% DMG from KM attacks (burst is -14% and pboe ) (according to MIDs). slotted, darkest night provides -16% to-hit, 49% aoe and -7% (per KM attack) (not sure if the attack effects stack ...) per single attack. Just curious where you got -50 DMG on single target and -28% on surrounding mobs? Seems to be -49% DMG aoe plus -7% DMG per single target applied. Its a great way to go, but currently not too happy with KM damage (the +DMG powers come later ...) at the moment.
  22. Been a while, but I never had a need for permafrost ... until I started encountering knives of artemis and their caltrop throwing spamminess ... THEN you will LOVE having permafrost!
  23. as a lowbie mastermind, here is my opinion: With those 2 other masterminds, it may not matter. I enjoy my thugs/cold (gang war is fun!). /time and /kin are GREAT all-purpose secondaries, with debuffs, and buffs, but not so much in shields. and the reason it may not matter, lots of the powers of kin and time are aoe's, whereas you may benefit a single minion at a time (depending on the buff), and if you are buffing your other teammates ... that is a lot of buffs! plus, when it comes to masterminds, even small teams, you may have laptop/computer stutter issues (depending if its a gaming or not). Masterminds are great for fire and forget, or RWZ raids. (I have mid level bots/time and demons/kin). Thugs/cold can be fun, thugs/traps (havent played /traps since COH closed down), will have some great debuffs but those are already covered. kin and time have heals/regen. I would go with a shield (resitance or defense) so help keep them alive. Just a thought
  24. close to what Coyote said, Fire is more AOE, with SS only having footstomp (hand clap, which is rarely taken, is knock back and does zero damage. Prime candidate for procs, otherwise skipable). Silly question, are you running rage? Base rage is 20% to-hit, and 80% damage bonus. Super strength is pooper strength without it. In fact, there are LOTS of rage discussions, due to this dependency. Also, add in the rage crash, and you can waste a lot of attacks (or even die) from the crash itself. I have an invul/ss, and its a beast in that she doesnt die, AOE can take a bit, as its a good AOE (plus rage damage), but as stated, all smashing damage. So, fire will kill faster (its fire, that what fire does). SS will hit MORE often (due to rage +to hit), and single attacks should do more damage (esp bots, which dont like the smash). AOE wise, footstomp is acceptable, but its not fire (but better aoe than dark melee, which is awesome in its own, but different, right). Fire melee has no secondary effects. SS has a hold (KO blow), footstomp (knock down), jab (stun), and even hand clap, which opens up a LOT of possible proc monster options. Hold has 2 psi procs (plus the superior smashing proc), there is a psi taunt proc, etc. Footstomp can have the tanker IO procs (I put my +res in there, get 2-3 stacks easily), force feedback +rech proc, etc. In short: fire melee better at aoe, SS better at hitting and single target damage. SS has more proc options. Also, check out the tanker discussion on beta. There is a possibility tanker damage may be increased, and AOE's will be increased (# targets, cone width, etc). This may tilt it to fire melee option. Worth checking out.
  25. Or ... 6 slot with 4 heal/rech IO's and 2 Resist IO's ... Much better heal, faster recharge, AND more toxic resist when you do! And if your a stickler, you can ++ each resist IO to max out a bit more resitance.
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