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Warshades

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  1. This would be a more damage leaning build. One of the other things that usually suffers is accuracy when going for damage procs. I would probably suggest staying at +4 (effectively +3 with level shift) when using this. Although if you team and your teammates have tactics and such, it won't be an issue. It should have enough survival for most content and you still have melee core or OwtS for more resistance when needed. You could change out GFS slotting to a full hecatomb set to get more recharge/accuracy and tox/psi resist bonuses if you want. With a tank, you're mostly best at doing AoE damage so your AoE attacks like Combustion, FSC, and epic AoE are the primary targets that you would want to damage proc. FSC slotting isn't ideal, there's no real way to 3 slot Superior Might of the Tanker without buffing recharge which hurts the proc chances on it. You could alter it a bit if you want higher damage. This is with acc/dmg, acc/dmg/end Scirocco piece boosted to +5 and Obliteration dmg +5 boosted along with the damage procs from those sets and Perfect Zinger proc. Doing this will result in higher proc chances and you can slot the Superior Gauntleted Fist proc into Fire Sword instead of the SMoT: dmg/rech. You lose a bit of s/l resist and e/n resist from 6 set SMoT and 3 set Superior Gauntleted Fist but make some of that back up with the 2 piece s/l bonus from Obliteration and 3 piece set bonus from Scirocco. This does put both the SMoT and Superior Gauntleted Fist procs into Fire Sword which is nice as you'll want to spam it to keep double stacked SMoT and can get the absorb shield at the same time. If you hold shift and right click on FSC and GFC, I already have the alternate slotting that I mentioned above built in on the build if you want to compare the differences. You will have to manually go in and change the dmg/rech SMoT to the Gauntleted Fist proc. Edit: One small additional note, I do have the decimation chance for build up proc in Char, so be careful if you toggle the procs on in the power as it will show much higher dmg/acc as it will count the brief build up proc from decimation set. Tanker (Shield Defense - Fiery Melee).mbd
  2. Edited my previous post regarding damage vs survival if you want to read through it and see example. You can always open both your current build and my /fire epic one with 2 instances of mid's and compare the damage of the powers. Just make sure to compare evenly in terms of having procs/buffs toggled on or off like build up/gaussian/etc.
  3. Enhancement tab is just the amount of enhancement value towards a particular stat, accuracy can vary depending on the base accuracy of the power. Just look under info tab and the "accuracy" stat. If you intend to play at +5, set the enemy relative level to +4 to account for the +1 level shift from incarnates. 95% is the max chance to hit, there's always at least a 5% chance you'll miss any attack. Having extra doesn't hurt as it does provide a layer of protection against -tohit debuffs, but these aren't particularly common outside certain specific enemy groups and powers. Edit: Really just depends on your play style, how you want to build, and your viewpoint on things. I only really take RoP on Regen as it needs the extra resistance and you can cycle between melee hybrid and RoP to reduce downtime. On armors that can sustain high resist permanently, I just prefer going for that instead of trying to pay attention to cycling between RoP and melee hybrid. You can make an argument that if you kill things fast enough, you can afford to sacrifice your resists or defenses since dead things can't hurt or kill you. Trying to maximize both the damage that you do and your defense/resist numbers is pretty much impossible. The former will use damage procs to increase damage output and sacrifice on set bonuses, the latter requires set bonuses to increase your defense/resist values and will sacrifice on procs. For comparison: Combustion without damage procs: Combustion with 4 damage procs (average damage based on proc chances of the power):
  4. Interesting, did not know that was possible. Learn something new every day.
  5. That build is impossible currently. You have Dark Obliteration at lvl 49, you only get 3 slots on lvling up from 49 to 50, so you can at most 4 slot it at that level. There's also no reason to take Enflame unless you just want it for concept reasons, it's not a useful power and has an incredibly long cast time. The main point with Spirit Ward is that you have to take at least 1 power in addition to the flight travel to unlock RoP and Spirit Ward has a limited use for slotting Preventive Medicine unique/global so you don't have to use a slot for it in something like Health. If you're going to take Enflame regardless, then you can drop Spirit Ward and take Grant Cover. I would do something more along these lines. I detoggle anything that isn't permanent or effectively permanent. Toggling melee core embodiment will get you to resist cap, but it's only active for 2 minutes with a 4 minute recharge. You also really don't need to go for RoP at all. One with the Shield fills a similar role with a similar uptime (1/3, double the active duration but double the recharge also), the one exception that it doesn't buff resists against Psionics. You still shouldn't need more than ~70% for anything in the game. Unleash Potential provides a decent regen buff since Shield lacks healing/regen, Mighty Leap also gives you a utility soft control in Take Off which while not doing damage, does knockdown surrounding foes. This build nearly caps recharge debuff resist at 95% (yours is only at 15%) and if you double stack SMoT and add another 6.7% resist to all, it will sit at 90% s/l, 83.2% e/n/f/c, 80% toxic, and 77% psionic resist without relying on RoP or OwtS. There's really no need to go into RoP at all. This does depend on the minimum 5% resist/def from T4 barrier core destiny slot and using resilience core alpha, but if you want unkillable, it does require some sacrifice on offense. Another build that leans more into the fire theme. Having an epic pool with a ST hold will let you slot Entomb unique which will provide an additional source of absorb shield. Melt Armor is nice to have both for the -res and a place to put the achilles -res proc. This build keeps Mystic Flight as a travel if you want it for theme and skips out on Force of Will. At +4 (in-game set to +5 and accounting for incarnate +1 level shift), both build should have 95% accuracy without relying on build up. The only exception being Char which sits at 92% in the second build. These builds do +5 boost some IOs, particularly PvP and some purple pieces. Also to @Major_Decoy point, you really want the Winter's Gift +20% slow resist unique in your travel. Active Defense provides 10,000% KB/repel status resistance with one stack, you'll be at 20,000 with 2 which is pretty easy to upkeep. Both Shield and SR require no -kb protection as they inherently just won't get knocked back from anything with their clickable status protection powers (and you also double up on the status and mez protection by stacking Active Defense, so you really don't need RoP for the mez protection but OwtS also provides you mez protection as well). This is with 2 stacks of Active Defense stacked. Tanker (Shield Defense - Fiery Melee)2.mbd Tanker (Shield Defense - Fiery Melee)1.mbd
  6. I can take a look on mid's tomorrow, but a few things that jump out a bit: Swap Arcane Bolt for Spirit Ward if you want to stick with Sorcery pool. You can slot the Preventive Medicine unique/global in it and still gain its effects without having to use the power. You have the forced feedback proc activated from Arcane Bolt in your build which isn't permanent, won't proc often, and you likely don't have enough accuracy to reliably hit enemies with it outside of a short build up period (I also suggest turning off build up and the Gaussian build up proc when looking at your acc/dmg on powers). Spirit Ward is a better 1 slot power choice for the Preventive Medicine unique/global. Procs like Gaussian or FF +rech will show you highly inaccurate stats on your powers if you have them toggled on. If you want damage, consider leveraging damage procs in your best procing powers (particularly combustion which procs at a high rate). You will average higher dmg by slotting 2-3 winter sets pieces that provide acc/dmg, acc/dmg/end, and/or dmg/end enhancement and filling the remaining 3-4 slots with dmg procs. Using dmg procs is usually a balance of trying to get enough global recharge set bonuses from places in your build to have a decent attack chain while avoiding directly enhancing recharge of your attacks to maximize proc chances. Ideally, I'd aim for getting a total of 5 LotG uniques into your build somewhere if you do decide to proc out attacks and likely a kismet +acc unique. Personally, I consider using 5 slots on build up just for Gaussian set bonuses to be wasteful. I prefer to just 1 slot with chance for build up and distribute the other slots elsewhere. You honestly don't need to go for RoP at all. Shield can get extremely high resist without it and you'd benefit more from something like Unleashed Potential to boost your regen (since shield lacks heals or regen) than you would from a few extra points of resist. Furthermore, the Superior Might of the Tanker proc can be easily stacked twice and you'd have an additional +6.7% resist to all in your totals if you factor a 2nd stack in. I prefer to slot SMoT in the t1 or t2 attack for that reason as it has a short recharge and can be spammed often. Again, personally, I would fit Grant Cover into the build.
  7. I don't have any immediate plans for sonic melee. Maybe if/when we get sonic armor I'll make a sonic/sonic melee char. Technically, a lot of the toggle animations for sonic armor could already be available if we can use the visual effects from sonic resonance ally buff powers (sonic barrier/haven and clarity for resists and mez protection toggles, even sonic dispersion could be included to make sonic armor set team friendly/support similar to shield providing nearby allies defense).
  8. Here's a sample build, feel free to adjust it to your preferences however you want. This build focuses more so on survival than damage. Nearly hits resist caps with 1 SMoT proc and minimum 5% res/def from barrier core T4. You can swap barrier for ageless radial to get more debuff resist and rely on 2 stacks of SMoT proc to hit resist caps. Be sure to reset targets in range of Invincibility to 0 and then back to 1 to see accurate numbers whenever loading the build. Tanker (Invulnerability - Martial Arts)2.mbd
  9. I'm the opposite, I kinda wish I had the option to always have it on and play as mini Deathsurge.
  10. In addition to what Psyonico said, Power Surge doesn't have a crash (shorter duration - 30 seconds, but also shorter base recharge). This isn't really needed by elec armor on tanks as they have plenty of resists, but it gives a pretty high regen buff which can be pretty useful. Power Sink I would now slot with healing sets. In addition to providing regen per enemy hit and still recovering endurance, the regen from Power Sink stacks. You can look over the changes here:
  11. I don't run a dedicated ST chain on ice melee for tanks, I'll mix in whatever AoE or cone attacks I have as needed to keep attacking. Normally I just take Ice Sword and Freezing Touch as the ST attacks from ice melee, you can add in and use attacks like Cross Punch, epic ST attacks like Gloom or Dominate, and Frost. I personally don't consider ice melee on tanks to be a high damage set so I don't really focus on damage output or establishing a ST rotation. If I pick ice melee, it's for the utility of the set (primarily from Ice Patch and the hold from FT that can be stacked with an epic hold or something like Aura of Insanity on psi armor).
  12. You'll want all of the powers from ice armor, the one choice is between 2 mutually exclusive powers in Rime vs Hoarfrost (imo, Hoarfrost will feel more beneficial in the very early levels, but for later levels and an IO'd build, Rime is significantly better). From ice melee, I would say Frost, Freezing Touch, Ice Patch, and Frozen Aura are must haves. The rest depend on preferences and what you want to focus on with your build. I prefer to skip Greater Ice Sword.
  13. Widows can be built in so many different directions that it really depends on your preferred play style and how you want to play them. You can build both by switching between build slots whenever you want, though obviously will increase cost significantly as you're building out 2 chars. Fortunatas are like a mixture of Scrappers, Corruptors, and Dominators imo, it really depends in which way you want to lean into more on the build. You can still take the Widow Training attacks to have a high ST attack chain with FU, Strike, and Lunge (along with proc'd out Dominate). You can also go with a range build instead and use Hover to largely stay out of range of enemies. Fortunatas also get access to Aura of Confusion and Total Domination along with a mag 4 ST stun in Scramble Thoughts and spammable Confuse, so they can have several control abilities. Like all VEATs, the Tactical Training powers support teammates and Widows take this a step further with Mind Link. You also get Indomitable Will which provides you with mez protection and Psychic Wail is a fast recharging nuke that's also a mag 3 stun. Night Widows are a little more durable thanks to Pain Tolerance and have higher ST damage potential, basically play similar to Stalkers and are largely melee with similar team support abilities from TT toggles and Mind Link. Widows can get really high positional defense, well beyond soft cap, but this is also partially needed/wanted. Unlike SR or Shield, Widows don't have high DDR so the additional defense beyond soft cap helps to act as a buffer to prevent cascading defense failure. Generally, you want to build Widows for high recharge. This will help with maximizing your ST damage rotation, increasing the availability of crowd control powers/nuke, and getting Mind Link and Hasten perma. They perform very well both solo and on teams. Tanks also exemplar really well, though obviously are less directly supportive unless you go with something like Shield. You likely won't have to worry about face planting with most tanks when they are built well. Personally, I rather like electric armor with a high recharge build. It exemplars extremely well all the way down to lvl 18 when Power Sink becomes usable (can be picked up as early 22 and you have access to powers up to 5 levels above exemplar lvl) and does extremely well against large mob groups. There's a topic on the brute forum on ss/elec - I prefer the combo on a tank.
  14. Delusions are truly limitless. Who exactly voted, agreed, or decreed that you are in fact a "good player" or made "good" posts (in relation to CoH and tanks, not whatever other games you play) other than yourself? We could easily create a forum vote on the subject if you'd like. You seem to have your own "interpretation" of what a tank is and ignore the fact that the game didn't design the tank class around your interpretation. Continue being delusional as much as you want, but save yourself the trouble of getting flamed and posting the same thing ad nauseam as you have been. Here's the thing, you can play and build your tanks (or any character for that matter) any way that you want, no one will truly care how you decide to play and build them. However, don't be surprised that when you try to get other people to build tanks your way that others will argue against your opinions, flame you (when it's apparent that you don't listen to anything that's said from your previous post history), and tell you that you're wrong. There are two sayings that come to mind here. If you can't take the heat, stay out of the kitchen. In translation, if you don't like being told that you're wrong by literally everyone on the forum and getting flamed, then stop posting your opinions about tanks on the forum instead of coming back and doing so again and again. Just play the game and play it your way instead of trying to convince others to play it your way. Insanity is doing the same thing over and over again and expecting different results. This one should require no translation.
  15. Nice build. Only one small point to emphasize, that debuff resistance with Ageless Radial isn't what you'll have up 100% of the time. The amount of debuff resistance you get degrades as time passes. At 60-120 seconds after using it, you're only getting 21.25% debuff resist from Ageless Radial. At 30-60 seconds it's at 42.5%. Only during the first 30 seconds you'll have the 85%. Still useful to reduce effects of debuffs and when timed well to have the 85% amount for the first 30 seconds.
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