The last time I touched Ms Ann's build was about 2 years ago. Since then, things obviously changed with the addition of more IO sets and some changes to powers. Previously, she had the Hammi-Os slotted and I've found that fully slotting IOs worked out better stat wise, due to the changes and ED.
So this post is all about my new build. I wanted to make her a well rounded tanker and make up in her deficiencies. The goal primarily is to get some Psi defense/resistance, more overall defenses, and beefing up the regeneration, as it was for my previous build.
Since she is my main, influence was no object and I was fine with spending a few billion influence on getting her the perfect build.
I've considered slotting purple sets, but the only purple sets I can slot are attack types. Sure, recovery, accuracy, and recharge bonus is nice, and its certainly great for other ATs, but not needed for a tanker, at least not this tanker. In fact, if I slot the purples, they take away from the regeneration and psionic def/res which goes against my goals.
If they ever came out with purple defense or resistance sets, then I would be all over that.
Some slots have been rearranged, but the power choices remain largely the same as it was, with the exception of dropping conserve power for the physical perfection.
Now without further adieu, here's Ms Ann's new build:
Here's the text version:
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com
Click this DataLink to open the build!
Ms Ann: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Battle Axe
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- ImpArm-ResPsi(A), ImpArm-ResDam/EndRdx(3), ImpArm-ResDam/Rchg(3), ImpArm-ResDam(5)
Level 1: Beheader -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(23), C'ngImp-Dmg/EndRdx(31), C'ngImp-Acc/Dmg(33), C'ngImp-Acc/Dmg/Rchg(33)
Level 2: Resist Physical Damage -- ImpArm-ResPsi(A), ImpArm-ResDam(7), ImpArm-ResDam/EndRdx(9), ImpArm-ResDam/Rchg(9), Aegis-Psi/Status(50)
Level 4: Dull Pain -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx(5), Numna-EndRdx/Rchg(7), H'zdH-EndRdx/Rchg(11), H'zdH-Heal/Rchg(11), H'zdH-Heal/EndRdx(13)
Level 6: Swift -- Run-I(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Unyielding -- ImpArm-ResPsi(A), ImpArm-ResDam/Rchg(13), ImpArm-ResDam/EndRdx(15), ImpArm-ResDam(15), ImpArm-ResDam/EndRdx/Rchg(42)
Level 12: Taunt -- Mocking-Rchg(A), Mocking-Taunt(43)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17)
Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Rchg+(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-EndRdx/Rchg(21), GSFC-Build%(40)
Level 20: Resist Energies -- ImpArm-ResPsi(A), ImpArm-ResDam(42), ImpArm-ResDam/Rchg(43), ImpArm-ResDam/EndRdx(43)
Level 22: Swoop -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(37), C'ngImp-Dmg/EndRdx(46), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Dmg/Rchg(48), C'ngImp-Acc/Dmg/Rchg(48)
Level 24: Stamina -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(25), Efficacy-EndMod(25)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/Rchg(27), LkGmblr-Def/EndRdx(34)
Level 28: Whirling Axe -- Sciroc-Dam%(A), Sciroc-Acc/Dmg/EndRdx(29), Sciroc-Acc/Rchg(29), Sciroc-Dmg/Rchg(33), Sciroc-Dmg/EndRdx(34), Sciroc-Acc/Dmg(34)
Level 30: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(31), AdjTgt-EndRdx/Rchg(31)
Level 32: Unstoppable -- RechRdx-I(A)
Level 35: Cleave -- Sciroc-Acc/Rchg(A), Sciroc-Dmg/Rchg(36), Sciroc-Dmg/EndRdx(36), Sciroc-Acc/Dmg(36), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dam%(37)
Level 38: Pendulum -- Sciroc-Acc/Rchg(A), Sciroc-Dmg/Rchg(39), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Dmg(39), Sciroc-Dam%(40), Sciroc-Acc/Dmg/EndRdx(40)
Level 41: Focused Accuracy -- AdjTgt-EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(42)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), Numna-Heal(45), Mrcl-Rcvry+(45), Mrcl-Heal(45), P'Shift-End%(46), P'Shift-EndMod(46)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 49: Super Speed -- Run-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 6: Ninja Run
Here's the Survival Stats with all my toggles up:
Here's the Bonus Effects:
+4% DamageBuff(All)
+4.69% Defense(Fire/Cold)
+16.9% Defense(Psionic)
+9.38% Defense(AoE)
+10.8% Max End
+59% Enhancement(Accuracy)
+32.5% Enhancement(RechargeTime)
+5% FlySpeed
+175.7 HP (9.38%) HitPoints
+5% JumpHeight/JumpSpeed
+MezResist(Confused) 1.65%
+MezResist(Held) 5.5%
+MezResist(Immobilize) 4.4%
+15.5% (0.26 End/sec) Recovery
+86% (6.73 HP/sec) Regeneration
+1.26% Resistance(Energy)
+10.6% Resistance(Negative)
+20% Resistance(Psionic)
+5% RunSpeed
If you want to see the build yourself in Mids:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|
Feel free to comment or send me any questions.
Friday, May 28, 2010
Taking a Break from COH
Now that my subscription will be expiring tomorrow.... I intend to take an enforced few weeks off from COH. I am self employed and have been putting off business for a few weeks, so I really need this time off to get things back on track. You know, or I won't get paid, which means I won't be able to afford the subscription in the first place!
So time to get serious here. I will be back in time for Going Rogue though!
So time to get serious here. I will be back in time for Going Rogue though!
Saturday, May 8, 2010
All About Combustidoll, Fire & Energy Blaster
In my return to City of Heroes, I took a break from leveling up Tankers and played my Fire/Energy Blaster instead. Her name is Combustidoll and as her name states, she is a little exploding robotic doll, on the smallest side of the height slider.
Her profile reads:
I am having a blast (pun intended!) playing her. Yes, playing as a blaster gives you paper thin defenses and you die a whole heck of a lot, but playing as a Fire/Energy Blaster allows me to keep up the frantic pace that I am so used to when I play as a tanker. Getting Inferno and one shot killing a whole bunch of baddies is also a plus.
99% of the time, I am on teams, otherwise, I do not play Combustidoll.
She's currently level 48 right now and fully (non-purpled) IO'ed. I tend to build the toon via Mid's Hero Builder and buy the appropriate IOs and recipes while the character is being leveled. Once they hit level 47, I slot up the toon with my ready to go IOs and the game play is like night and day.
I have yet to decide whether or not to fully IO her with purples, though I highly doubt that would happen since I don't think I will play her all that much once she hits level 50.
Here is her build:
I didn't focus on any one particular enhancement bonus, I just wanted to slot Combustidoll up given my budget of 100 million influence (not including all of the IOs and salvage I've been saving up from normal play). You'll see below that I ended up getting a 46.3% recharge and 80% accuracy bonus from the enhancements which is nice.
I am actually a few hundred merits away from fully having all the IOs.
Here's the active sets at level 50:
+10% DamageBuff(All)
+5.94% Defense(Fire)
+5.94% Defense(Cold)
+9.38% Defense(Energy)
+9.38% Defense(Negative)
+11.3% Defense(Ranged)
+7.19% Defense(AoE)
+6% Enhancement(Heal)
+2.5% Enhancement(Held)
+46.3% Enhancement(RechargeTime)
+80% Enhancement(Accuracy)
+13% FlySpeed
+85.8 HP (7.12%) HitPoints
+13% JumpHeight
+13% JumpSpeed
+Knockback (Mag -4)
+Knockup (Mag -4)
+MezResist(Held) 2.2%
+MezResist(Immobilize) 6.6%
+MezResist(Stun) 2.2%
+14% (0.23 End/sec) Recovery
+32% (1.61 HP/sec) Regeneration
+4.73% Resistance(Fire)
+4.73% Resistance(Cold)
+2.52% Resistance(Energy)
+5.65% Resistance(Negative)
+9.38% Resistance(Toxic)
+3% Resistance(Psionic)
+18% RunSpeed
+2.5% XPDebtProtection
Here's the data chunk if you want to check it out in Mids yourself:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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Her profile reads:
Forget Barbie! Combustidoll can fly, beat stuff up, and shoot scorching hot flames from her hands! Get your very own super heroine doll for $19.99! Makes a great gift for that special child in your life!
Warning: May unexpectedly explode from touching. Please keep away from children.
I am having a blast (pun intended!) playing her. Yes, playing as a blaster gives you paper thin defenses and you die a whole heck of a lot, but playing as a Fire/Energy Blaster allows me to keep up the frantic pace that I am so used to when I play as a tanker. Getting Inferno and one shot killing a whole bunch of baddies is also a plus.
99% of the time, I am on teams, otherwise, I do not play Combustidoll.
She's currently level 48 right now and fully (non-purpled) IO'ed. I tend to build the toon via Mid's Hero Builder and buy the appropriate IOs and recipes while the character is being leveled. Once they hit level 47, I slot up the toon with my ready to go IOs and the game play is like night and day.
I have yet to decide whether or not to fully IO her with purples, though I highly doubt that would happen since I don't think I will play her all that much once she hits level 50.
Here is her build:
I didn't focus on any one particular enhancement bonus, I just wanted to slot Combustidoll up given my budget of 100 million influence (not including all of the IOs and salvage I've been saving up from normal play). You'll see below that I ended up getting a 46.3% recharge and 80% accuracy bonus from the enhancements which is nice.
I am actually a few hundred merits away from fully having all the IOs.
Here's the active sets at level 50:
+10% DamageBuff(All)
+5.94% Defense(Fire)
+5.94% Defense(Cold)
+9.38% Defense(Energy)
+9.38% Defense(Negative)
+11.3% Defense(Ranged)
+7.19% Defense(AoE)
+6% Enhancement(Heal)
+2.5% Enhancement(Held)
+46.3% Enhancement(RechargeTime)
+80% Enhancement(Accuracy)
+13% FlySpeed
+85.8 HP (7.12%) HitPoints
+13% JumpHeight
+13% JumpSpeed
+Knockback (Mag -4)
+Knockup (Mag -4)
+MezResist(Held) 2.2%
+MezResist(Immobilize) 6.6%
+MezResist(Stun) 2.2%
+14% (0.23 End/sec) Recovery
+32% (1.61 HP/sec) Regeneration
+4.73% Resistance(Fire)
+4.73% Resistance(Cold)
+2.52% Resistance(Energy)
+5.65% Resistance(Negative)
+9.38% Resistance(Toxic)
+3% Resistance(Psionic)
+18% RunSpeed
+2.5% XPDebtProtection
Here's the data chunk if you want to check it out in Mids yourself:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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|-------------------------------------------------------------------|
Saturday, March 27, 2010
New Powerset Preview: Kinetics Melee
I was at PAX East 2010 and was able to attend the "Re-Inventing A Super-Heroic MMO" Panel where the COH devs discussed Going Rogue and other upcoming issues.
The devs announced 2 new powersets that will be launched with Going Rogue: Kinetics Melee and Electrical Control.
They previewed the Kinetics Melee animation where I was able to record below:
Keep in mind that they said that the animation was "very crude" so the timing of the animation will likely be tweaked.
Unfortunately, they did not have the preview for the Electric Control set ready.
I was able to meet the COH devs at a later meet n greet. Had a blast!
Makes me want to play COH right now!
The devs announced 2 new powersets that will be launched with Going Rogue: Kinetics Melee and Electrical Control.
They previewed the Kinetics Melee animation where I was able to record below:
Keep in mind that they said that the animation was "very crude" so the timing of the animation will likely be tweaked.
Unfortunately, they did not have the preview for the Electric Control set ready.
I was able to meet the COH devs at a later meet n greet. Had a blast!
Makes me want to play COH right now!
Thursday, March 11, 2010
My City of Hero & Etc Updates
I figured I ought to post in this blog after a year. =)
I've been busy working mostly and haven't had much time to play any sort of game. With that, at best, I would just reactivate CoH once a year when work is slow to check things out.
The reactivation weekend recently passed and I was able to get in 2 days of playing time. I managed to level my Gravity/Kinetics Controller, Theophelia and my Ice/Ice Tanker, Iceminx to 50. They were both hovering in the high 40s so it was not a hard thing to do given the double XP going on. I did also get my Fire/Fire blaster to level 22. Not much really, but it was nice to be able to catch up with some friends there.
I actually spent most of the playing time buying IOs for Theophelia and ended up spending about 50 million in influence. I think I have more fun doing that than actually playing. hehe.
Well, I guess that's it for the updates. I hope everyone is well.
Until the next reactivation weekend, I bid you adieu!
I've been busy working mostly and haven't had much time to play any sort of game. With that, at best, I would just reactivate CoH once a year when work is slow to check things out.
The reactivation weekend recently passed and I was able to get in 2 days of playing time. I managed to level my Gravity/Kinetics Controller, Theophelia and my Ice/Ice Tanker, Iceminx to 50. They were both hovering in the high 40s so it was not a hard thing to do given the double XP going on. I did also get my Fire/Fire blaster to level 22. Not much really, but it was nice to be able to catch up with some friends there.
I actually spent most of the playing time buying IOs for Theophelia and ended up spending about 50 million in influence. I think I have more fun doing that than actually playing. hehe.
Well, I guess that's it for the updates. I hope everyone is well.
Until the next reactivation weekend, I bid you adieu!
Tuesday, June 30, 2009
Issue 15: Anniversary - Is Live
In case you haven't heard, Issue 15: Anniversary is now live in the City of Heroes and City of Villains.
I am unfortunately still on vacation from the MMO and the new issue does have enough stuff to make me want to resubscribe to check it out. There is however word of the double XP weekend coming up on the weekend of July 31st. Who knows, I might be resubbed by then.
I am unfortunately still on vacation from the MMO and the new issue does have enough stuff to make me want to resubscribe to check it out. There is however word of the double XP weekend coming up on the weekend of July 31st. Who knows, I might be resubbed by then.
Monday, June 1, 2009
Poll: What is your favorite Hero Archetype?
What is your favorite Hero Archetype?
BlasterController
Defender
Scrapper
Tanker
Peacebringer
Warshade
Just for fun! Go vote! The poll is on the right hand navigation...
I Like to Complian
Why do powerlevel? I suppose I highlighted it a bit in my little rant about MA, but I'd like to give it a full explanation as to why.
Anti-powerlevel says that it isn't a challenge therefore it is unfair for those that are power-leveled to be rewarded without facing little risk or challenge.
But my argument is that low level grinding through tedious and repetitive missions are not challenging either, but it has that added con of wasting time. As mentioned previously, its about the mechanics of the game. Its designed in such a way that there is no real challenge and no real strategy to succeed in (about 99% of) the game. Any halfwit who knows how to push and click can play fairly well in this game.
I remember back in the day when the Terra Volta trials used to be hard. You and your teammates had to know your stuff and strategize in order to win. The result was that the trials were nerfed because people complained that it was too hard. True, the level 24 trial might be a bit rough for barely SO'ed toons, but the level 34 and level 44 trials were nerfed at the same level, effectively making it a joke to play -even on the invincible difficulty setting with Tankers and Scrappers on the team not bothering to get the radiation shields (red bubbles) during the Reactor Core room. Everytime I run the stupid trial, as I am beating up blue, green, and grey conned bad guys, I find myself wishing (out loud) that the devs would make a button or trigger where we can just spawn all the stupid mobs at once to make it more fun. Because as it is, its no challenge, and no challenge, no fun.
I also remember when the Preatorian Infernal mission was actually hard. This was when he had gobs of spawns from the portal. They kept coming and coming, and you and your team had to be on your toes, and know what the heck you're doing to beat him and win. And when you did beat it, you felt like a million bucks. But because people complained -again, how hard it was, that the mission was nerfed and portal now only spawns once, and thats it. I remember being so very disappointed when that happened. That used to be one of the best missions ever. It was short, difficult, and when you beat it, it was pretty sweet.
But in both instances, the TV trials and the Infernal missions were neutered to the point where anyone with half a brain can beat it.
So to make it actually fun? I was drawn to playing my Tank -all the time. Because as a Tanker, I was able to set the pace of the game. I made it challenging by pulling two different 4+ purple conned groups, capping my argo limit and keep myself and my teammates alive and well. We were able to steamroll the crap out of those missions. It was fun, but even that gets boring.
As it is, the only real challenging gameplay I can think of is running a Master of Statesman task force. Beating it (as my Inv/BA Tanker as the main and only Tanker) was one of my most exhilarating and memorable moments in this game. My only complaint is that its 3-5 hours long and if you screw up anywhere, you'd have to start over, and that can get tedious (and you know how I feel about tedium, bleh).
So there are a few things wrong here. The core of the game is tedious as shit. There is no real challenge to the game. Any existing challenges will be nerfed into tedium due to complaints from less that able players. The end game content is pretty much creating another character to play through the same tedious content.
And no, tedious and repetitive missions is not challenging gameplay (but it is quite challenging to my sanity), hence my preference to get power leveled to at least level 20 to skip the bulk of the drudgery.
Anti-powerlevel says that it isn't a challenge therefore it is unfair for those that are power-leveled to be rewarded without facing little risk or challenge.
But my argument is that low level grinding through tedious and repetitive missions are not challenging either, but it has that added con of wasting time. As mentioned previously, its about the mechanics of the game. Its designed in such a way that there is no real challenge and no real strategy to succeed in (about 99% of) the game. Any halfwit who knows how to push and click can play fairly well in this game.
I remember back in the day when the Terra Volta trials used to be hard. You and your teammates had to know your stuff and strategize in order to win. The result was that the trials were nerfed because people complained that it was too hard. True, the level 24 trial might be a bit rough for barely SO'ed toons, but the level 34 and level 44 trials were nerfed at the same level, effectively making it a joke to play -even on the invincible difficulty setting with Tankers and Scrappers on the team not bothering to get the radiation shields (red bubbles) during the Reactor Core room. Everytime I run the stupid trial, as I am beating up blue, green, and grey conned bad guys, I find myself wishing (out loud) that the devs would make a button or trigger where we can just spawn all the stupid mobs at once to make it more fun. Because as it is, its no challenge, and no challenge, no fun.
I also remember when the Preatorian Infernal mission was actually hard. This was when he had gobs of spawns from the portal. They kept coming and coming, and you and your team had to be on your toes, and know what the heck you're doing to beat him and win. And when you did beat it, you felt like a million bucks. But because people complained -again, how hard it was, that the mission was nerfed and portal now only spawns once, and thats it. I remember being so very disappointed when that happened. That used to be one of the best missions ever. It was short, difficult, and when you beat it, it was pretty sweet.
But in both instances, the TV trials and the Infernal missions were neutered to the point where anyone with half a brain can beat it.
So to make it actually fun? I was drawn to playing my Tank -all the time. Because as a Tanker, I was able to set the pace of the game. I made it challenging by pulling two different 4+ purple conned groups, capping my argo limit and keep myself and my teammates alive and well. We were able to steamroll the crap out of those missions. It was fun, but even that gets boring.
As it is, the only real challenging gameplay I can think of is running a Master of Statesman task force. Beating it (as my Inv/BA Tanker as the main and only Tanker) was one of my most exhilarating and memorable moments in this game. My only complaint is that its 3-5 hours long and if you screw up anywhere, you'd have to start over, and that can get tedious (and you know how I feel about tedium, bleh).
So there are a few things wrong here. The core of the game is tedious as shit. There is no real challenge to the game. Any existing challenges will be nerfed into tedium due to complaints from less that able players. The end game content is pretty much creating another character to play through the same tedious content.
And no, tedious and repetitive missions is not challenging gameplay (but it is quite challenging to my sanity), hence my preference to get power leveled to at least level 20 to skip the bulk of the drudgery.
Sunday, May 31, 2009
Issue 15

In case you've been under a rock (as far as the City of Heroes and City of Villains), they'll be coming out with the new expansion, Issue 15: Anniversary soon. In fact, its already out on the test servers.
I'm really not sure why its even an issue as it is a glorified booster pack full or new emotes and skins that they'll be giving us for free. I understand that the devs wanted to release something for the 5 year mark of the game, but honestly, there's no need to call it an "issue."
True, there's a single new task force or strike force, for each respective side, but that's still not quite enough to make it an issue. Check out the Dev diary on Issue 15 you want to read up on this particular strike/task force. They did mention that they are making it challenging. And honestly, I really hope its true. Not that I'll be around after the issue hits.
Meh.
Monday, May 18, 2009
Thoughts on my Dark Armor + Dark Melee Tanker, Paradoxic
So I've been playing all sorts of different toons in the City of Heroes (as well as a Fire/Dark Cor in the City of Villains) with all different archetypes lately. I am soloing most of the time with a bunch of lowbies. It happens mostly while I watch the news, so I just take my time while slogging through the boring lowbie stuff.
But after tonight, I guess Paradoxic will be my next real Tanker to focus on leveling up.
I got her from level 24 to 28 in four hours. The real surprise is that I actually gave her some playing time, and in doing so, I'm finding that the Dark Armor and Dark Melee set is maturing quite nicely and is starting to be fun to play.
Oh, and having several people complement me on Paradoxic's costume is a nice addition too.
A Dark Armor Tanker plays similarly to a Fiery Aura Tanker where the initial resistance isn't really great so it makes the alpha strike for jumping into mobs a bit rough. There isn't the HP boost + Heal that Invulnerability, Stone, and even Ice Tankers have, but just a plain old heal with no HP boost. There isn't much knockback protection either, so that makes getting acrobatics (or a unique KB prot IO) a must.
When I tank in COH, I like to jump right smack dab in the middle of the mob, taunt, pop a pbaoe attack to get their attention (am thinking of 'whirling axe' on my Inv/BA), and taunt again to get a good hold on the argo management. DM attacks do not really give me that option, at least not at this level. The heal in DA sort of works, but the recharge time is too long and the damage is too low to adequately make use of the Tanker's gauntlet in this case.
I believe I will be getting the damage aura in the DA set to balance this out, something I've never really had to do with any of my tankers. But again, it does make things interesting because it is a change in playstyle to accommodate for the lack of pbaoe attacks for argo management.
As for her build, right now, I am kind of playing it by ear. I'll post up something for her eventually.
But after tonight, I guess Paradoxic will be my next real Tanker to focus on leveling up.
I got her from level 24 to 28 in four hours. The real surprise is that I actually gave her some playing time, and in doing so, I'm finding that the Dark Armor and Dark Melee set is maturing quite nicely and is starting to be fun to play.
Oh, and having several people complement me on Paradoxic's costume is a nice addition too.
A Dark Armor Tanker plays similarly to a Fiery Aura Tanker where the initial resistance isn't really great so it makes the alpha strike for jumping into mobs a bit rough. There isn't the HP boost + Heal that Invulnerability, Stone, and even Ice Tankers have, but just a plain old heal with no HP boost. There isn't much knockback protection either, so that makes getting acrobatics (or a unique KB prot IO) a must.
When I tank in COH, I like to jump right smack dab in the middle of the mob, taunt, pop a pbaoe attack to get their attention (am thinking of 'whirling axe' on my Inv/BA), and taunt again to get a good hold on the argo management. DM attacks do not really give me that option, at least not at this level. The heal in DA sort of works, but the recharge time is too long and the damage is too low to adequately make use of the Tanker's gauntlet in this case.
I believe I will be getting the damage aura in the DA set to balance this out, something I've never really had to do with any of my tankers. But again, it does make things interesting because it is a change in playstyle to accommodate for the lack of pbaoe attacks for argo management.
As for her build, right now, I am kind of playing it by ear. I'll post up something for her eventually.
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