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About Me

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  1. Hello I just started a Dark/Dark tanker build for solo and group play can anyone help me with some builds I have no idea how to work mids just yet I recently started playing CoH again. I am looking for more survivability to start with before I do a damage build.
  2. Fairly new to the CoH scene but I'm going into my second character and looking for MA/??? scrapper. leaning towards energy aura, but also looking at shield and sr? any thoughts or comments would be great
  3. 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.
  4. Hey all! So, a little background info. When HC brought our beloved game back, I was ecstatic. On Live, my main was a Fire/Rad troller. I mainly played it and MMs, Corrs, and with the occasional Scrapper thrown in. I never really played Tanks. So when the Game came back to life, I said to myself that I would branch out and try new things. I went to the Test server and debated. I finally chose a Tank, and I went with 2 powersets I had never tried nor knew nothing about...Bio Armor and Rad Melee. To say the least, I was impressed. Perhaps it was because this was the first tank that I really ever played. Perhaps it was because I didn't have any experience with either powerset. Whatever it may have been, I was shocked. I could survive anything, and the damage wasn't subpar (as I expected it to be). I did good damage, and couldn't be killed. I didn't know why, and I didn't understand. I have since played MANY Tanks, with all sorts of different combinations of power sets. The Tank AT is, as a whole, what it is meant to be....and then some. Unless you're doing something absolutely freakin' ridiculous, or under a ton of debuff, there's a 90% chance you're not gonna faceplant. And in those instances, at least in my own experiences, you deserve to. I've done Bio, Invuln, Fire, Dark, SR, Electric, WP, Ice, Rad, and Shield all to 50. I played a Stone Brute on Live and remember that you pretty much HAD to have a /Kin on your team, so I have not done Stone to 50 (yet). All of my tanks, the (few) times I have faceplanted, I deserved it. I was either not paying attention, had too many Defense Debuffs on me, or was seriously pushing the envelope to see how far I could take it. At the time, I didn't understand Bio. I just rolled with it because it felt....strong (and pretty!). After some time, I read on the forums that the best armor for Scrappers, Brutes, and Sents was Bio. Tanks that wanted to focus on damage also took Bio. So....I thought that maybe I needed to revisit this powerset. I searched, and never could find an actual guide or any help strictly dedicated to Bio. Sure, there's all kinds of builds out there for Bio/This, Bio/That, etc etc. On mine, i focused on IOs that boosted Max HP, Max Regen, then focused on Defense. I thought that's all that mattered, since Bio states it offers a fair amount of regeneration. Now, I realize that 2 people can take the exact same primary/secondary powerset and build it totally different from the other. That's one of the things I've always loved about this game. The different options available, the different thought processes that go into building a toon, the different bonuses you can chase, etc. I figured since I have some knowledge of Bio, I would attempt my best to put it out there. Perhaps someone will find it useful. If not, then I at least helped myself by understanding it a bit more. So, without further ado, here's what you wanted to know about Bio, but never asked. Bio Armor is a hybrid. It offers Resistance, Defense, Regeneration, some Offense, a little Debuff, Absorb, a little Healing and some End Recovery. It does not offer any Defense Debuff Resistance, , To Hit Debuff Resistance, or Regeneration Debuff Resistance. Which, by the way, I thought was strange since Bio does rely a bit on Regeneration. Oh well.. onto the next. HARDENED CARAPACE With a little concentration you can cause your skin to become hard as stone, boosting your constitution to reject toxins and recovering from wounds more quickly. While active, this power will boost your resistance to Lethal, Smashing and Toxic damage, grant a minor amount of regeneration, and protection from Disorient and Sleep effects. If Efficient Adaptation is active, Hardened Carapace will grant an Endurance Discount. If Defensive Adaptation is active, Hardened Carapace will grant additional resistance to Lethal, Smashing and Toxic damage. While Offensive Adaptation is active, this power will grant a minor boost to damage. Bonuses granted from Adaptations are unenhanceable. Your basic toggle. Gives a base resistance 25% to Smashing/Lethal/Toxic damage, and mag 12 protection from Disorient and Sleep. In EFFECIENT ADAPTATION, it gives a small Endurance Discount ( instead of using .26 End/Sec, it drops down to .2 End/Sec. I'm not a math major, but it seems like that's a 6% decrease? In DEFENSIVE ADAPTATION, this gives you an additional bonus to your Smash/Lethal/Toxic resistances. Your base is 25%, and Defensive pumps it up to 32.5%. OFFENSIVE ADAPTATION gives a minor boost to your damage. I can't say EXACTLY how much that damage boost is, but I believe it is around 28%. For example, Quills pulses for 13.98. In Offensive, it will pulse for 17.94. Another example is with Battle Ax. Beheader goes from 37.64 damage to 62. 74, while Pendulum sees 168.1 jump up to 215.7 damage. Again, I never majored in Math, and don't spend hours going through every possible combination to do math to see exactly how much time a power takes to activate, how much end that power takes, how much damage that power takes, to figure out the absolutely best possible return on investment to get the best attack chain. I play for fun. I understand simple. My bad. INEXHAUSTIBULE Your body is constantly evolving and adapting based on your surroundings. As a result you receive a moderate bonus to maximum hit points, regeneration, recovery as well as gaining a measure of Slow and Endurance Drain Resistance. Half of this power's maximum hit point increase is unenhanceable. While Efficient Adaptation is active, this power grants a small bonus to recovery and regeneration. While Defensive Adaptation is active you gain a small amount of additional maximum hit points. This power doesn't grant any bonuses to Offensive Adaptation. These special bonuses are unenhanceable. Inexhaustible is always active. Again, I don't run every single scenario. Inexhaustible gives you a bonus to your Max HP, Regen, Recovery, and a bit of Slow/End Drain Resistance. EFFECIENT ADAPTATION sees your base End Recovery go from 2.08/Sec to 2.67/Sec, your Regen go from 140% (11.05HP/Sec) to 205% (17.79HP/Sec) and your Max HP from 1874 to 2061. DEFENSIVE gets your End Recovery from 2.08/Sec to 2.5/Sec, your Regen from 140% to 190%, and your Max HP from 1874 to 2145. NO bonuses while in Offensive. Half of the Max HP bonus is unenhanceable, but the Regen and End Recovery ARE enhanceable. Many people use this power just as a "mule" to throw in one,or more Procs (Numina's, Miracle, etc etc). Obviously it's up to you on how you want to slot it, what goals you're shooting for, and what bonuses you want. ENVIRONMENTAL ADAPTATION Your body can spontaneously adapt to its surroundings and your mind has learned to shield itself from harmful effects by constant exposure to these dangers. While active you gain moderate defense to Fire, Cold, Energy and Negative Energy damage, and a small amount of defense to Psionic damage. Additionally you are protected against hold, knockdown and immobilize effects. While Defensive Adaptation is active you gain a minor amount of Lethal, Smashing, Fire, Cold, Energy, Negative Energy and Psionic defense, as well as a minor amount of maximum hit points. If Offensive Adaptation is active you'll gain a moderate To Hit bonus. These special bonuses are unenhanceable. Defense shield. Bio *can* hit the defense soft cap on Fire/Cold/Energy/N. Energy. Not only does this give you Defense to those, it also gives you protection against those pesky Holds/KBs/Immobilize. This is yet another trick that Bio has based on the "stance" you take. In DEFESENSIVE ADAPTATION, you'll get a base 4.5% bump in S/L/F/E Resistance, 2.25% Psionic Resistance. and a base +84HP to your Max HP. (I'm getting all these values at BASE. At level 50, and slotted, obviously the numbers will be different. I'm just trying to give you an IDEA of what each stance does for you). OFFENSIVE ADAPTATION will give you a 7.5% bonus to To Hit. ADAPTATION By purchasing this power you gain access to three mutually exclusive toggle powers: Efficient Adaptation, Defensive Adaptation and Offensive Adaptation. If Defensive Adaptation is active you gain improved damage resistance from Hardened Carapace and Evolving Armor, additional defense from Environmental Modification and Evolving Armor, and increased Maximum HP from Environmental Modification and Inexhaustible. If Offensive Adaptation is active you gain bonus damage from Hardened Carapace, additional To Hit from Environmental Modification, empowered -resistance debuff from Evolving Armor, and your debuff effects from DNA Siphon, Genetic Contamination and Parasitic Aura are increased. The "Bread and Butter" of Bio. Once taken, you will have 3 "powers" show up in your bar. One is Efficient Adaptation, one is Defensive, and the last is Offensive. ABLATIVE CARAPACE When needed, you're able to cause your Bio Armor to gain a thick, but brittle outer layer that will absorb a large amount of damage before breaking off. Ablative Carapace will grant a moderate amount of damage absorption and a high amount of regeneration for a short time. While Efficient Adaptation is active, this power grants a slightly larger regeneration buff. While Defensive Adaptation is active, this power grants a bonus to damage absorption. What many consider to be a "must have", here is your "absorb shield". It adds a base 100% to your Regeneration rate, and gives you an Absorb Shield of 30% of your base HP while in DEFENSIVE. EFFECIENT ADAPTATION gives 130% to your Regeneration rate. EVOLVING ARMOR When faced with danger, your Bio Armor reacts by becoming incredibly durable as well as infecting nearby enemies, lowering their resistance to damage. While active, Evolving Armor will grant you small amount of damage resistance, plus an additional amount for each nearby target. Nearby foes will also be taunted and have their damage resistance reduced. While Efficient Adaptation is active, this power grants a moderate bonus to Regeneration and Recovery plus a tiny amount of both for each nearby foe up to 10 foes. While Defensive Adaptation is active you gain a very minor amount of defense and damage resistance for each nearby foe, however you lose the benefit of this power's resistance debuff. If Offensive Adaptation is active this power's damage resistance debuff is increased. These special bonuses are unenhanceable. Evolving Armor is one heck of a power. You gain Damage Resistance, you Taunt everyone in its effect, AND you LOWER the enemies' resistances. Of course, like most everything else in Bio, you can choose different bonuses based on which "stance" you're in. EFFECIENT ADAPTATION , with 1 target, gives you 5.5% S/L/Toxic Resistance, 4.13% Resistance to F/C/E/N.E, and 3.3% to Psi. Your Regen rate goes up by 36%, and your base end recovery goes from 2.08/Sec to 2.38/Sec. In DEFENSIVE, you lose the Resistance DEBUFF, but you gain the following Defense bonuses: 4.2% Defense to S/L 3.14% Defense to F/C/E/N.E 2,24% Defense to Psi On top of that, you gain the following Resistances (base, with 1 target fueling the power) 7.15% Resist S/L/Toxic 5.37% Resist F/C/E/N.E 4.29% Resist Psi To give you an idea, if you have 10 (the max) enemies around you fueling this power, those Defense #s jump to 8.25% S/L, 6.16% F/C/E/N.E, and 4.4% to Psi. your Resistances would jump to 13% S/L/T, 9.82% F/C/E/N.E, and 7.8% Psi. All these numbers are unenhanced/base. Now, in OFFENSIVE ADAPTATION, here's the tradeoff. You will debuff the enemies' resistance even more (sorry, I don't have that number), BUT your OWN resistances will suffer a -7.5% penalty. Yes, that's right. It IS possible for your own Resistances to even be NEGATIVE just from using this power in Offensive. This is why some people will build their Bio for Resistances to try and offset the -7.5% penalty, while others focus on trying to softcap their defenses and bumping up HP/Regen. DNA SIPHON You can siphon genetic material from nearby enemies, causing a minor amount of Lethal damage and a minor amount of Toxic damage over time. Living enemies will provide the user with a small boost to health and endurance. These foes will have their regeneration rate reduced for a short period of time. Defeated enemies provide a weaker sample of material and thus will boost recovery and regeneration for a short while. While Efficient Adaptation is active, this power will grant bonus regeneration and recovery per defeated target hit. While Defensive Adaptation is active, this power will grant bonus health per living target hit. While Offensive Adaptation is active this power's regeneration debuff is increased in effectiveness. A heal, a recovery power, Regen debuff, AND damage! The Regeneration debuff is -100% to each living enemy. And just like most everything else, the Special effects are determined by which "Stance" you're in. The base damage on this power is 20.88 (10.57 Lethal and 4.23x2.44 Toxic). In DEFENSIVE, you get a (base) 20% to Regen and 12.5% to End Recovery per LIVING TARGET, plus an additional 70.28HP Heal. In EFFECIENT, you get a (base) 26% to Regen and 21.88% to End Recovery per every DEFEATED TARGET. In OFFENSIVE, the Regeneration debuff is -133%, your Regen goes up 20%, while End Recovery is boosted by 12.5%. GENETIC CONTAMINATION You're capable of breaking down the genetic material of your foes with a powerful toxin that is produced by your Bio Armor. Nearby foes affected by this poison will suffer toxic damage over time as well as dealing reduced damage. While Defensive Adaptation is active this power's damage debuff is increased in effectiveness. Yet ANOTHER damaging toggle, plus a Debuff! In Efficient AND Offensive, this power ticks for 7.92 damage and applies a 10.5% Damage Debuff to the enemy. In DEFENSIVE, this power will tick for 5.94 damage, but apply a 13.97% Damage Debuff to the enemy. PARASITIC AURA You release a cloud of parasites around you that draw out your enemies' genetic material. These parasites dramatically increase your survivability by gaining damage absorption while boosting your regeneration and recovery rate for a short time. Affected foes will be infected and deal reduced damage for a short while. While Efficient Adaptation is active, this power will grant additional regeneration and recovery per target hit. While Defensive Adaptation is active, this power will grant a small amount of additional damage absorption and increase the effectiveness of this power's damage debuff. The tier 9 power does not disappoint. This is a Heal, Absorb, +Regen,+Recovery, and a damage debuff to the enemy. These numbers are for 1 enemy in range, and as many as 10 to contribute. EFFICIENT Adaptation gives you a (base) 10% Absorb shield, +65% to Regen, +42.5% End Recovery, and a -14% Damage Debuff to the enemy. DEFENSIVE gives you a 13.3% Absorb shield, +50% to Regen, +30% to End Recovery, and applies an 18.2% damage debuff to the enemy. OFFENSIVE nets you a 10% Absorb shield, +50% to Regen, +30% to End Recovery, and a 14% damage debuff to the enemy. Now, let's just say you have the maximum # of targets (10) and you use this power and hit all 10. Your bonuses go through the roof. With 10 targets: EFFICIENT = 100% Absorb Shield, +650% Regen, +425% End Recovery DEFENSIVE = 133% Absorb Shield, +500% Regen, +300% End Recovery OFFENSIVE = 100% Absorb Shield, +500% Regen, +300% End Recovery This power costs 18.2 end, Recharges in 270 seconds, lasts 45 seconds, and has a 15' radius. It is highly advised that you get Recharge. not only for this power, but Ablative and DNA Siphon also likes to have extra Recharge. Bio LOVES and NEEDS recharge. With more Recharge, comes more Ablative, DNA Siphon, and Parasitic Aura. It's possible to have a permanent Absorb Shield just from Ablative. Then tack on the absorb from everything else, and well, you ain't dying. Now, you'll have a base of 12.98 Hold/Stun/Sleep/Immob protection, and a mag 10 KB protection. The downfall is that you get 0 Defense Debuff Resistance, and 0 Recovery, Perception, To Hit and Regen Debuff Resistance. You can softcap your Defenses to F/C/E/N.E, and you can get hellacious Regen numbers, but having NO resistance to those debuffs will hurt. They will hurt A LOT. This is why most Bio Armor users go for Destiny: Ageless Radial Epiphany to get all the Debuff Resistances. Plus, the extra recharge always helps. As you can see, Bio has NUMEROUS tools in its toolbelt. If you are planning on taking a secondary that uses a ton of Endurance, then you can offset that with Bio's powers and in Efficient Adaptation. You want more damage? Switch to Offensive. Taking on an AV? Switch to Defensive for a while. It truly is a hybrid, and allows the character to fill a few different roles. If farming is your thing, then you can farm. If pure tanking is your thing, then you can do so. Team lacking a little damage? Go in Offensive mode to pump out a little bit more damage. Other than the downfall of the Debuff Resistances, another "downfall" (if you want to call it that) is that every power is good. There are some Tank Primaries that you can skip one or 2 powers. With Bio, IF you skip anything, it'd be extremely hard to decide. And each power deserves some slots, even 6 slots, to get the full potential from them. Overall, I have thoroughly enjoyed my Bio/Rad tank. I ended up making a Bio/Staff Brute as well. I am going back and making another Bio Tank (because I simply love Tanks), and I am unsure right now what I want to pair it with. I have not made a Bio Sent, but have heard nice things about them. Now that I, and hopefully you, see more of what Bio is (and isn't) capable of, I hope to see more Bio toons in our beloved City (other than Bio/TW haha). Thanks for reading, and I hope this helps a little. -X
  5. Maj

    Farm Build Help

    Looking for some critiquing on this build i had thrown together for fire farming, looking to make a build that doesn't care about how much inf it uses want an expensive build that can comfortably and easily farm well as a tanker, any critiquing and criticism of the build is welcome, not the greatest at doing this <small><code>|&nbsp;Copy&nbsp;&&nbsp;Paste&nbsp;this&nbsp;data&nbsp;into&nbsp;Mids'&nbsp;Reborn&nbsp;:&nbsp;Hero&nbsp;Designer&nbsp;to&nbsp;view&nbsp;the&nbsp;build&nbsp;|<br&nbsp;/>|-------------------------------------------------------------------|<br />|MxDz;1516;713;1426;HEX;|<br />|78DA6594CB4F135114C6EF74A6D69696D2176D05843E7815282D9098A8488C58A3A|<br />|10989C66D53612C139B423A686C5CB9D39DF2908DCF251B573E5742A2F807B8F1B1|<br />|D785415DB8D1A8F5CC7C0746D349DBDF9DEFDE73CF77CECC6DFEF2A4FBE189AB134|<br />|2721F2B1775BD70A658B9A056EDF962499B11C6E5A06F146A61523DAF5674359DD3|<br />|D46AAD70F462B518E199BC5A567774732C5CD3F3F3E5F4E905559DF598C39C569A5|<br />|BD42A25AF7937A51667D5AA3EA72DF8CCFB93954B9AAE9DD3CADA62CD777C419B49|<br />|4FD7AA6A215FD41769CF089948D377C3493F9261AB6E17759B105945D8C6990741E|<br />|51053C826F7FCC1BDCF25F8A2D81B0AE66E827B9798CBA06B054CAD829B9457425E|<br />|451A93B06614748FEC10F906C374DFA18838754E468C240F0873AE9919202F76F66|<br />|29F405CF311B0E530731CF4EBF0EFBF82589B030F856285A34E977849EE9C665BEA|<br />|92730DAB832BE02B9A6B820BB9E907760C7205AD5CC1105720D3B61EAED293E1355|<br />|95413E135919D18DE43A1182FDCC8DE10B47D01A61F6CF7815BE4C5C755FB6EA3B3|<br />|FBEF30EF32EF815DF7990FC010752CC0B1814FA8A3EB23183B805A63634C9BDD644|<br />|2025B2936C41D0BADF3DB40BEC35C6B987D27D877827D277F09B3F6E46FD04F3151|<br />|DE271AC3D3F090D6867D441BEF13A67C1DECB5E33AFC27AF813D1FE0B9E73DF31DD|<br />|8FB167C4D3DEAE41C9D9C234839E2ACC539473369DDAC75B3E625AD8FB53ED68C6D|<br />|07581B30DF96EF6E9C25E389A55F503702F4CE6E80C39BCC37E8926132C395641EA|<br />|182EC63E61370F82938F28CF91C6C5776CF1B7D8CCCFDCAEEE9ADA71A66330D4AB6|<br />|41196D50C61A94292B0B1D0BD431ADB0449A64AE72B608E3FFC1F4B2EDDA3DDD421|<br />|A42CFBF5A9A2C6DF3338A31CFA2B7A953C45E457CF937BE0FF1DF2CCD2E2DC145FF|<br />|3293CF66FF2A98BA050EF2D9ADFF7FFD6C2595DB160D5AE35CD81A7F4E5AE3B5803|<br />|55E8F5BE3BFD9B1FAB2|<br />|-------------------------------------------------------------------|</code></small>
  6. Expensive is fine, just not good with the numbers and would like to see if anyone has any builds they can share?
  7. 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.
  8. 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.
  9. 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!
  10. 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
  11. 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
  12. 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.
  13. 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 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| |-------------------------------------------------------------------|
  14. 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.
  15. 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
  16. 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?
  17. 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?
  18. 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.
  19. 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| |-------------------------------------------------------------------|
  20. 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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