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Owenknowone

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  1. Question then. Would Martial Arts with storm kick be the best min/max secondary or would Staff fighting be the better option?
  2. I understand the need or in this case with rad to step away from def. It is my understanding a little defense never hurts. Also, can anyone expand on the other pools idea? Are we talking hasten or fighting?
  3. Thoughts? I have two tankers going and trying to sort things out which direction I want to move forward with. Anyone have experience with these combos? Pro/Cons?
  4. Reading the forums, sets like kinetic melee have the ability to slot interesting sets. What primary and secondary sets allow for some interesting combos?
  5. I concur with this thinking. Having played CoH at its inception, coming back it takes a bit to get out of the mindset the days of being a meat shield, running around Perez Park and taunting half the map are gone. We get to bring the pain with the brawn!
  6. Sooooo... In reading these comments It feels as if one doesn't play a tanker as the agro magnet it's class was originally conceived but more as another damage dealer who has better survivability??? If that is the thinking does a highly tuned scrapper out perform a tank with a brute something in the middle?
  7. Please feel free to review my build and any feedback is appreciated. Thank you. This Hero build was built using Mids Reborn 3.4.6 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Science Tanker Primary Power Set: Ice Armor Secondary Power Set: Radiation Melee Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Ancillary Pool: Energy Mastery Hero Profile: Level 1: Frozen Armor (A) Reactive Defenses - Scaling Resist Damage (3) Reactive Defenses - Defense (3) Reactive Defenses - Defense/Endurance (48) Reactive Defenses - Defense/RechargeTime Level 1: Contaminated Strike (A) Hecatomb - Damage (17) Hecatomb - Damage/Recharge (45) Hecatomb - Damage/Recharge/Accuracy (45) Hecatomb - Recharge/Accuracy (45) Hecatomb - Damage/Endurance (46) Hecatomb - Chance of Damage(Negative) Level 2: Hoarfrost (A) Panacea - +Hit Points/Endurance (5) Panacea - Heal (5) Panacea - Heal/Endurance/Recharge (7) Panacea - Heal/Recharge (7) Panacea - Endurance/Recharge (9) Panacea - Heal/Endurance Level 4: Chilling Embrace (A) Pacing of the Turtle - Accuracy/Slow (9) Pacing of the Turtle - Damage/Slow (11) Pacing of the Turtle - Chance of -Recharge Level 6: Wet Ice (A) Recharge Reduction IO Level 8: Super Jump (A) Unbounded Leap - +Stealth (13) Unbounded Leap - Jumping (15) Unbounded Leap - Endurance Level 10: Permafrost (A) Unbreakable Guard - +Max HP (15) Gladiator's Armor - TP Protection +3% Def (All) (17) Impervium Armor - Psionic Resistance (19) Impervious Skin - Status Resistance/Regeneration Level 12: Icicles (A) Superior Might of the Tanker - Accuracy/Damage (19) Superior Might of the Tanker - Damage/Recharge (21) Superior Might of the Tanker - Accuracy/Damage/Recharge (21) Superior Might of the Tanker - Damage/Endurance/Recharge (23) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (23) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 14: Taunt (A) Mocking Beratement - Threat/Placate Level 16: Radiation Siphon (A) Superior Gauntleted Fist - RechargeTime/+Absorb (25) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (25) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (27) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (27) Superior Gauntleted Fist - Damage/RechargeTime (34) Superior Gauntleted Fist - Accuracy/Damage Level 18: Glacial Armor (A) Shield Wall - Defense (36) Shield Wall - Defense/Endurance (36) Shield Wall - Defense/Endurance/Recharge (37) Shield Wall - +Res (Teleportation), +5% Res (All) Level 20: Maneuvers (A) Luck of the Gambler - Defense (31) Luck of the Gambler - Defense/Endurance/Recharge (36) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 22: Boxing (A) Empty Level 24: Tough (A) Aegis - Resistance/Endurance (39) Aegis - Resistance/Recharge (39) Aegis - Endurance/Recharge (40) Aegis - Resistance/Endurance/Recharge (48) Aegis - Resistance (49) Aegis - Psionic/Status Resistance Level 26: Energy Absorption (A) Power Transfer - EndMod (29) Luck of the Gambler - Defense/Recharge (29) Luck of the Gambler - Defense (31) Luck of the Gambler - Defense/Increased Global Recharge Speed (31) Power Transfer - Chance to Heal Self Level 28: Irradiated Ground (A) Superior Avalanche - Accuracy/Damage (33) Superior Avalanche - Damage/Endurance (33) Superior Avalanche - Accuracy/Damage/Endurance (33) Superior Avalanche - Accuracy/Damage/Recharge (34) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (34) Superior Avalanche - Recharge/Chance for Knockdown Level 30: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (40) Luck of the Gambler - Defense/Endurance (40) Luck of the Gambler - Defense Level 32: Hibernate (A) Recharge Reduction IO Level 35: Devastating Blow (A) Superior Blistering Cold - Accuracy/Damage (37) Superior Blistering Cold - Damage/Endurance (37) Superior Blistering Cold - Accuracy/Damage/Endurance (39) Superior Blistering Cold - Accuracy/Damage/Recharge (42) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (43) Superior Blistering Cold - Recharge/Chance for Hold Level 38: Atom Smasher (A) Armageddon - Chance for Fire Damage (42) Armageddon - Damage/Endurance (42) Armageddon - Recharge/Accuracy (43) Armageddon - Damage/Recharge/Accuracy (43) Armageddon - Damage/Recharge (47) Armageddon - Damage Level 41: Hasten (A) Recharge Reduction IO (47) Recharge Reduction IO Level 44: Focused Accuracy (A) Endurance Reduction IO Level 47: Physical Perfection (A) Power Transfer - Chance to Heal Self (48) Power Transfer - EndMod Level 49: Combat Jumping (A) Luck of the Gambler - Defense (49) Luck of the Gambler - Defense/Endurance (50) Luck of the Gambler - Defense/Endurance/Recharge Level 1: Gauntlet Level 1: Brawl
  8. Always enjoy the great discussions.
  9. I agree anything is viable and I don't have to go crazy min/max but I do want to make fun and awesome characters. Thank you for the information! Now to decide before I go too deep down the rabbit hole.
  10. Again more information is great but that does leave me with a few more questions. Is a SS/Rad Brute a better option (I do understand the difference of the archetypes) base off of the powersets? Does Energy Melee work just as well as SS on a tank? Would a INV/Dark tanker be more durable?
  11. Awesome stuff. My thought process was to ignore damage and focus on all primaries and resists. I felt def was a bit of waste or not achievable to the exten it was worth it. Perhaps reevaluate this? Super team guy. It seems going for a more balanced approach. I do agree mitigate the damage with knock downs. Perhaps I'm old school (ok I am) but other then a solo build, I don't mind not being a big damge dealer, yet I do see the benefit at times. I will head back to the drawing board and see what I come up with. Again thanks for all the help!
  12. A little backstory on this build. My main goal was to go all in on resists. But maybe that's overkill. I understand what your saying with def. Rad does not excel at def and focusing on one over the other was my goal. This build was more my "tanky" build. So some of the decisions were based on survivability and not damage. Again perhaps having three build slots is more of a distraction then potentials? Very much appreciated with your input. As long as Ive been playing CoH, I truly do enjoy the community. Switching gears, would dark melee be good fit as well or does SS supersede it?
  13. Ok Im picking up what your laying down. What type of synergies would you suggest or should I be looking for?
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