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Garvornette
Garvornette
#1
Need some help with G'nette here, as I cant shake the feeling that several of my slotting selections and power choices are very sub optimal...
Hero Plan by Mids' Hero Designer 1.93

http://www.cohplanner.com/
Click this DataLink to open the build!
Garavornette: Level 34 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Hero Profile:
Level 1: Resist Physical Damage
  • (A) Resist Damage
  • (3) Resist Damage IO: Level 35
Level 1: Jab
  • (A) Pounding Slugfest - Damage/Recharge: Level 29
  • (3) Damage Increase IO: Level 35
  • (5) Endurance Reduction IO: Level 35
  • (5) Recharge Reduction IO: Level 35
  • (7) Accuracy IO: Level 35
Level 2: Temp Invulnerability
  • (A) Resist Damage
  • (7) Endurance Reduction IO: Level 35
  • (9) Recharge Reduction IO: Level 35
  • (9) Resist Damage IO: Level 35
Level 4: Punch
  • (A) Accuracy IO: Level 35
  • (11) Damage Increase IO: Level 35
  • (11) Endurance Reduction IO: Level 35
  • (13) Recharge Reduction IO: Level 35
  • (13) Endurance Reduction IO: Level 35
Level 6: Combat Jumping
  • (A) Red Fortune - Endurance/Recharge: Level 32
  • (15) Karma - Defense/Endurance: Level 25
  • (15) Defense Buff
  • (17) Defense Buff IO: Level 35
Level 8: Unyielding
  • (A) Resist Damage
  • (17) Endurance Reduction IO: Level 35
  • (19) Reactive Armor - Endurance/Recharge: Level 15
  • (19) Resist Damage
Level 10: Haymaker
  • (A) Accuracy IO: Level 35
  • (21) Damage Increase IO: Level 35
  • (21) Endurance Reduction IO: Level 35
  • (23) Recharge Reduction IO: Level 35
  • (23) Recharge Reduction IO: Level 35
Level 12: Dull Pain
  • (A) Healing IO: Level 35
  • (25) Endurance Reduction IO: Level 35
  • (25) Recharge Reduction IO: Level 35
Level 14: Super Jump
  • (A) Jumping IO: Level 30
  • (27) Endurance Reduction IO: Level 35
Level 16: Resist Elements
  • (A) Resist Damage
  • (27) Resist Damage
Level 18: Invincibility
  • (A) Defense Buff IO: Level 35
  • (29) Endurance Reduction IO: Level 35
  • (29) To Hit Buff IO: Level 30
  • (31) Luck of the Gambler - Defense/Recharge: Level 30
  • (31) Defense Buff IO: Level 35
Level 20: Knockout Blow
  • (A) Kinetic Crash - Damage/Endurance/Knockback: Level 31
  • (31) Damage Increase IO: Level 35
  • (33) Endurance Reduction IO: Level 35
  • (33) Recharge Reduction IO: Level 35
  • (33) Damage Increase IO: Level 35
Level 22: Resist Energies
  • (A) Resist Damage IO: Level 30
  • (34) Resist Damage
Level 24: Taunt
  • (A) Range IO: Level 35
Level 26: Tough Hide
  • (A) Defense Buff IO: Level 35
  • (34) Defense Buff
Level 28: Rage
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 32
  • (34) Recharge Reduction IO: Level 35
Level 30: Acrobatics
  • (A) Knockback Distance IO: Level 35
Level 32: Unstoppable
  • (A) Endurance Modification
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl
  • (A) Focused Smite - Accuracy/Damage/Recharge: Level 27
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Empty
Hear that thunder rolling till it seems to split the sky?
That's every ship in Grayson's Navy taking up the cry-

NO QUARTER!!!
-- "No Quarter", by Echo's Children
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#2
Took a quick skim of your build. I know it's a work in progress. But I see a couple things in general you might want to tweak. 

First - what you've done -right- is take ALL of your Primary. Tankers have to concentrate on working on all their defenses/resistances before they work on their attacks. Especially Invulnerable. So that's good. 

One thing I'd suggest related to that - Before level 30 - make sure you have all your Primaries that are available slotted at 3 slots minimum. But no more than 4-5. Resist Damage and Temp Inv should get the extra slots there. Recommend 4 on each. Maybe 5 on Temp Inv - but only to fit in an Endurance Modifier. 

As soon as feasible in your planning - get the Fighting Pool. Get Boxing, Tough, and Weave. Replace Jab with Boxing if you're ultimately running low on slots in your planning. Boxing if slotted is a damn decent replacement. Get at least 3 slots into both Tough and Weave. You don't have to have Weave on all the time. But Tough REALLY REALLY helps you get to the softcap! Weave is useful to turn on when you're in the middle of a big group. It'll help the Defense that Invincibility generates. But in single target mode, you can afford to leave it off. 

I have a tanker over on Champion that I run off and on during the week on a lunch team. She's at level 30. INV/SS. But though the secondary powersets are different, I've been following Acyl's build for Leading Lady as closely as I can in regards to her Primary and the Fighting Pool. 

By following his build as an inspiration, my Tanker is already at 90% cap on Smashing/Lethal at level 30. It's a good build. 
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#3
I just wanna pick at one thing. Do -Not- Replace Jab with boxing. As a tanker Jab is placeing a -20% Resistance debuff on your target. You want that. That is a g GOOD thing Smile but other than that Atl's advise is sound. Although if ya told us what you wanted to get out of your build I'm sure someone could toss an easy econo build together for ya Smile
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#4
Well, the biggest thing at the moment is that I'm positive that Acrobatics does NOTHING for me, since Unyielding should be doing everything Acro does and more. I'm also not to sure about Unstoppable because of its HP crash as well as its end crash; as you've noted the Mighty TERR does not have it and I'm totally worried about reaching for Unstop in a fight and having the crash kill me cause the bad guys arnt all dead
Hear that thunder rolling till it seems to split the sky?
That's every ship in Grayson's Navy taking up the cry-

NO QUARTER!!!
-- "No Quarter", by Echo's Children
Reply
 
#5
with how late this is coming in from the original post date shows how often i look that the build forums anymore...  anyhoo.
You are correct the in the fact that Acrobatics does nothing for you.  The +2 Hold and +8 KB protection is worthless since you have Unyeilding.  While yes, if you were doing PVP it might be worth it, but scince PVP doesn't really exist in CoX anymore...  yeah, it can go.  Point the second, Unstop should be, if used, an OH SH*T button, if anything.  As you know Terrence doesn't have it, neither does my Tanker.  Its all playstyle.
Now, I also agree with Terrence on not removing Jab for boxing, since ALL Tanker T1 powers have the "Brusing" ability which does the -20% Res debuff TK mentioned.
Now, I'll end up doing an IO build cause thats me, and i like making builds, but I'll only do a set build if you really want me to.
Dren
*********************
In the epic rage of furious thunder
legends create their tales
when the twilight calls and the dark lord falls
our glory will prevail

[Image: strikersetcfinal9_th.jpg]
In the epic rage of furious thunder
legends create their tales
when the twilight calls and the dark lord falls
our glory will prevail

[Image: strikersetcfinal9_th.jpg]
Reply
 
#6
Hey look, IO build.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Garvornette: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage
  • (A) Resist Damage IO: Level 50
  • (3) Resist Damage IO: Level 50
  • (3) Resist Damage IO: Level 50
Level 1: Jab
  • (A) Accuracy IO: Level 50
  • (13) Accuracy IO: Level 50
  • (13) Damage Increase IO: Level 50
  • (15) Damage Increase IO: Level 50
  • (15) Recharge Reduction IO: Level 50
  • (43) Endurance Reduction IO: Level 50
Level 2: Temp Invulnerability
  • (A) Resist Damage IO: Level 50
  • (5) Resist Damage IO: Level 50
  • (5) Endurance Reduction IO: Level 50
  • (11) Endurance Reduction IO: Level 50
Level 4: Punch
  • (A) Accuracy IO: Level 50
  • (31) Accuracy IO: Level 50
  • (33) Damage Increase IO: Level 50
  • (34) Damage Increase IO: Level 50
  • (40) Endurance Reduction IO: Level 50
  • (43) Recharge Reduction IO: Level 50
Level 6: Combat Jumping
  • (A) Defense Buff IO: Level 50
  • (7) Defense Buff IO: Level 50
  • (7) Defense Buff IO: Level 50
Level 8: Unyielding
  • (A) Resist Damage IO: Level 50
  • (9) Resist Damage IO: Level 50
  • (9) Endurance Reduction IO: Level 50
  • (11) Endurance Reduction IO: Level 50
Level 10: Haymaker
  • (A) Accuracy IO: Level 50
  • (36) Accuracy IO: Level 50
  • (36) Damage Increase IO: Level 50
  • (36) Damage Increase IO: Level 50
  • (40) Endurance Reduction IO: Level 50
  • (46) Recharge Reduction IO: Level 50
Level 12: Boxing
  • (A) Empty
Level 14: Super Jump
  • (A) Jumping IO: Level 50
Level 16: Tough
  • (A) Resist Damage IO: Level 50
  • (17) Resist Damage IO: Level 50
  • (17) Endurance Reduction IO: Level 50
  • (21) Endurance Reduction IO: Level 50
Level 18: Invincibility
  • (A) Defense Buff IO: Level 50
  • (19) Defense Buff IO: Level 50
  • (19) Endurance Reduction IO: Level 50
  • (21) Endurance Reduction IO: Level 50
Level 20: Knockout Blow
  • (A) Accuracy IO: Level 50
  • (25) Damage Increase IO: Level 50
  • (34) Damage Increase IO: Level 50
  • (34) Damage Increase IO: Level 50
  • (40) Endurance Reduction IO: Level 50
  • (46) Endurance Reduction IO: Level 50
Level 22: Weave
  • (A) Defense Buff IO: Level 50
  • (23) Defense Buff IO: Level 50
  • (23) Endurance Reduction IO: Level 50
  • (25) Endurance Reduction IO: Level 50
Level 24: Dull Pain
  • (A) Healing IO: Level 50
  • (42) Healing IO: Level 50
  • (43) Recharge Reduction IO: Level 50
Level 26: Tough Hide
  • (A) Defense Buff IO: Level 50
  • (27) Defense Buff IO: Level 50
  • (27) Defense Buff IO: Level 50
Level 28: Rage
  • (A) Recharge Reduction IO: Level 50
  • (29) Recharge Reduction IO: Level 50
  • (29) Recharge Reduction IO: Level 50
Level 30: Resist Elements
  • (A) Resist Damage IO: Level 50
  • (31) Resist Damage IO: Level 50
Level 32: Resist Energies
  • (A) Resist Damage IO: Level 50
  • (33) Resist Damage IO: Level 50
Level 35: Hurl
  • (A) Accuracy IO: Level 50
  • (37) Accuracy IO: Level 50
  • (37) Damage Increase IO: Level 50
  • (37) Damage Increase IO: Level 50
  • (42) Endurance Reduction IO: Level 50
  • (46) Recharge Reduction IO: Level 50
Level 38: Foot Stomp
  • (A) Accuracy IO: Level 50
  • (39) Accuracy IO: Level 50
  • (39) Damage Increase IO: Level 50
  • (39) Damage Increase IO: Level 50
  • (42) Endurance Reduction IO: Level 50
  • (50) Endurance Reduction IO: Level 50
Level 41: Conserve Power
  • (A) Recharge Reduction IO: Level 50
  • (50) Recharge Reduction IO: Level 50
Level 44: Physical Perfection
  • (A) Endurance Modification IO: Level 50
  • (45) Endurance Modification IO: Level 50
  • (45) Healing IO: Level 50
  • (45) Healing IO: Level 50
Level 47: Taunt
  • (A) Range IO: Level 50
  • (48) Taunt Duration IO: Level 50
  • (48) Recharge Reduction IO: Level 50
Level 49: Unstoppable
  • (A) Recharge Reduction IO: Level 50
------------
Level 1: Brawl
  • (A) Empty
Level 1: Gauntlet
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Healing IO: Level 50
  • (31) Healing IO: Level 50
  • (48) Healing IO: Level 50
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Endurance Modification IO: Level 50
  • (33) Endurance Modification IO: Level 50
  • (50) Endurance Modification IO: Level 50
------------
Set Bonus Totals:
------------
Set Bonuses:
*********************
In the epic rage of furious thunder
legends create their tales
when the twilight calls and the dark lord falls
our glory will prevail

[Image: strikersetcfinal9_th.jpg]
In the epic rage of furious thunder
legends create their tales
when the twilight calls and the dark lord falls
our glory will prevail

[Image: strikersetcfinal9_th.jpg]
Reply
 
#7
I totally concur on the Boxing vs Jab debate. Without the bruising damage, vs an even con minion, its KO blow, Haymaker, Punch and Jab (and or a brawl) with the bruising its normally Jab Ko Blow, punch (0r a second Jab) and said minion is DOWN.

*Saves off the build*

Some questions about your theories though. 3 recharge and no to hit buff for Rage? this is to bring it as close to a constant on as you can without global recharge shenanigans I take it?

Hmm. May just use as is, may wanna tinker a bit, thinking I'd trade higher end costs... or more likely less damage per throw, in favor of a higher recharge rate in Foot Stomp. Cause I love the damage moderation KD/KB gives. And its just plain cool being able to dribble your opponenet like a basketball. Especially when its Shortimer (who, as part of the joke about him, has the height sliders cranked all the way down. IRL he'd be too short to actually serve!) who took Air superiority also for its KD/-fly effects and has never looked back. In fact, frequently vs Lt's he gets the timing JUSt so so that just as their finally gettting back up they get nailed with a fresh KB from haymaker, Air Sup, or KO blow. Or maybe enven foot punch (though I prefer the ground punch alt animation)
Hear that thunder rolling till it seems to split the sky?
That's every ship in Grayson's Navy taking up the cry-

NO QUARTER!!!
-- "No Quarter", by Echo's Children
Reply
 
#8
Yeah, the 3 recharge was to put Rage .6 seconds off of permanent.  Now anything else you want to do, go for it.  Its your toon, this is just how I used to do builds back before the advent of the invention system.
*********************
In the epic rage of furious thunder
legends create their tales
when the twilight calls and the dark lord falls
our glory will prevail

[Image: strikersetcfinal9_th.jpg]
In the epic rage of furious thunder
legends create their tales
when the twilight calls and the dark lord falls
our glory will prevail

[Image: strikersetcfinal9_th.jpg]
Reply


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