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Please Advise on CoH -> CO Conversion

knightfalzknightfalz Posts: 33 Arc User
edited September 2012 in Builds and Roles
I am attempting to create a free form build to convert a CoH Willpower/Super Strength tank over to CO. As a brand new player this is my first attempt at creating a custom build, so I have stuck pretty close to silver build I found for The Behemoth which is the closest silver archetype, and then tried to tweak it to be more like my CoH tank.

For those unfamiliar with CoH, a Willpower/SS tank uses a variety of tools for survival including defense, resistance, and regeneration, and combine that with mostly heavy hitting (for a tank) single target attacks, along with a Parabolic AoE knockdown, and a ranged attack where you chuck a piece of concrete at a single enemy. Damage and accuracy is improved by a long-term Rage buff.

I am not intending to PvP with this build at all, so please consider it from a entirely PvE point of view, with tanking ability more important than the damage of attacks.

I'll present the build now with some notes on my choices below:

PowerHouse (Link to this build)

Name: Daring Diamond (CoH WP/SS Tank Conversion)

Archetype: Freeform

Super Stats:
Level 6: Constitution (Primary)
Level 10: Strength (Secondary)
Level 15: Recovery (Secondary)

Talents:
Level 1: The Behemoth
Level 6: Physical Conditioning
Level 9: Quick Recovery
Level 12: Relentless
Level 15: Shrug It Off
Level 18: Impressive Physique
Level 21: Lasting Impression

Powers:
Level 1: Clobber
Level 1: Defensive Combo (Crippling Challenge)
Level 6: Mighty Leap (Bull Rush, Nailed to the Ground)
Level 8: Defiance (Rank 2, Rank 3)
Level 11: Conviction (Rank 2)
Level 14: Retaliation (Rank 2, Rank 3)
Level 17: Demolish (Below the Belt)
Level 20: Shockwave (Leg Rumbler, Challenging Strikes)
Level 23: Aggressor (Rank 2, Rank 3)
Level 26: Unbreakable (Better You Than Me)
Level 29: Roomsweeper (Concussive Blow)
Level 32: Uppercut (Rank 2, Rank 3)
Level 35: Enrage (Endorphin Rush)
Level 38: Unleashed Rage

Travel Powers:
Level 6: Athletics (Rank 2)
Level 35: Flight

Specializations:
Constitution: Unyielding (2/2)
Constitution: Tough (3/3)
Constitution: Quick Healing (3/3)
Constitution: Adrenaline Rush (1/2)
Constitution: Armored (1/2)
Protector: Fortified Gear (3/3)
Protector: Bulwark (2/2)
Protector: Exhausting Strikes (2/2)
Protector: Resolute (3/3)
Warden: Fortified Gear (2/3)
Warden: Slaughter (3/3)
Warden: Reactive Strikes (1/2)
Warden: Tenacious (1/2)
Warden: The Best Defense (3/3)
Mastery: Protector Mastery (1/1)

Notes:

I felt defense and damage resistance were covered well in the Behemoth already.

To simulate regeneration I put in Conviction which I think is a burst heal (not as appropriate as a heal over time, but I wasn't sure if I could put a HoT power in the build).

I got a bit of a HoT effect by selecting Enrage and putting Endorphin Rush in there. I don't know if that will be effective.

I took Unleashed Rage instead of the Foot Stomp power, as it seemed to better match the function of the CoH foot stomp, being a parabolic AoE knockdown, instead of a forward arc knock back.

I moved up Shockwave as I read it was good for tanking, and at least one person thought it would be better to have it much earlier in the build.

I didn't include Hurl, even though my CoH tank has it, because I was never a big fan of it.


Any feedback on this would be greatly appreciated, especially as to the feasibility of the build in general, and from those that are familiar with a CoH WP/SS tank, as to how close this build would function in comparison.

I thank those in advance that provide their assistance.
Post edited by Unknown User on

Comments

  • gandalesgandales Posts: 340 Arc User
    edited September 2012
    This is moreless I can think you might use. Still, it might be a bit suboptimal.


    PowerHouse (Link to this build)

    Name:

    Archetype: Freeform

    Super Stats:
    Level 6: Constitution (Primary)
    Level 10: Dexterity (Secondary)
    Level 15: Recovery (Secondary)

    Talents:
    Level 1: The Behemoth
    Level 6: Survival Training
    Level 9: Discipline Training
    Level 12: Paramilitary Training
    Level 15: Covert Ops Training
    Level 18: Relentless
    Level 21: Physical Conditioning

    Powers:
    Level 1: Clobber
    Level 1: Defiance (Force of Will)
    Level 6: Defensive Combo (Crippling Challenge)
    Level 8: Uppercut (Rank 2, Head Trauma)
    Level 11: Hurl (Rank 2, Rank 3, Strong Arm)
    Level 14: Parry (Rank 2, The Elusive Monk)
    Level 17: Thunderclap (Rank 2, Collateral Damage, Challenging Strikes)
    Level 20: Fault Line (Rank 2, Rank 3, Challenging Strikes)
    Level 23: Unbreakable
    Level 26: Resurgence
    Level 29: Enrage
    Level 32: Aggressor (Rank 2, Rank 3)
    Level 35: Rebirth
    Level 38: Mighty Leap (Nailed to the Ground)

    Travel Powers:
    Level 6: Superjump (Rank 2)
    Level 35: Flight

    Specializations:
    Constitution: Fuel My Fire (3/3)
    Constitution: Resilient (2/2)
    Constitution: Deflection (3/3)
    Constitution: Quick Healing (2/3)
    Protector: Fortified Gear (3/3)
    Protector: Bulwark (2/2)
    Protector: Defensive Expertise (3/3)
    Protector: Resolute (2/3)
    Warden: Fortified Gear (3/3)
    Warden: Elusive (2/2)
    Warden: Reactive Strikes (2/2)
    Warden: The Best Defense (3/3)
    Mastery: Protector Mastery (1/1)
  • reddestshirtreddestshirt Posts: 50 Arc User
    edited September 2012
    If you want regeneration, pick regeneration? I think Defiance is probably a better power in your build, but there is a passive defense that grants regeneration. It is suitably named "Regeneration" and is found in the Supernatural sets.

    You have more attacks than you need to. You're generally better off picking just one lunge, one single attack and one area attack. Additional attacks may be useful if they trigger short term buffs or debuffs though.

    As a tank, you will want both an active defense (such as the unbreakable you have already picked) and a self-heal such as conviction. Just one of them will not be enough against the tougher foes. (And in case it was overlooked. Resurgence is an active defense and half shares a cooldown with Unbreakable. There is still some benefit to picking both but they cannot be used within 30 seconds of eachother)

    Your build also lacks a means of generating energy. Check out this page and pick one:
    http://www.champions-online-wiki.com/wiki/Energy_Unlock
  • knightfalzknightfalz Posts: 33 Arc User
    edited September 2012
    Thank you both for your help.

    @gandales

    Your power choices very much mirrored those of a WP/SS tank in CoH. It even includes the self rez I forgot about which I find of limited use in CoH, but may be much more useful in CO due to not having so many toggles to turn out to get WP effective again.

    @reddestshirt

    Your power choices pointed out the things lacking in a pure CoH crossover, in particular the need for an energy recovery power. I didn't see Regeneration. Thanks for pointing that out. However, I agree that Defiance is a better choice.

    I wasn't aware of the 30 seconds gap between use of Unbreakable and Resurgence, but each seems to have a fairly long cooldown of 90 seconds, so I think both could still be useful.

    Since I prefer Defiance over Regeneration, I will simply change his self healing ability from the ongoing stream of health recovery I had in CoH to more of a focus on burst health recovery, and maintain a small bit of ongoing health recovery from advantages and Endorphin Rush.

    _____

    I'll present a second build below that incorporates some of both of your suggestions. Please examine it and see if it looks better than the first try.

    PowerHouse (Link to this build)

    Name: Daring Diamond, Take Two

    Archetype: Freeform

    Super Stats:
    Level 6: Constitution (Primary)
    Level 10: Dexterity (Secondary)
    Level 15: Recovery (Secondary)

    Talents:
    Level 1: The Behemoth
    Level 6: Survival Training
    Level 9: Discipline Training
    Level 12: Paramilitary Training
    Level 15: Covert Ops Training
    Level 18: Relentless
    Level 21: Physical Conditioning

    Powers:
    Level 1: Clobber
    Level 1: Defiance (Force of Will)
    Level 6: Defensive Combo (Crippling Challenge)
    Level 8: Uppercut (Rank 2, Head Trauma)
    Level 11: Conviction (Rank 2, Rank 3)
    Level 14: Parry (Rank 2, The Elusive Monk)
    Level 17: Overdrive
    Level 20: Fault Line (Rank 2, Challenging Strikes)
    Level 23: Unbreakable (Better You Than Me)
    Level 26: Resurgence (Rank 2, Rank 3)
    Level 29: Enrage (Endorphin Rush)
    Level 32: Aggressor (Rank 2, Rank 3)
    Level 35: Rebirth
    Level 38: Mighty Leap (Nailed to the Ground)

    Travel Powers:
    Level 6: Superjump (Rank 2)
    Level 35: Flight

    Specializations:
    Constitution: Fuel My Fire (3/3)
    Constitution: Resilient (2/2)
    Constitution: Deflection (3/3)
    Constitution: Quick Healing (2/3)
    Protector: Fortified Gear (3/3)
    Protector: Bulwark (2/2)
    Protector: Defensive Expertise (3/3)
    Protector: Resolute (2/3)
    Warden: Fortified Gear (3/3)
    Warden: Elusive (2/2)
    Warden: Reactive Strikes (2/2)
    Warden: The Best Defense (3/3)
    Mastery: Protector Mastery (1/1)
  • reddestshirtreddestshirt Posts: 50 Arc User
    edited September 2012
    Overdrive requires skills that are maintained, of which you have none. You might want to go for Molecular Self-Assembly instead as it triggers off of Mighty Leap and Conviction

    You might also consider taking Intelligence instead of Recovery. They both do about as good for your energy if you go with Molecular Self-Assembly, but Intelligence would help your cooldowns a bit too. You would probably struggle for energy the first few seconds of each fight though (until your charge comes off cooldown and triggers Molecular Self-Assembly).
  • knightfalzknightfalz Posts: 33 Arc User
    edited September 2012
    Heh, with what looked to me like two possible choices for my character for the energy unlock it figures I'd choose the wrong one.

    I'll put in Molecular Self-Assembly instead, and replace Recovery with Intelligence, and see if I can make a few other tweaks to the build.

    I'll post another redo later, when I think it looks better than what I have now.

    Thanks again for your help. It is much appreciated.

    ____

    And now, for later.

    I switched the build to have Molecular Self-Assembly and Intelligence for a super stat instead of Endurance.

    I changed one of the talents to boost Intelligence instead of Endurance.

    I moved up Mighty Leap to before Molecular Self-Assembly so the latter could be triggered more often earlier in the build.

    As a result of moving up Mighty Leap I pushed back Uppercut to later in the build.

    Is this any better?

    PowerHouse (Link to this build)

    Name: Daring Diamond, Take Three

    Archetype: Freeform

    Super Stats:
    Level 6: Constitution (Primary)
    Level 10: Dexterity (Secondary)
    Level 15: Intelligence (Secondary)

    Talents:
    Level 1: The Behemoth
    Level 6: Survival Training
    Level 9: Discipline Training
    Level 12: Paramilitary Training
    Level 15: Covert Ops Training
    Level 18: Body and Mind
    Level 21: Physical Conditioning

    Powers:
    Level 1: Clobber
    Level 1: Defiance (Force of Will)
    Level 6: Defensive Combo (Crippling Challenge)
    Level 8: Parry (Rank 2, The Elusive Monk)
    Level 11: Conviction (Rank 2, Rank 3)
    Level 14: Mighty Leap (Nailed to the Ground)
    Level 17: Molecular Self-Assembly
    Level 20: Fault Line (Rank 2, Challenging Strikes)
    Level 23: Unbreakable (Better You Than Me)
    Level 26: Resurgence (Rank 2, Rank 3)
    Level 29: Uppercut (Rank 2, Head Trauma)
    Level 32: Aggressor (Rank 2, Rank 3)
    Level 35: Enrage (Endorphin Rush)
    Level 38: Rebirth

    Travel Powers:
    Level 6: Superjump (Rank 2)
    Level 35: Flight

    Specializations:
    Constitution: Fuel My Fire (3/3)
    Constitution: Resilient (2/2)
    Constitution: Deflection (3/3)
    Constitution: Quick Healing (2/3)
    Protector: Fortified Gear (3/3)
    Protector: Bulwark (2/2)
    Protector: Defensive Expertise (3/3)
    Protector: Resolute (2/3)
    Warden: Fortified Gear (3/3)
    Warden: Elusive (2/2)
    Warden: Reactive Strikes (2/2)
    Warden: The Best Defense (3/3)
    Mastery: Protector Mastery (1/1)
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