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  1. I'm just going to say, I would absolutely recommend taking Mental. Mental is an amazing secondary, the -regen, the good regen/recovery being far above all other sets (although you need to be in melee range to get benefit, it generally keeps you safe enough to do so). The highest hitting ST is fire, ice is a close runner-up and sometimes slightly above. Fire/Mental I highly recommend. Inferno, Drain Psyche, Fireball, Psi Shockwave, etc. Dark/Mental is also worth considering for the numerous proc options available to it as well as having a "life steal" component that would help should you take some heavy damage, this can be very nice for AOE too as you can proc monster Torrent with FF and basically spam it with continuous knockdown.
  2. Good decision. I think Sonics on a defender is a really wise choice!
  3. I'm sorry but... what?! I mean listen, I'm not going to argue defenders are Scrappers/Blasters, but I will say, they do indeed DPS with the right slotting/build DANDY. Especially when you throw in Kin. Then there's really not much setting you apart from a blaster at all. A kin/fire defender (solo) will outperform a regular blaster (maybe not exceptional builds/combinations, but it will come VERY close) a CORRUPTOR variant, will be leaps and bounds more damaging in both single play and group (600 snipes that CRIT are more than what blasters ARE doing without substantial buffs/build up + gaussians/etc.) Now granted this is harder to pull off but a dark/storm defender is going to give a lot of blasters a good run for their money while being a lot more survivable than most combinations. Granted these are outliers, even just in general, a good defender ADDS TO A TEAM. Kinetics just by virtue of being Kinetics WILL INCREASE DPS FOR THE ENTIRE T-E-A-M. As for the bit about Controllers, I feel the complete opposite. Things are dying too quickly in the state the game is in to really see much use out of mezzes (early game, I see the benefit, late game, not so much. The only time I see a decent benefit out of mezzes is if I am soloing.) I'd rather have some DPS boost (not that control sets in some cases aren't, but there's only a few that come to mind that really bring this to the table.) I would say that there definitely are ATs that are going out of vogue and need some buffs or don't have as much of a place as they may once have. Defenders are not one of them.
  4. Please GM's give notice to this idea that really needs to be highlighted: the crab backpack being FORCED on costumes. Crab is objectively advantaged in comparison whether that be survivability or DPS in comparison to other builds (not saying they're not worth playing or "bad") but I think you should be allowed to take the pets and use the powers that Crab offers and not be forced to use a Crab backpack on ALL my costumes. Fortunatas/Night Widows are NOT forced to use certain costume pieces once they go to the Tailor and unlock their 2nd costume slot they are 100% free to do whatever they want design-wise. I do not understand why in 2019 we should be FORCED to wear this backpack anymore. This is not a hard fix for the Devs. Please consider this for the next patch.
  5. Yea but... come on, it's 2019. I think we should have the ability to remove the backpack now.
  6. I want to revise my original thoughts after having made a Fire/Kin Corruptor, and I would like to say that the damage I am dealing now with Fulcrum Shift on this character is the same if not higher than non-fulcrum shifted regular fire Blaster, and really overall just more because the entire team gets the benefit. Also, if this toon manages to scourge with her FS, this character can in many cases deal substantially more damage toward the end of an enemy's life.
  7. I've done some testing and I can say that double rage is obviously a boost. I would actually say that I did some +4/x8 farming last night on Justin, and it was...... fabulous.... I'm actually very impressed and when these changes go live I really think I might roll it, it's actually really good. Like clearing maps in close times to my fire farmers good, maybe only one minute to 30 seconds longer but this can obviously survive wayyyyyy better in gen PvE and farm pretty much anything.
  8. "Eliminated" no, heavily negligent to the point where it's not completely tolerable and usable on a defense set where it previous was nearly impossible? absolutely. You're still dealing with a Rage Crash that gives -30% resist and 999% damage for a brief period, though, you absolutely will not die from it anymore or be in major peril.
  9. I rate them based upon mainly: does it have a damage aura? If so, it rises to at least average imo, because it helps maintain agro and gives a good place to put the tanker ATO resistance proc. I also rank them in the place that they are if they do more than "one thing" meaning, does this set help you both in dealing damage AND taking it? This is the reason why Invul is rated imo, as average. If a set is not going to help you to deal damage in this meta, as the game exists, I do not think that it's a very well designed set. The top sets I rated are either very good at dealing damage and getting good resistances or have a strong variety of tanking options along with things like CC that push them to "indef." Shield defense is going to get some massive buffs incoming and provides resistances, gaining a good PBAOE, and is overall a nice set and pretty tough, Dark provides CC and -to hit which really helps teammates and has a damage aura, Fiery Aura is the most damaging of all while allowing you to get decent resistances even though clearly not the tankiest, and Rad is well, indisputable. I've stated that these are the reasons these sets are placed the way that they are, so I don't really understand what you mean by the fact I haven't defined top tier, I've stated that IMO to be top tier, the set must shine in a variety of ways. These are not just the sets I've played, I've genuinely played them all except Ice Armor as a Tanker, but I will make a beta on it and *try* it but I do not believe my opinion will be dramatically changed. I did not rate Ice as the downright middle, I rated it "above average." But I still do not think that it rises as high as Bio Armor does but they are ultimately in the same category.
  10. Go with Thugs instead, WAYYYYYYYYYYYYYY more damaging, WAY more fun, and WAY more powerful! They're like Merc's way better, more handsome, dark, tall, and handsome cousins that got all the family jewels and heirlooms.
  11. Yes, I made a build, it is 100% possible with these new Tanker changes to create a build that **completely** ignores Rage crash (Rage right now is at -20% defense, it will be 10% defense) and brings you to Brute-level damage caps with a Scalar that is now going to be .2 higher than them. Meanwhile your Footstomp will hit almost TWICE as many enemies as the Brute AOEs will now (it's a 60% damage increase). With Accolades, you're at 2,900 health. Because this can double up on Active Defense, you literally cannot be mezzed whatsoever. You also have a WHOPPING 90% defense debuff resistance!!!!! When rage is crashed, you are STILL at the softcap! You literally feel -NOTHING!- When not on a rage crash, you are at 55%+ to every positional that means that an enemy has to do -100% defense debuff to even lay a hand on you... All this while having almost capped S/L resists. Meanwhile, you enjoy a footstomp that has to potential to get an FF proc and permanently bring you +100% recharge along with 4 other strong AOEs. You are going to see 200%++ damage buff **ALL THE TIME** you are a WRECKING BALL. If you want something that can farm AE WELL AND ALL OTHER CONTENT, this will be it once the Tanker changes go live. Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Shield Defense Secondary Power Set: Super Strength Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Mu Mastery Hero Profile: Level 1: Deflection -- LucoftheG-Rchg+(A), Ags-ResDam(9), Ags-ResDam/EndRdx(9), Ags-ResDam/Rchg(15), Ags-ResDam/EndRdx/Rchg(17) Level 1: Jab -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(40), SprMghoft-Acc/Dmg(42), SprMghoft-Dmg/Rchg(42), SprMghoft-Acc/Dmg/Rchg(43), SprMghoft-Dmg/EndRdx/Rchg(43) Level 2: Battle Agility -- LucoftheG-Rchg+(A), LucoftheG-Def(3), LucoftheG-Def/EndRdx(3), LucoftheG-Def/Rchg(5), LucoftheG-Def/EndRdx/Rchg(7), ShlWal-ResDam/Re TP(7) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(5) Level 6: Kick -- FrcFdb-Rechg%(A) Level 8: Against All Odds -- EndRdx-I(A) Level 10: True Grit -- Prv-Heal(A), Prv-Heal/EndRdx(11), Ags-Psi/Status(11), Ags-ResDam(13), Ags-ResDam/EndRdx(13), Ags-ResDam/Rchg(15) Level 12: Active Defense -- RechRdx-I(A) Level 14: Phalanx Fighting -- LucoftheG-Rchg+(A) Level 16: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(17), UnbGrd-Max HP%(46) Level 18: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(19), LucoftheG-Def/EndRdx(19), LucoftheG-Def/Rchg(21), LucoftheG-Def/EndRdx/Rchg(21) Level 20: Cross Punch -- SprAvl-Acc/Dmg/EndRdx/Rchg(A), SprAvl-Acc/Dmg(31), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), FuroftheG-ResDeb%(46) Level 22: Haymaker -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(23), Mk'Bit-Acc/Dmg(23), Mk'Bit-Dmg/EndRdx(29), Mk'Bit-Dmg/Rchg(31), Mk'Bit-Acc/EndRdx/Rchg(31) Level 24: Knockout Blow -- Hct-Dam%(A), UnbCns-Dam%(25), Hct-Dmg/EndRdx(25), Hct-Acc/Rchg(27), Hct-Acc/Dmg/Rchg(27), Hct-Dmg/Rchg(29) Level 26: Grant Cover -- Rct-ResDam%(A) Level 28: Rage -- RechRdx-I(A), RechRdx-I(48) Level 30: Shield Charge -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(36), SprGntFis-Acc/Dmg(36), SprGntFis-Dmg/Rchg(37), SprGntFis-Acc/Dmg/Rchg(37), SprGntFis-Dmg/EndRdx/Rchg(37) Level 32: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(34), LucoftheG-Def/Rchg(34), LucoftheG-Def/EndRdx/Rchg(36) Level 35: Taunt -- Range-I(A) Level 38: Foot Stomp -- Arm-Dmg/EndRdx(A), Arm-Dam%(39), Arm-Dmg(39), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(40), FrcFdb-Rechg%(40) Level 41: Electrifying Fences -- Ann-ResDeb%(A), PstBls-Dam%(42), PstBls-Dmg/Rchg(43), PstBls-Dmg/Rng(48), PstBls-Acc/Dmg(50), PstBls-Dmg/EndRdx(50) Level 44: Ball Lightning -- Ann-ResDeb%(A), Rgn-Acc/Rchg(45), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Knock%(46), Rgn-Dmg/EndRdx(50) Level 47: Super Speed -- Clr-Stlth(A), Clr-EndRdx(48) Level 49: Combat Jumping -- LucoftheG-Rchg+(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 -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Agility Core Paragon Level 50: Ion Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Longbow Core Superior Ally Level 50: Ageless Core Epiphany Level 50: Assault Radial Embodiment ------------
  12. Shield Defense / Super Strength. Given the new Rage changes (now only being -10% defense vs -20%) and the fact that SD damage buffs Tanks on their better Scalar (0.95 vs 0.80 - which also puts their T8 at the Stalker Scalar .95 vs 1.00), I am willing to bet that these new changes indicate a MASSIVE buff to these two sets now being able to properly synergize each other. Double-stacked Rage should be relatively no issue for them anymore with SD's damage buff, they'll be at the damage cap without problems and they'll feel indefinitely like Brutes. Any thoughts?
  13. Choosing FA and not taking Burn is like an MM choosing none of their pets. If you're not going to take Burn (the KEY power in this set that makes it shine) then you should choose another.
  14. I thought my post pretty clearly defined that it can do more than just be "tough." Or doesn't have issues being "tough." As nice as you make Ice out to be, I've been in a number of teams with Ices recently (yes IO'd) in ITFs and I must say that defense-based secondaries for a tanker are just not preferable there are a lot of AV's/monsters that have streakbreakers/autohits and this makes defense less appealing on Tankers. If proc'd out, Radiation Armor is not only excellent at providing the toughness a tanker needs, it gives you the health through means of absorb which saves you embarrassing health losses, and it becomes one of the best proc-monster sets for tankers. And while yea, it doesn't have CE, it has Beta Decay which is by no means an insignificant specifically TYPED OUT taunt aura. Rad also has a far more consistent self heal even if you decided to totally proc it. I'm sorry, Ice does NOT have these tools, nor does it provide SCALING REGENERATION/RECOVERY. Dark being where it is probably isn't a shocker to anyone. And Shield Defense ESPECIALLY with the new tanker changes and rage changes, can be EXTRAORDINARILY good with Tankers now (remember: that T8 PBAOE? Yeah, it'll now be at almost the Stalker Scale now .95 vs 1.00) and they can take SS too and can now build enough defense to make it so they can totally ignore rage crashes now. Shield/SS will be on the rise. So now you ask, why is Fiery Aura so high on my list then? Because FA offers damage at a level Rad does only if proc monster'd out. But far far far more often with its own set of amazing proc options in its powers. It also does Taunt fairly reliably with BA and the damage you're CONSTANTLY doing. While CE may give you the taunt you love, Bio Armor can arguably do the same thing. I hate bursting this bubble but as great as CE is, Bio Armor has Evolving Armor which is also a TAUNT SPECIFICALLY TYPED AURA THAT ALSO DEBUFFS, and it also has a DAMAGE AURA just like Ice does (in fact, I have never seen anyone peel off my Bio tanker, ever, now that may be because Ice isn't used that often, but if that's the only one more "taunty," I'll gladly take being able to do that with much better regeneration, levels of consistency, absorbs, better resistances, etc.) Also, I'll mention that you could easily make a macro so that Hasten and Ablative are both on autocast and completely fix all issues with "clickiness" besides using DNA Siphon (also is a much more reliable heal than Hoarfrost is, down for a minute plus is not that consistent when you need it, down 20 seconds is a LOT different) once in awhile with big mobs every 30 seconds and Parasitic but I skipped Parasitic. So only one clickie? I'm sorry I don't see how this set is "so clicky" after Macro'd properly. So while clearly Ice is ahead of certain sets, I wouldn't put it so far above everything or any higher than where I placed it after the revision.
  15. While the new target cap is true, the only one that can sustain the damage buffs for tanks needed to be competitive is SS (you'd need to mitigate rage crash in your build but can be done, you'd also have to account for entire 10 second periods of nothingness slowing your run time down pretty consistently) unless you can chug so many ridiculous amounts of reds to make spines or rad work (which won't happen at the rate most think it will, ESPECIALLY if like you said, you're PLing other characters - drastically decreasing the red rate which is killing your damage for Tankers), it's been demonstrated that the tanker starts off better early, and it eventually loses ground to the brute when it builds fury. However, it does make tank farmers a lot more competitive especially for non-AE. Brute still pulls ahead but it's not by the large margins it used to be. Another note is that it won't AFK farm nearly as well. No matter how you slice that one, even if you rolled Rad for double patch as tanker, you've lost Rage's consistent damage buff which means your damage is weaker than the brute's will be by non-trivial amounts. But most wouldn't pick Rad as a tanker anyway and would choose to go the SS route, which would mean you get NO double aura which is going to kill your afk farm time. Bottom line: I do not think that Tankers are replacing Brutes. I think they're getting needed buffs for content outside AE.
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