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Owenknowone

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Everything posted by Owenknowone

  1. Please review this build. I am wondering if I am on the right track or were or what should I tweak? Looking for help also with incarnates. Once I start working on my incarnates, is some of this slotting overkill? 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 Science Tanker Primary Power Set: Shield Defense Secondary Power Set: Radiation Melee Power Pool: Flight Power Pool: Fighting Ancillary Pool: Energy Mastery Hero Profile: Level 1: Deflection (A) Unbreakable Guard - Resistance (3) Unbreakable Guard - Resistance/Endurance (3) Unbreakable Guard - Endurance/RechargeTime (5) Unbreakable Guard - RechargeTime/Resistance (5) Unbreakable Guard - Resistance/Endurance/RechargeTime (36) Unbreakable Guard - +Max HP Level 1: Contaminated Strike (A) Empty Level 2: Battle Agility (A) Reactive Defenses - Defense (9) Reactive Defenses - Defense/Endurance (11) Reactive Defenses - Endurance/RechargeTime (11) Reactive Defenses - Defense/RechargeTime (13) Reactive Defenses - Defense/Endurance/RechargeTime (13) Reactive Defenses - Scaling Resist Damage Level 4: True Grit (A) Aegis - Resistance/Endurance (15) Aegis - Resistance/Recharge (15) Aegis - Endurance/Recharge (17) Aegis - Resistance/Endurance/Recharge (17) Aegis - Resistance (19) Aegis - Psionic/Status Resistance Level 6: Active Defense (A) Recharge Reduction IO (19) Recharge Reduction IO Level 8: Against All Odds (A) Perfect Zinger - Threat/Placate Level 10: Taunt (A) Annoyance - Threat/Placate (21) Annoyance - Threat/Placate/Recharge (21) Annoyance - Threat/Placate/Recharge/Range Level 12: Phalanx Fighting (A) Luck of the Gambler - Defense/Endurance (25) Luck of the Gambler - Defense/Recharge (27) Luck of the Gambler - Endurance/Recharge (27) Luck of the Gambler - Defense/Endurance/Recharge (29) Luck of the Gambler - Defense (29) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 14: Fly (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance (31) Blessing of the Zephyr - Knockback Reduction (4 points) Level 16: Boxing (A) Empty Level 18: Radiation Siphon (A) Hecatomb - Damage (31) Hecatomb - Damage/Recharge (33) Hecatomb - Accuracy/Damage/Recharge (34) Hecatomb - Accuracy/Recharge (48) Hecatomb - Damage/Endurance (48) Hecatomb - Chance of Damage(Negative) Level 20: Grant Cover (A) Luck of the Gambler - Defense Level 22: Tough (A) Impervium Armor - Resistance/Endurance (33) Impervium Armor - Resistance/Recharge (33) Impervium Armor - Endurance/Recharge (36) Impervium Armor - Resistance/Endurance/Recharge (42) Impervium Armor - Psionic Resistance (43) Impervium Armor - Resistance Level 24: Fusion (A) Gaussian's Synchronized Fire-Control - To Hit Buff (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (50) Gaussian's Synchronized Fire-Control - Recharge/Endurance (50) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 26: Shield Charge (A) Superior Might of the Tanker - Accuracy/Damage (36) Superior Might of the Tanker - Damage/Recharge (37) Superior Might of the Tanker - Accuracy/Damage/Recharge (37) Superior Might of the Tanker - Damage/Endurance/Recharge (37) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (39) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 28: Irradiated Ground (A) Eradication - Chance for Energy Damage (39) Scirocco's Dervish - Chance of Damage(Lethal) (39) Obliteration - Chance for Smashing Damage (40) Touch of Lady Grey - Chance for Negative Damage (40) Shield Breaker - Chance for Lethal Damage (40) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown Level 30: Weave (A) Serendipity - Defense/Endurance (42) Serendipity - Defense/Recharge (42) Serendipity - Endurance/Recharge (43) Serendipity - Defense/Endurance/Recharge (48) Serendipity - Endurance (50) Serendipity - Defense Level 32: One with the Shield (A) Resist Damage IO Level 35: Devastating Blow (A) Superior Gauntleted Fist - Accuracy/Damage (43) Superior Gauntleted Fist - Damage/RechargeTime (45) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (45) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (45) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (46) Superior Gauntleted Fist - RechargeTime/+Absorb Level 38: Atom Smasher (A) Armageddon - Damage (46) Armageddon - Damage/Recharge (46) Armageddon - Accuracy/Damage/Recharge (47) Armageddon - Accuracy/Recharge (47) Armageddon - Damage/Endurance (47) Armageddon - Chance for Fire Damage Level 41: Focused Accuracy (A) Endurance Reduction IO Level 44: Physical Perfection (A) Miracle - +Recovery (49) Performance Shifter - Chance for +End Level 47: Kick (A) Empty Level 49: Cross Punch (A) Empty Level 1: Gauntlet Level 1: Brawl
  2. Please review this build. I am wondering if I am on the right track or were or what should I tweak? Looking for help also with incarnates. Once I start working on my incarnates, is some of this slotting overkill? 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 Science Tanker Primary Power Set: Shield Defense Secondary Power Set: Radiation Melee Power Pool: Flight Power Pool: Fighting Ancillary Pool: Energy Mastery Hero Profile: Level 1: Deflection -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-EndRdx/Rchg(3), UnbGrd-Rchg/ResDam(5), UnbGrd-ResDam/EndRdx/Rchg(5), UnbGrd-Max HP%(36) Level 1: Contaminated Strike -- Empty(A) Level 2: Battle Agility -- Rct-Def(A), Rct-Def/EndRdx(9), Rct-EndRdx/Rchg(11), Rct-Def/Rchg(11), Rct-Def/EndRdx/Rchg(13), Rct-ResDam%(13) Level 4: True Grit -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(15), Ags-EndRdx/Rchg(15), Ags-ResDam/EndRdx/Rchg(17), Ags-ResDam(17), Ags-Psi/Status(19) Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(19) Level 8: Against All Odds -- PrfZng-Taunt(A) Level 10: Taunt -- Ann-Taunt(A), Ann-Taunt/Rchg(21), Ann-Taunt/Rchg/Rng(21) Level 12: Phalanx Fighting -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(25), LucoftheG-EndRdx/Rchg(27), LucoftheG-Def/EndRdx/Rchg(27), LucoftheG-Def(29), LucoftheG-Def/Rchg+(29) Level 14: Fly -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(31), BlsoftheZ-ResKB(31) Level 16: Boxing -- Empty(A) Level 18: Radiation Siphon -- Hct-Dmg(A), Hct-Dmg/Rchg(31), Hct-Acc/Dmg/Rchg(33), Hct-Acc/Rchg(34), Hct-Dmg/EndRdx(48), Hct-Dam%(48) Level 20: Grant Cover -- LucoftheG-Def(A) Level 22: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(33), ImpArm-EndRdx/Rchg(33), ImpArm-ResDam/EndRdx/Rchg(36), ImpArm-ResPsi(42), ImpArm-ResDam(43) Level 24: Fusion -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(25), GssSynFr--ToHit/Rchg/EndRdx(34), GssSynFr--ToHit/EndRdx(34), GssSynFr--Rchg/EndRdx(50), GssSynFr--Build%(50) Level 26: Shield Charge -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(36), SprMghoft-Acc/Dmg/Rchg(37), SprMghoft-Dmg/EndRdx/Rchg(37), SprMghoft-Acc/Dmg/EndRdx/Rchg(37), SprMghoft-Rchg/Res%(39) Level 28: Irradiated Ground -- Erd-%Dam(A), ScrDrv-Dam%(39), Obl-%Dam(39), TchofLadG-%Dam(40), ShlBrk-%Dam(40), OvrFrc-Dam/KB(40) Level 30: Weave -- Srn-Def/EndRdx(A), Srn-Def/Rchg(42), Srn-EndRdx/Rchg(42), Srn-Def/EndRdx/Rchg(43), Srn-EndRdx(48), Srn-Def(50) Level 32: One with the Shield -- ResDam-I(A) Level 35: Devastating Blow -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(43), SprGntFis-Acc/Dmg/Rchg(45), SprGntFis-Dmg/EndRdx/Rchg(45), SprGntFis-Acc/Dmg/EndRdx/Rchg(45), SprGntFis-Rchg/+Absorb(46) Level 38: Atom Smasher -- Arm-Dmg(A), Arm-Dmg/Rchg(46), Arm-Acc/Dmg/Rchg(46), Arm-Acc/Rchg(47), Arm-Dmg/EndRdx(47), Arm-Dam%(47) Level 41: Focused Accuracy -- EndRdx-I(A) Level 44: Physical Perfection -- Mrc-Rcvry+(A), PrfShf-End%(49) Level 47: Kick -- Empty(A) Level 49: Cross Punch -- Empty(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 -- Prv-Absorb%(A) Level 1: Hurdle -- Empty(A) Level 1: Stamina -- PwrTrns-+Heal(A) Level 14: Afterburner ------------
  3. I have read through some guides and such. Yet, I am asking when I spec out my SD/RAD tanker, what should I focus on? DEF or RES? and what am I sacrificing to do either or try for both?
  4. Thank you for your build. It looks great. I did not realize Irradiated Ground was broken. I can see how that would get changed. Im not really looking to farm just enjoy the game. This looks great!
  5. Former issue one player back and loving it. Missed this game and community and I'm looking for an active, fun and mature SG. Not into any WoW type pressure to play guild. Let me know, thanks!
  6. Former issue one player back and loving it. Missed this game and community and I'm looking for an active, fun and mature SG. Not into any WoW type pressure to play guild. Let me know, thanks!
  7. Oh snap! I better get right on that.
  8. Ha! Yes your are correct! So there kind of like Frosty, only seen once a year.
  9. Playing an ice tanker is a blast and I love the fact it holds agro so well and as stated one problem is it holds agro so well. I paired it with RAD and with three auras running at once is awesome but good lord all the toggles when you add in fighting pool and such. Compared to the others sets (granted it is still not fully tricked out) it does faceplant more then the other sets I have played. It needs some work. Hibernation is a nice idea but seriously as a tanker who should be always present, its is the ultimate "Please don't hurt me" power. Unless its paired with some sort of crowd mitigation such as ice or stone, it really suffers from all the attention focused on it IMO. I have decided to try out Ice on a scrapper. The T9 power seems much much better.
  10. Thanks for all the input. I have decided to go with SD/RAD Tanker. I have a concept that works with the powersets and I love the fact Rad has a toggle aoe for agro.
  11. Ok so fitting my concept, I think Ive narrowed it down to either SR/DM or SD/RAD. Leaning SD/RAD seems like shields are awesome, More awesome then SR?
  12. I have considered shield. I've read it excells on scrappers. So I was thinking of rolling a EM/SD scrapper. I suppose I could roll a SD/EM tank my thinking is the scrapper would be a nice solo toon and the tank def more team friendly.
  13. I agree. DM offers plenty of versatility but is does become somewhat dull and theme wise is sort of limits ideas.
  14. So I have rolled a few tankers getting the feel for the game again and having a blast. Yet now I would like to focus on a main Tanker. Here is what is have going... RAD/RAD SR/DM ICE/RAD or roll INV/DM My goal is to be unstoppable. I am looking to run end game content and take on damage for the team. Thoughts?
  15. Thank you for the responses. Back in the day I had two ice tankers and as much as I love the concept and powers, it is weak sauce compared to the other sets. Yes its great on grabbing and holding agro. Then again it is really great at grabbing and holding agro from others and becomes the center of attention then ugh. I think I will slowly level mine up and hope one day god willing this game continues to thrive, Ice gets a makeover. Again thanks all for chiming in!
  16. Why would I roll and Ice tank and is it worthwhile or can I get it maxed out to be awesome?
  17. Yes that's my goal is to be tough. And as much as I love ice/rad combo my concern is ice has always lagged behind.
  18. I have been reading the forums and I do realize there is no clear cut winner. That being said, I have rolled a SR/DM tanker and find it quite enjoyable. My worry is once I really get to the endgame type stuff, it will not be the "team" tanker I am looking for or am I wrong? I really love ICE but can this become a great team tank? Stone? Too many drawbacks? IMO what I think can be a great team primary in order are: ICE/ICE STONE/RAD RAD/ICE Or can my SR/DM continue on its quest to be a great tanker? What I am looking for is a primary that can withstand the punishment I want out of a tanker and cant assist my team with a secondary that is beneficial. Perhaps I am overthinking this and in the end all options are viable it just takes time/money to build any concept to its best potential. Tank you in advance.
  19. Having played CoH since its inception, I gravitate towards the tanker role always. The game has changed a bit and often times with the evolution of its play style, a tank at times has minimal roles. That being said, I am looking for help in rolling a traditional damge taking mofo who's secondary de-buffs the baddies. Having perused the boards it seems that stone or invulnerability are still the gold standards?!?! Or am I missing a stronger option? In addition, narrowing it down to radiation as a good team de-buffer yet I wonder if spines is a better option or am I completely off base? Please comment below and help me on a path in choosing my next toon. Thank you.
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