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Found 15 results

  1. In your opinion or experience what is the tank that just keeps going regardless of enemy type, number of enemies, etc. The one that faces hordes of CoT or Vanguard wizards and laughs, the kind of tank that walks over and kicks Scrapyard in his ass. The last person standing kind of tank, the one that puts "super" into superman, the Unstoppable in Juggernaut, etc. I realize survivability is more than the damage in dealing with a tank, and I love my broots, but, I want a runaway train kind of tank.
  2. The proc for the Superior Might of the Tanker ATO gives 6.7% when active in Combat Attributes. The buff tooltip says it only gives 6%, which is wrong. The power tooltip says it only gives 4%, which is also wrong.
  3. Hi all, As part of the Tanker Tuesday (TT) theme and mantra (to run all content using only all Tanker teams), we’re going to attempt to fulfill one of our collective bucket list items and run an all Tanker Hami on September 29th, on Excel at the usual TT time 6:00 PM Pacific/9:00 PM Eastern. We’d like to invite all Tank enthusiasts to join our attempt with this historical undertaking. Our goal is to get a full league of Tanks, but with 35+ Tankers joining the event, I think we have a good chance of success. But, we’re Tanks, so, the more the merrier! And, the closer we can get to full league the faster the raid will go. I’ll post more info in the next few days, as I get time. But in the meantime, please see the more recent pages of Tanker Tuesday posts under the Tanker forums for additional information about the event. Considered yourself invited and we hope you are able to join us!
  4. Hello, So to start, I want to credit: @Hyperstrike. I took his base INV/ Tank build and added my SS. Also keep in mind this is my first attempt at a "build", is this over kill? I want mainly survivability which I'm hoping I accomplished through his INV/ portion. Just didn't know if the SS portion was overkill. Let me know what yall think, thanks. http://www.cohplanner.com/mids/download.php?uc=1458&c=685&a=1370&f=HEX&dc=78DA6594DB4E13511486F7B4534B4BA1E5D016044A5B0A3DC140917B13458C4A134CD1DB3AC2B64CA8A599B62A97BE81A2C63BBDF57CE531BE8527C0B30FE02151A3777539EBB724CEA4E59BF9D75E7BAD7F7536F973B3BE7B07CFEF158A6F7F59AFD58A8B7A65559AAEBC5E3296045D814395338D72253A67EAA7E5D93573D54D6284571567E52959A9498DD748533F69948DFAFA00C2795996522B34AA745FA89BB252AAAF08EFC2DA5A592B54A55CEEB06EE78CD24ADDA8947CD6D3BCD4ABF4E0FFF7B02CCDDA8A510D1EA81A4BDA3EB35197C57CA398D76B7569AEF7512FA3F47DE6A13FCADF769B2E11A79BA42AD40873D7301863B6858943C469A71039558C7B05AEA62252AC4D2698CF695F85F7752A3F58F3FE047F317DBF991AEDE3E47D5CCE3187A5C592608A399206336096F982EAB850C755502C2D718C993CCACC2D325FD25A37D6BAE1D507AF9DF0DA09AF23F4637978ADE27173AD5C1BF3695A8876ECD30E6F01780BC05B37BC6D52CD0EACED40CD5ED4EC45CD106A3AA8A69FE720FCABC2CADFA2FC2E6B904D6757907D74F732078F708DC1EFCC1CCDB10773ECB9A05A5AE422B8C18C5E022F336357984EAA1D449F41780AC1531F3CF5C1934A6BC3984D183DED464FDBD46F3F62FDFFC5A6A9BF01EB656B2A03D7789689EBCC10ED3984BC21E4459017A7D83062C3599E4B142C524B71788EDF602F899BCCE42D66E63673F20E3377973943FD8CE2DD1F7DC5DEC636C12D709B997CCDCCBC619E20A45037F596B5F43BF03DF801391F99139F983A218BDCEC7DEE65FC01F8107CC49C780C3E6176D12C34CC42C39C2603782F2836C5313115E3F90CAAAD334A1FBA445A6D9DF866C6169DB229399BB2C7A6CCD894799BB2A0A22C298AA57802AD73DFFCEC6DFDBF40F4EB8EE250623C39C7619C94E3ECF88B2DEBDB8EA22857F9DD5237987F00FE2AED4D
  5. After all the work on bane builds. I am shifting back to my Widow. I am not very interested in running a Night Widow as a straight scrapper. If I could leverage 85% resist cap and high defense. How tanky could I make a widow? First draft, haven't tried it on the beta server yet. I went with Night Widows over Fortunatas because of the ease of perma Mind Link. Obviously, this build is a late bloomer and very expensive. Pros: All def soft capped, except psi def which is 42%. Lots of debuf buffer in positional. All resist 85%, except eng and neg at 75%. Not taking scaling resists into account Cons: Still has Widow hp after buffs, 1283 Getting 2-3 shot is possible, but with high defense very unlikely Notes: T4 Cardiac core for 20% resist buff and end reduction Overlapping Rune of Protection, Melee, and Barrier to maintain resists Melee Core and provoke for taunt Elude is there for last ditch defense.
  6. I am reviving all of my old heroes from Live and up next is my main tank. I kept none of my notes and builds from Live so please help critique this build as I start my planning. Dull Pain is perma. Haste is just two seconds shy. Attack Chain would go KB>Jab>Haymaker>Jab>Foot stomp>Haymaker Recharge was obviously a priority, but after that I kind of lost focus. I just grabbed a little defense, a little res, and a little regen. I took Unrelenting as a chaser for Rage to minimize the DPS crash. Let me know if this is a dumb idea. After the core build was done I had three extra slots open and it seemed like a waste to spend them on Tough/Weave. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Desimus: Level 50 Mutation Tanker Primary Power Set: Invulnerability Secondary Power Set: Super Strength Power Pool: Leaping Power Pool: Speed Power Pool: Presence Ancillary Pool: Energy Mastery Hero Profile: ------------ Level 1: Temp Invulnerability (A) Impervious Skin - Resistance/Endurance (5) Impervious Skin - Resistance/Recharge (5) Impervious Skin - Resistance/Endurance/Recharge (9) Impervious Skin - Endurance/Recharge (37) Impervious Skin - Status Resistance (40) Resist Damage IO Level 1: Jab (A) Superior Blistering Cold - Accuracy/Damage (3) Superior Blistering Cold - Damage/Endurance (3) Superior Blistering Cold - Accuracy/Damage/Endurance (9) Superior Blistering Cold - Accuracy/Damage/Recharge (27) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (29) Superior Blistering Cold - Recharge/Chance for Hold Level 2: Resist Physical Damage (A) Steadfast Protection - Resistance/+Def 3% (42) Gladiator's Armor - TP Protection +3% Def (All) (43) Aegis - Psionic/Status Resistance Level 4: Haymaker (A) Superior Might of the Tanker - Recharge/Chance for +Res(All) (7) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (7) Superior Might of the Tanker - Damage/Endurance/Recharge (11) Superior Might of the Tanker - Accuracy/Damage/Recharge (15) Superior Might of the Tanker - Damage/Recharge (15) Superior Might of the Tanker - Accuracy/Damage Level 6: Resist Elements (A) Impervious Skin - Resistance/Endurance (42) Impervious Skin - Resistance/Recharge (43) Impervious Skin - Endurance/Recharge (43) Impervious Skin - Resistance/Endurance/Recharge (45) Impervious Skin - Status Resistance Level 8: Unyielding (A) Impervious Skin - Resistance/Endurance (11) Impervious Skin - Resistance/Recharge (13) Impervious Skin - Endurance/Recharge (13) Impervious Skin - Resistance/Endurance/Recharge (42) Impervious Skin - Status Resistance Level 10: Super Jump (A) Jumping IO Level 12: Resist Energies (A) Unbreakable Guard - Resistance (45) Unbreakable Guard - Resistance/Endurance (45) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 14: Taunt (A) Perfect Zinger - Chance for Psi Damage (33) Perfect Zinger - Taunt/Recharge (33) Perfect Zinger - Taunt/Recharge/Range (33) Perfect Zinger - Taunt Level 16: Dull Pain (A) Panacea - Heal/Endurance (17) Panacea - Endurance/Recharge (17) Panacea - Hea/Recharge (46) Panacea - Heal/Endurance/Recharge (46) Panacea - Heal Level 18: Hasten (A) Recharge Reduction IO (19) Recharge Reduction IO (19) Recharge Reduction IO Level 20: Knockout Blow (A) Superior Gauntleted Fist - Accuracy/Damage (21) Superior Gauntleted Fist - Damage/RechargeTime (21) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (25) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (25) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (27) Superior Gauntleted Fist - RechargeTime/+Absorb Level 22: Invincibility (A) Luck of the Gambler - Recharge Speed (23) Red Fortune - Defense/Endurance (23) Red Fortune - Defense/Endurance/Recharge (34) Red Fortune - Defense (34) Red Fortune - Defense/Recharge (34) Red Fortune - Endurance Level 24: Combat Jumping (A) Luck of the Gambler - Recharge Speed Level 26: Tough Hide (A) Luck of the Gambler - Recharge Speed (36) Red Fortune - Defense/Endurance (36) Red Fortune - Defense (36) Red Fortune - Defense/Recharge (37) Red Fortune - Defense/Endurance/Recharge (37) Red Fortune - Endurance Level 28: Rage (A) Rectified Reticle - To Hit Buff (29) Rectified Reticle - To Hit Buff/Recharge Level 30: Provoke (A) Empty Level 32: Unstoppable (A) Recharge Reduction IO Level 35: Intimidate (A) Accuracy IO Level 38: Foot Stomp (A) Obliteration - Damage (39) Obliteration - Accuracy/Recharge (39) Obliteration - Damage/Recharge (39) Obliteration - Accuracy/Damage/Recharge (40) Obliteration - Accuracy/Damage/Endurance/Recharge (40) Obliteration - Chance for Smashing Damage Level 41: Unrelenting (A) Recharge Reduction IO (46) Recharge Reduction IO Level 44: Conserve Power (A) Recharge Reduction IO Level 47: Laser Beam Eyes (A) Apocalypse - Damage (48) Apocalypse - Damage/Recharge (48) Apocalypse - Accuracy/Damage/Recharge (48) Apocalypse - Accuracy/Recharge (50) Apocalypse - Damage/Endurance (50) Apocalypse - Chance of Damage(Negative) Level 49: Physical Perfection (A) Healing IO (50) Healing IO Level 1: Brawl (A) Empty Level 1: Gauntlet Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Empty Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Run Speed IO Level 2: Health (A) Numina's Convalesence - +Regeneration/+Recovery (31) Miracle - +Recovery (31) Panacea - +Hit Points/Endurance Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Efficacy Adaptor - EndMod/Endurance (31) Performance Shifter - Chance for +End Level 50: Agility Radial Paragon Level 50: Melee Radial Embodiment ------------ http://www.cohplanner.com/mids/download.php?uc=1478&c=690&a=1380&f=HEX&dc=78DA65944B6F12511886CF9441CA147A115B5AAE2D50291406A875EDC256A32949931AB764D4239D880361066397265E575A2F71A18971EBC23FD07FE1AD177F839785262655F1EB7C6FDA4626C07378CFF9EE3353BDB910787BF6D629A1044E370CDBAE5D30AC6BB2DD5FED388663362D41976F41DAE6F58EEDA37582F76B0BF2AAB46CA99FB36E741A966C1B97CC86E9AC45B15D950D29F5954E8BD62B4E5B5A75675504969BCD86BE248D9669D535F7CF4A4BCA2B23EEB26A5866ABD370A3065DE58C595F75E86868B1655ED617294A7DAD56356C47B6D7C629972C7DDFFBE947D9CBB2EB1513B488AB428D8031667F94998933B3053A5E51454113B8C8F691EA6A7DEBE06366FF1366E42933F68CF98EE22A1CB74F09B3DFDC9CC7DDCB9F545CEAE4DF83DC3C9F79EFC80EB8CDD4B698839BE027E647F2EF655BD58BBA72A82B8F7AF2A8AF80BA3672342BD8F860A3C126009B006C72B009D350FDDC03E19FE1BE6C923080DA067E703E859FE02F66896A0BB29D2768F7B9DA64136C8116F303F91BE2B3EA508CED87E36082594C8293CC14E535821C466639AFA3FFB1423984D0DFD06D9ECBB13BE05DE6F83DF03EE6F880B945398DBA03EC7A4747795E631A18644E0D8203E010F629B730C71561D86E93BF09E432012D0D7F69F849C34F06FE33F037477544DD9BB8AB445F50CF42749FBD644628561CF38977E9123B14290925894E44E9540A5A2AC2DA3C799DC6DD3DBDCB9338FE1BFC03FE6566BBA0E0EE3F24C319B6556610A308BEA223B388350BED35693A62E905F6552A823A586256CA6085F9866EA332774E2967305930A6EE3FA1F4D9AB3EA7EE3FEFDD7CCF6EB947A9F428277A94F91E65A9475956119614C555FCC362AF5B6E265FB4FDB781508A9CFB37EDD01BE2224F3A719E98254E719FBF1EB6C3D3F7FD40539475EE51E23973778C80EA375207EB7F128CE286
  7. Currently a work in progress, but will be updating as I go. This thread will be used to compile my thoughts on Ice Tankers, all the secondary sets I've tried on Ice Tanking, As well as data mining things such as "How taunting actually works" and suggestions on how to improve/change Defense-based tanker sets.
  8. I've been leveling a Bio/TW tanker and was looking around for a build. Despite lots of people talking about this combination, I could find very few build examples. Plenty of examples for both Bio/something and something/TW, so I picked out bits and pieces and tried to make a cohesive whole. This build is a planned end-game build, primarily because it skips out on so many early attacks. (Defense Sweep and Follow Through hardly constitute a complete attack chain.) I've never played either set to higher levels than my tanker currently is (level 29), so I don't have a great feel for how some of the later attacks work out. In any event, please let me know how this is and whether there are things I could be doing better with it. 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! ABERRANT: Level 50 Natural Tanker Primary Power Set: Bio Armor Secondary Power Set: Titan Weapons Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Hardened Carapace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(3), UnbGrd-ResDam/EndRdx/Rchg(5), StdPrt-ResDam/Def+(5) Level 1: Defensive Sweep -- SprMghoft-Acc/Dmg(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(13), SprMghoft-Acc/Dmg/Rchg(13), LucoftheG-Def/EndRdx(15), LucoftheG-Def/Rchg+(15), SprMghoft-Rchg/Res%(17) Level 2: Environmental Modification -- Rct-ResDam%(A), Rct-Def(7), Rct-Def/EndRdx(7), Rct-Def/EndRdx/Rchg(9), Rct-Def/Rchg(9), LucoftheG-Def/Rchg+(11) Level 4: Inexhaustible -- Pnc-Heal/+End(A) Level 6: Adaptation Level 8: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(45), Prv-EndRdx/Rchg(46), Prv-Heal/Rchg(46), Prv-Heal/Rchg/EndRdx(46), Prv-Absorb%(48) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11) Level 12: Evolving Armor -- Ags-ResDam(A), Ags-ResDam/EndRdx(50), Ags-ResDam/EndRdx/Rchg(50), GldArm-3defTpProc(50) Level 14: Super Jump -- WntGif-ResSlow(A) Level 16: Follow Through -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(17), SprBlsCol-Acc/Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/Rchg(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45), SprBlsCol-Rchg/HoldProc(45) Level 18: DNA Siphon -- ThfofEss-Heal(A), TchoftheN-Heal(19), EffAdp-EndMod/Rchg(19), SynSck-EndMod/Rech(21), PreOptmz-EndMod/Rech(21), PrfShf-EndMod/Rchg(37) Level 20: Kick -- Empty(A) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-ResDam/EndRdx/Rchg(23), UnbGrd-Max HP%(27) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25), LucoftheG-Def(25) Level 26: Genetic Contamination -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(27), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(34), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(34) Level 28: Rend Armor -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(29), SprGntFis-Acc/Dmg/Rchg(29), SprGntFis-Dmg/EndRdx/Rchg(31), SprGntFis-Acc/Dmg/EndRdx/Rchg(33), SprGntFis-Rchg/+Absorb(33) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31) Level 32: Parasitic Aura -- Pnc-EndRdx/Rchg(A), Pnc-Heal/Rchg(48), Pnc-Heal/EndRedux/Rchg(48) Level 35: Whirling Smash -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(37) Level 38: Arc of Destruction -- Obl-Dmg(A), Obl-Acc/Rchg(39), Obl-Dmg/Rchg(39), Obl-Acc/Dmg/Rchg(39), Obl-Acc/Dmg/EndRdx/Rchg(40), Obl-%Dam(40) Level 41: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(42), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--Rchg/EndRdx(42), GssSynFr--ToHit/EndRdx(43), GssSynFr--Build%(43) Level 44: Vengeance -- LucoftheG-Def/Rchg+(A) Level 47: Focused Accuracy -- EndRdx-I(A) Level 49: Physical Perfection -- Mrc-Rcvry+(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 1: Momentum Level 6: Defensive Adaptation Level 6: Efficient Adaptation Level 6: Offensive Adaptation ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1506;712;1424;HEX;| |78DA6594D94F135114C6EFB453CBD20AA540596CD9299BB508EF06048D069020D1C| |76602D732B14E9B694DE4D1C4F5C14445628CA098B83FF8E718A30FBEBAB0288B80| |80E3E99C0FD2A493C0EFCE77CE77EF9973663A7C6DC0F3E1F4F51342F19C4C68E97| |46C5C332E4BD33DA265AE9A5A42D055D0D73F3836D63732EEA69B7A8EC706E42569| |A465A45F4FC6CE9971CDD027627DE695A45983846199903232AE67342376516AA9A| |491F69D31A6A4298D4C647F51349A4C2622E753524E7AECE51065EA46DC6BDF9CD2| |E35319BA2BD90F4D4A333DA5A7FC83297D22326848333E1D1BD6D219694E57516DE| |DF4B7DA44FF946CD9962AD69D4274ABC2B1016E32D52D3040894155CC06B29EACC9| |72898F1CF37C063F310F972ACC0A66E917D6D79B6025AFB2C6DAA165708559B00AF| |E6616618F35F23AD92B9C0D1CDB20CDC59AB54D6B37F6767FE378D777E6D11FE04F| |7091796C89D948C32A64AF52D829F85CF02FED5BCC3167712FD7D21D057BC0E3BC4| |F80F6F10AAED15BCBDA13EA57096BAE92FB2AF7E30133FC90D931C3EC7A04CE3277| |E86C9FA2DA5E9FD769F7BFCCCFFB96DD73D82C5FE4DCF26D66F30CEB0EAAC58F5AF| |C165DC2494A059EA402D3AEC4B42B31E59A6D4C9B72039CEB08600255986A553973| |97AAAB46C7ABE7F8F49A7966FD3366C37370017CC17C4A5DA945576A6FB076E4267| |88B19BA8DBDEE8077993EAA2D88DA82A82D849A42A8718F6AAB535C764E5D10D30E| |8175CC39AAA1113534EE70D79A76C13DF01FB3D902057BE7C9DB026F0BBCADF0B6C| |2DB0A6F18DE30BC7EAABF0DDEB6971C6B7F05BE06DF303BDE82EF306DF27662AA9D| |78F605DA36822F23D2C06FED7B7A0DA3D0A2676911A6BEAA029795FD60E88D68570| |FBE7FAB232F1ACD53BAF3949E3CA5374F19CA5346551C4B8A622B85A522DB1DBB92| |A5A2835F09445772950BFCD4CB7959BF7295C7DCAFAF8183B3ADCDECAF05D67F72D| |65B39EBFFC58A0F5C| |-------------------------------------------------------------------|
  9. This is basically an idea of changing the Mastermind from a supportive ranged DPS to a tanky melee support, focusing on high aggro and working on applying debuffs up close, effectively being an off brand tanker. Of course this sounds weird without any thought into the powersets, which luckily I thought of. Thugs, Beast Mastery, Ninjas, they all work well, just give thugs street fighting or club, beast mastery Savage melee, and ninjas the ninja sword. But that begs the question on what else? I was personally thinking clones (Which could have different edits cosmetically but would have to be as simple as Illusion's clones.), maybe Illusion Mastery, and so forth, they would gain typical mastermind powers geared towards their mobs but their attacks and such would be geared towards debuffs rather than straight damage. With defensive secondary sets that benefit much like a brute's would, and otherwise turn the normally squishy folk into something capable of aggro. Thoughts on this would help, I'd like to see everyone's thoughts on such a idea, and what extra powersets for the primary they could think of.
  10. I'm building up another tank to not only be able to be sufficiently versatile to tank anything and do a bit of farming if I choose. I'm not sure yet on the incarnate choices and I may not need Hasten I think. I share with you for your wisdom! **edit: I'm probably not going to run tough. I just took it to get to weave. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Fire Rad: Level 50 Science Tanker Primary Power Set: Fiery Aura Secondary Power Set: Radiation Melee Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Energy Mastery Hero Profile: ------------ Level 1: Blazing Aura (A) Superior Avalanche - Accuracy/Damage (34) Superior Avalanche - Damage/Endurance (37) Superior Avalanche - Accuracy/Damage/Endurance (37) Superior Avalanche - Accuracy/Damage/Recharge (40) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (42) Superior Avalanche - Recharge/Chance for Knockdown Level 1: Contaminated Strike (A) Empty Level 2: Fire Shield (A) Unbreakable Guard - Resistance (33) Unbreakable Guard - Resistance/Endurance (34) Unbreakable Guard - Endurance/RechargeTime (34) Unbreakable Guard - RechargeTime/Resistance (45) Unbreakable Guard - Resistance/Endurance/RechargeTime (46) Unbreakable Guard - +Max HP Level 4: Proton Sweep (A) Scirocco's Dervish - Accuracy/Damage (5) Scirocco's Dervish - Accuracy/Recharge (15) Scirocco's Dervish - Damage/Recharge (33) Scirocco's Dervish - Accuracy/Damage/Endurance Level 6: Healing Flames (A) Preventive Medicine - Heal (7) Preventive Medicine - Heal/Endurance (7) Preventive Medicine - Endurance/RechargeTime (9) Preventive Medicine - Heal/RechargeTime (9) Preventive Medicine - Heal/RechargeTime/Endurance (11) Preventive Medicine - Chance for +Absorb Level 8: Temperature Protection (A) Gladiator's Armor - TP Protection +3% Def (All) (23) Gladiator's Armor - Resistance Level 10: Hasten (A) Recharge Reduction IO (11) Recharge Reduction IO Level 12: Plasma Shield (A) Aegis - Resistance/Endurance (13) Aegis - Resistance/Recharge (13) Aegis - Endurance/Recharge (15) Aegis - Resistance/Endurance/Recharge (46) Aegis - Resistance (46) Aegis - Psionic/Status Resistance Level 14: Kick (A) Empty Level 16: Radiation Siphon (A) Hecatomb - Damage (17) Hecatomb - Damage/Recharge (17) Hecatomb - Accuracy/Damage/Recharge (27) Hecatomb - Accuracy/Recharge (33) Hecatomb - Damage/Endurance (50) Hecatomb - Chance of Damage(Negative) Level 18: Burn (A) Superior Might of the Tanker - Accuracy/Damage (19) Superior Might of the Tanker - Damage/Recharge (19) Superior Might of the Tanker - Accuracy/Damage/Recharge (21) Superior Might of the Tanker - Damage/Endurance/Recharge (21) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (27) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 20: Fusion (A) Recharge Reduction IO Level 22: Tough (A) Steadfast Protection - Resistance/+Def 3% (23) Impervium Armor - Psionic Resistance Level 24: Weave (A) Luck of the Gambler - Defense/Endurance (25) Luck of the Gambler - Defense/Recharge (25) Luck of the Gambler - Endurance/Recharge (42) Luck of the Gambler - Defense/Endurance/Recharge (43) Luck of the Gambler - Defense (43) Luck of the Gambler - Recharge Speed Level 26: Fiery Embrace (A) Recharge Reduction IO Level 28: Irradiated Ground (A) Armageddon - Damage (29) Armageddon - Damage/Recharge (29) Armageddon - Accuracy/Damage/Recharge (31) Armageddon - Accuracy/Recharge (31) Armageddon - Damage/Endurance (31) Armageddon - Chance for Fire Damage Level 30: Taunt (A) Perfect Zinger - Taunt/Recharge Level 32: Rise of the Phoenix (A) Recharge Reduction IO Level 35: Devastating Blow (A) Superior Gauntleted Fist - Accuracy/Damage (36) Superior Gauntleted Fist - Damage/RechargeTime (36) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (36) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (37) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (42) Superior Gauntleted Fist - RechargeTime/+Absorb Level 38: Atom Smasher (A) Scirocco's Dervish - Accuracy/Damage (39) Scirocco's Dervish - Damage/Endurance (39) Scirocco's Dervish - Damage/Recharge (39) Scirocco's Dervish - Accuracy/Recharge (40) Scirocco's Dervish - Accuracy/Damage/Endurance (40) Scirocco's Dervish - Chance of Damage(Lethal) Level 41: Focused Accuracy (A) Adjusted Targeting - To Hit Buff/Endurance (43) Adjusted Targeting - Endurance/Recharge (50) Adjusted Targeting - To Hit Buff/Endurance/Recharge Level 44: Maneuvers (A) Luck of the Gambler - Defense/Endurance (45) Luck of the Gambler - Defense/Recharge (45) Luck of the Gambler - Endurance/Recharge (48) Luck of the Gambler - Defense/Endurance/Recharge (48) Luck of the Gambler - Defense (50) Luck of the Gambler - Recharge Speed Level 47: Combat Jumping (A) Shield Wall - +Res (Teleportation), +5% Res (All) (48) Reactive Defenses - Scaling Resist Damage Level 49: Physical Perfection (A) Endurance Modification IO Level 1: Brawl (A) Empty Level 1: Gauntlet Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Empty Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Empty Level 2: Health (A) Panacea - +Hit Points/Endurance (3) Numina's Convalesence - +Regeneration/+Recovery (5) Miracle - +Recovery Level 2: Hurdle (A) Empty Level 2: Stamina (A) Performance Shifter - Chance for +End (3) Performance Shifter - EndMod Level 50: Agility Core Paragon Level 50: Rebirth Radial Epiphany Level 50: Melee Core Embodiment Level 50: Diamagnetic Radial Flawless Interface ------------ http://www.cohplanner.com/mids/download.php?uc=1606&c=723&a=1446&f=HEX&dc=78DAB594594F135114C767DAA9A5A52CA5941D2955E806D3163071C1182360544888185F9B095CCB44326DA615419F4C5C5F7DF1C5057CF481A8F86442E212974FE0FA05DC50E3AE2FF538FF2318E6D99BB6BFB9FF73EF39E79E7BA6233303BE85DD277648B26FD7945628640E68C66161BAC7C675618C0B8946D9906E8AD07E6DC24D9346D83303E290300A421DD285399BD979C4D45AD83222A6845069B9AE15F59C8179708F31294C6114D5316D5ACB0AA8DED15C6E4A1DCB0B3151613D0EE9D9C9A26E64ABACD9B0D026845998D4F3BEBFF33C190383797D5C1D3484999DCD8C68852265D040A9F5D3F78E877EE43F59975CD2454592D28AD47E09DC789979058CCC81B179702122F128D187867497BCC9EC4DFEE2B45685BE82EDDF98DFC1AE1F60F74FF03A7973C29BD3392D599A320B56CE80A163E03D8AE3E238AE57D8BFEE35F30D58F696F90EF42E83F769AF1B7B65770FB4BA2418A61BF32007D993402C2FF30119CA3966794AB6345F9AD90356F682DD7DCC4DA083FC5670A52AAC4ADDA0D356417155753AAC55D51166146C8A81A138984E800F29133F67E27F82CC6B9E329F81B5CF992FC0A697E0524C92029C49804FE6A4EC825C91603D3DB4524562C408DD00D9EA39567D354ED3E067D680B10018AF6506C147946723C76AE4589FA292D4CCFE9A37E33C2D5B985BC1F5DB98FDCCEDE02DAA592BFB6BCD417B4C31DA586BE31837695D9863844FA257379C629E619EE6DE3ECB3D7D0E5CA4BD1D7C2F1DDC859D4799DC859DDC9511EEC6C871708E4A1C455C47F42AF28BCFF3DDCD817EAA6782734B703DBBB89E5D5CCF24D733C9F54C733DEB68AFCAF7A4EEC37D263F83D7A8BD52B049A910F26951D6BE9F3165E56D2FC56DD6944D49DB945E9BD26753866DCAA8C26149912DC553BDF2B69796BD2BFF1A6CFDB0AA38E4769CD071105550F6A233DFDB767D5C5564F902EAED380F96FEC7F85547BEB99CD6580CAC116E875785A57F8CBF01BCAA6343
  11. I was looking around and playing with power set combinations and was sad to see that there isn't a tanky support class. I am kinda enthralled by the idea of a Bio-armor/Nature affinity character that I think could be really fun to play. I haven't given too much thought to how the synergies would work or if it would be even remotely balanced (in either direction...I can see it being possible to make a character that cannot deal any damage, which would obviously be a problem.) Anyway, what are everyone's thoughts on this? We already have the Sentinel which is a kind of Tank/Blaster type, so what about a Tank/Support?
  12. I have a lvl 50 Stone / Dark melee tank have him max'd on incarnates but cant get the build the way I had it in live back in live I used a build I found online and tweaked a bit the place I found was something like (angry bunny or something like that it was a blog) I could run out of granite most of the time and in granite I was untouchable. LR couldn't even touch me in STTF I have my build now for max running speed does anyone have a good build for Stone/dark?
  13. This is going to be a "grind from 1-50" character. As such, especially with all the abundant respecs, I've come to think in terms of leveling up with "Early", "Mid" and "Final" builds. Just for reference, for new characters, I pre-purchase all the IOs attuned and just slot them when the time comes. Tank SR caught my attention for the next grinder because I was curious what kind of layers I could add to it. More later about where that ended up for the final build. I chose Claws because, well, why not? (Rhetorical question) First Stage (1-25) This is how I see it at the end of the "Early" game. Soft capped already? Well all right... At 25-ish, I'll respec into something that will lead to this: It's sort of a shame to burn a respec just to take one slot away to use elsewhere (From Practiced Brawler since it's now perma with 1 lvl 25 SO) but whatevah. Positional Defs are now in the low 50s. Overkill for the mid level game but it's needed for the roadmap. I'm slotting the best +rch IOs I can in lieu of purples at this point. Other notable numbers: Recharge 73% S/L Res: 47.8% All others: 20ish (more or less) I don't know exactly when I'll do the next respec. The purpose of it will be to turbo-charge recharge for Rune of Protection, so probably just before I choose that at 44. At this point I'll be building to (final build): For the final build, I found myself in a pickle. When the battle lines have always been drawn in the great Tanker Wars of "Taunt - yea or nay" I've historically been adamantaly "yea". However, I need Hasten and couldn't find anything else to omit without hurting Def or Rch. I figured with 3 ranged attacks (Focus, Arcane Bolt and Shockwave) maybe I can get by without it. Why do I "need" Hasten? With it, Rune has almost a 60% uptime (recharge in 152.5 seconds). Without, it's down an additional 33 seconds, that's more time than I'd like. To summarize - Melee Def 62.3 Ranged Def 57 AOE Def 57.7 (yes, R and AOE are a big below iSoftCap but more about that later) Regen 242% Without Rune S/l Res is 55.5 All others 30-40. With Rune s/l res is 81.1 all others 55-66. Let's add in another 5% resists to all because I'm diligent with my Base Empowerment buffs. I'll max out my personal salvage vault to have everything needed for the res buffs as well as recharge and recovery. (As long as the base teleport ability exists, I'll just pop in whenever the buffs expire, then return. When that ability gets taken away... I'll figure something out.) Which leads to: s/l 86.1 e/n 60.3 f/c 71.5 t/p 67 Not too shabby for the "one trick pony" SR is reputed to be. I would be interested in opinions as to whether build A or build B is preferable, where build A is the one above and build B is the one below. The difference is, I took 3 slots from the 6 Unbreakable Guards in Rune and substituded 3 Impervious Skins, including the proc. The net result, with Rune and Base Empowerments: s/l 86.8 e/n 59.5 f/c 65.5 t/p 62.5 B adds 1.6 seconds of recharge to Rune. Not a dealbreaker, but a data point regardless. HP and Regen comparison, the reason to switch to B, is: A: Regen 262% (29.4 hp/sec) HP 2698.6 B: Regen 287% (32.6 hp/sec) HP: 2726.7 I'm leaning heavy on the original (A), if for no other reason due to the positionless psi damage that exists. Maybe I'll go 5 UC and the proc. Destiny was another one I was torn on, I had settled on Rebirth for the burst heal but as I've been typing this, it occurred to me I could cycle Barrier with Rune. Once the Rune buff wore off, I'd have 30 seconds of 32.5% res from Barrier, then I have 30 seconds of not so uber with 7.5% res before Rune is ready again. Even a second or 2 of 5%. Here's the cycle (for simplicity I'm leaving out the megaburst for Barrier's first 20 seconds and also 2.5 seconds of Rune's recharge.) t = 0-30: 32.5 (all from Barrier) t = 31-60: 7.5 (all from Barrier) t = 61-90: 30 (25 Rune, 5 Barrier) t = 91-120: 30 (25 Rune, 5 Barrier) t = 120-150: 25 (all Rune) Repeat I'm also not completely settled on Alpha. Without Agility I got a leeetle bit below iSoftCap for Range and AOE but Spiritual Core buffs Regen and shaves another 5 seconds off Rune. Also in the "it dawned on me while typing this" category - Barrier would cover up that small iGap for def (which isn't a real concern anyway because in that content the +def buffs flow freely). So after all that I think I'm fairly settled on Spiritual Core and Barrier Core. I'll go for a pocket healer for Lore, Melee Core hybrid (the one with resists), Judgement Void Radial for -50% dmg debuff and play "spin the wheel of Interface" for the last one.
  14. Hi so im not very good at making builds but i wanted to roll this tanker cause it seemed fun so i just learned the soft caps and basically things im supposed to be looking for when building a tank so i threw this together and i dont know if its any good so feel free to look and change it up to make it better and id appreciate all the feedback i can get 🙂 building this for high lvl gameplay like incarnates and stuff! Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Natural Tanker Primary Power Set: Ice Armor Secondary Power Set: Energy Melee Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Energy Mastery Hero Profile: Level 1: Frozen Armor -- RedFrt-EndRdx(A), RedFrt-Def(7), RedFrt-Def/EndRdx/Rchg(7), RedFrt-EndRdx/Rchg(9), RedFrt-Def/Rchg(9), RedFrt-Def/EndRdx(11) Level 1: Barrage -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(48), Mk'Bit-Acc/EndRdx/Rchg(48), Mk'Bit-Dmg/Rchg(50), Mk'Bit-Acc/Dmg(50) Level 2: Hoarfrost -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-Rchg/ResDam(36), UnbGrd-EndRdx/Rchg(36), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam(37) Level 4: Bone Smasher -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(40), Mk'Bit-Acc/EndRdx/Rchg(40), Mk'Bit-Dmg/Rchg(40), Mk'Bit-Dmg/EndRdx(42), Mk'Bit-Acc/Dmg(42) Level 6: Chilling Embrace -- PcnoftheT--Rchg%(A), PcnoftheT-EndRdx/Rchg/Slow(11), PcnoftheT-Acc/EndRdx(19), PcnoftheT-Acc/Slow(19) Level 8: Wet Ice -- EndRdx-I(A) Level 10: Permafrost -- Ags-Psi/Status(A), Ags-ResDam(21), Ags-ResDam/EndRdx/Rchg(23), Ags-EndRdx/Rchg(23), Ags-ResDam/Rchg(25), Ags-ResDam/EndRdx(25) Level 12: Icicles -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(13), SprMghoft-Dmg/EndRdx/Rchg(13), SprMghoft-Dmg/Rchg(15), SprMghoft-Acc/Dmg/Rchg(17), SprMghoft-Acc/Dmg(17) Level 14: Combat Jumping -- LucoftheG-Rchg+(A), Ksm-ToHit+(15) Level 16: Whirling Hands -- Arm-Dmg/EndRdx(A), Arm-Dam%(37), Arm-Acc/Rchg(37), Arm-Acc/Dmg/Rchg(39), Arm-Dmg/Rchg(39), Arm-Dmg(39) Level 18: Glacial Armor -- LucoftheG-Rchg+(A), LucoftheG-Def(29), LucoftheG-Def/EndRdx/Rchg(29), LucoftheG-EndRdx/Rchg(33), LucoftheG-Def/Rchg(34), LucoftheG-Def/EndRdx(34) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 22: Super Speed -- Clr-Stlth(A) Level 24: Boxing -- Acc-I(A) Level 26: Tough -- GldArm-3defTpProc(A), ImpArm-ResPsi(27), StdPrt-ResDam/Def+(27) Level 28: Weave -- LucoftheG-Rchg+(A) Level 30: Energy Absorption -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(31), Rct-Def/Rchg(31), Rct-EndRdx/Rchg(31), Rct-Def(33), Rct-Def/EndRdx(33) Level 32: Build Up -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg(50) Level 35: Energy Transfer -- Hct-Dam%(A), Hct-Dmg/EndRdx(42), Hct-Acc/Rchg(43), Hct-Acc/Dmg/Rchg(43), Hct-Dmg/Rchg(43), Hct-Dmg(45) Level 38: Total Focus -- CrsImp-Dmg/EndRdx/Rchg(A), CrsImp-Acc/Dmg/EndRdx(45), CrsImp-Acc/Dmg/Rchg(46), CrsImp-Dmg/Rchg(46), CrsImp-Dmg/EndRdx(46), CrsImp-Acc/Dmg(48) Level 41: Conserve Power -- EndRdx-I(A) Level 44: Physical Perfection -- Mrc-Rcvry+(A), RgnTss-Regen+(45) Level 47: Taunt -- PrfZng-Taunt/Rchg/Rng(A) Level 49: Super Jump -- UnbLea-Jump(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 -- Prv-Absorb%(A), Pnc-Heal/+End(3), NmnCnv-Regen/Rcvry+(3) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), EffAdp-EndMod(5), PrfShf-EndMod(5) Level 50: Cardiac Core Paragon ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1463;666;1332;HEX;| |78DA6593CB4F135114C6EFB483B52FDAD242790A05A12D85DA0226BE89113418302| |41AB738C2A5546A69DA9AC8D2BD2B372E5DB9D0448DFE17BE5DF9FC1B78F8D685A9| |87F93E2B49279DFEE69E7BCF3DDFF966EEDCF529DFC333372695E13B55B02A95850| |B567155975DE7ACEAB5B255503B974BEE76C417A6F4B22E56747A66512F9C2C5F5D| |2B7770624E17B44E4F177539B78E4168A6B8A2CBBA584DFF7BF0CDAFAD15D2B3DA2| |AE58B398F3D385FD27AC96F3F9ECEE756AA32E1C5A8B0330C4F97F28BF55DAD4A55| |97D7DB45CE90DC4FDDF267EC08AC35A9803C644DB5A799F4837B7DA417F47838F62| |85E3553AD2A3B76E00A9907B32BE432F8CCCD7252CFF8EDB463B15FE0C04FF207F9| |1DDCFFCDC9BA4A3999EB64BD38EBC5592FCE7AC91CC9BACFA56E13FA74363D611F8| |FC19647E403F085AC7561AD72C590FF52626EFAE43E88759109B06D9C1C03DBB364| |067C25B95EE67A3FA117DF47F203D8FC0E0CBE27DF826DF2DDF8916BF85BB15FF31| |F19F648AEF811A01F81630E78759C3C0A0E1D210F9387C0D7A229444D21EEDB1D21| |C3605F0B180B9141B05F3485A9299C823F117240E65AE95DAB1BB50C8945A153453| |BB1CE29B10EAC73748CA1D7CEA404E2C2A861F767CA9A2EEED5458D6F44778F61D8| |BA7BBE226FDF17F233B90DF66D925BF458FCEA850EA3F71EB465EF0A23A60AC85C3| |FBDEC4F612E390C0E27C90419074786C0A0E40E327750A3BF9125707491BC4C5A3C| |1F97C03B222D416F12FCD6EEFB954AD1DFD459783272029E78A5569AEBD325688F8| |A4F19C6320E68EA36EB67537E72A9A4593FE9B5E186D94C4324DB10196F884C3444| |661B22F366FDC42BC38EB883F5735CDB907E0CBE636314FD6FFD8F398C0DBC3B478| |CBC88EF6073775E0279DBBBF36EC307F326790B9C0C0BE8C25F19DEDCA4| |-------------------------------------------------------------------|
  15. gribster2

    RAD / DARK Tank

    Hi can anyone point me to a Pines build for this beast, I have just reached 50 and would like the best build to tank AV's. Any advise would be useful
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