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This is my newest revamp of my dad's WP/SS tank. He currently runs a build I made several months ago that he enjoys, despite it not being anything great. He sometimes runs into problems, but it generally survives most everything.
My main goals for this build was to softcap the typed defenses and to keep a decent regen/recovery going. The resistance suffered a little bit in this approach, but I figure the regen'll help. Damage probably isn't the greatest either, but that's where the Musclature Alpha helps out.
(And for reference, his current build has 13% S/L, 38% F/C, 30% E/N def. 74% S/L, 18% F/C, 12% E/N res. 664% regen. 129% max HP. 2.7 end recovery, after usage deduction.)
Things to Keep in Mind:
1. He doesn't PVP. He just plays for fun. He usually runs mishes/TFs/Incarnate Trials with his brother and their friends.
2. Our budget is pretty low. However, he plays this toon a lot, and I figure a new build will give him a financial goal to work towards.
3. He's not concerned about being exemplar'd with this build. He has another build for that.
4. The powers that I skipped in the WP and SS sets are powers that he doesn't like to run.
5. He doesn't have any accolades. I keep bugging him to go after 'em, but he doesn't really care lol.
So, with further ado, here's the build. I appreciate any feedback.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Flea: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/Rchg(33), Aegis-ResDam/EndRdx(37), Aegis-ResDam(40), Numna-Heal/EndRdx(40), Numna-Heal(40)
Level 1: Jab -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(7), P'ngS'Fest-Dmg/Rchg(46)
Level 2: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-ResDam/EndRdx/Rchg(5)
Level 4: Fast Healing -- Heal-I(A), Numna-Heal(7), Numna-Heal/EndRdx(42)
Level 6: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def(15), LkGmblr-Def/Rchg(17)
Level 8: Rise to the Challenge -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(9), Numna-Heal/EndRdx(9), Numna-Heal(31)
Level 10: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 12: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(37), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43)
Level 14: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Rchg(21), Mocking-Acc/Rchg(34), Mocking-Taunt/Rng(34), Mocking-Taunt/Rchg/Rng(34)
Level 16: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(17), P'Shift-EndMod(19)
Level 18: Heightened Senses -- RedFtn-Def(A), RedFtn-EndRdx(19), RedFtn-Def/EndRdx(21), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-EndRdx/Rchg(36)
Level 20: Boxing -- S'ngH'mkr-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(33)
Level 22: Tough -- RctvArm-ResDam(A), RctvArm-EndRdx(23), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam/Rchg(25)
Level 24: Weave -- RedFtn-EndRdx(A), RedFtn-Def(27), RedFtn-Def/EndRdx(27), RedFtn-Def/Rchg(29), RedFtn-Def/EndRdx/Rchg(29), RedFtn-EndRdx/Rchg(33)
Level 26: Resurgence -- RechRdx-I(A)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 30: Air Superiority -- Dmg-I(A)
Level 32: Fly -- Flight-I(A)
Level 35: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-EndRdx/Rchg(39)
Level 41: Focused Accuracy -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(45), EndRdx-I(46)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc/Rchg(45), P'Shift-EndMod(46), Numna-Heal(48), Numna-Heal/EndRdx(50)
Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/EndRdx/Rchg(48)
Level 49: Foot Stomp -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Rchg(50), Erad-Acc/Dmg/EndRdx/Rchg(50)
Level 50: Musculature Total Core Revamp
Level 50: Pyronic Partial Core Judgement
Level 50: Reactive Core Interface
Level 50: Barrier Partial Radial Invocation
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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 -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-EndRdx/Rchg(3), Numna-Heal/EndRdx/Rchg(3), Numna-Heal/EndRdx(15)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(13), P'Shift-EndMod(13)
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Basically, the rule of five keeps you from abusing the set bonuses. And actually, if you had kept the Oblit set on Jacob's Ladder, you would be wasting a +3% damage bonus and the +10% regen bonus.
Quote:Originally Posted by Soul Trapped Burritoedit: Not sure where to put the slot from Phalanx fighting. I was thinking True Grit resist IO, but maybe a recharge in battle agility though the accuracy bonus is a waste I think.
1. Put another recharge on Active Defense. It'd give you a longer double mez protection time
2. Put it on Health. You could either leave it as a Heal IO, or you could add another Numina's enhancement to grab the +max HP bonus.
3. Put it on Stamina. You could add two more Performance Shifter enhancements to it and grab the same +max HP bonus AND a small recovery bonus. (I believe it'd bump your overall end recovery up 0.08... not great, but it'd work).
4. Putting it as a +damage res on True Grit would work also
Throwing the LoTG +recharge on Battle Agility would help with your recharge, but you already have the +9% accuracy bonus capped at five. -
Phalanx Fighting only needs one slot because the defense bonus, I believe, is unenhanceable. Also, you are losing the bonus from those two slots anyways because you have reached the Rule of Fives cap for the +10% regen bonus it offers. Switching the Oblit set out of Jacobs Ladder for another Scirocco's wastes a second +10% regen bonus. It's not a huge deal, but that's something you generally want to avoid.
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Quote:I knew this to be true as you level up, but I was just never sure about after you got all the way up lolIt's the difference between Invention Enhancements and Single/Double/Training Enhancements. IOs never go bad.
Quote:Of course you can slot your lower level IOs, as long as you have a power that can take that set, otherwise some sets would be totally useless (like sets that max out at level 30 or lower for example.)
Thanks for the replies! I'm glad I don't have to worry about it anymore -
Is it possible to reslot lowbie IOs during a respec at, say, level 50?
I've never tried this myself. I'm asking because I don't want to lose my level 30 Steadfast Protection KB and Res/+3% Def enhancements on my level 47 tank. (His slotting leaves much to desire, and I want to try and make him better once he hits 50.) I always assumed that you couldn't do this, but I believe I've seen a build on Mids' that had a level 20 IO on a power in the 40s. I'm afraid I'll lose the IOs, and I don't have my other build to rely on (though I know I'll have a third build when I unlock my Alpha anyways... I'd just prefer not to touch it quite yet).
Thanks! -
I think it's an interesting idea. I dunno if I'd actually enjoy running it, but I'd definitely give it a shot. Some comments:
1. I feel like the added Toxic res is kinda wasteful, since there doesn't seem to be much Toxic damage coming in after the lowbie levels.
2. Is Magnetic Overlay a single bonus, or is it influenced by the number of enemies around you? With an end cost as high as it is, I sure hope so. At the same time, I wonder if the res bonuses are too generous. Say it has a max 10 targets. That's +50% S/L res, +100% E/N res, and +50% typed defense. That sounds broken. (Of course, this is all just speculation since the OP doesn't really mention how it works. I just wonder.)
3. Hydraulic Aid's damage bonus seems a bit much, especially for 2 minutes. Of course, the end cost/rech make up for that... I feel like it could work well on its own just as a mez protection power...
4. Like MO, are the bonuses given by Impervium Reinforcement based on the number of allies within AoE range, or are they set? I realize that some are mentioned to be unenhanceable, but what about those that aren't?
5. I don't understand why Chassis Blast has such a high end cost, especially due to the -dam/-res to self.
6. You totally stole the tier 9 power's name from YuGiOh.I have never been a fan of these types of powers from any powerset, so I can't really say much about this power.
All-in-all, it seems overpowered in some respects while underpowered in others. From my understanding, it doesn't sound like it would be that great, but who's to say based off of rough numbers lol. I definitely like the idea, though. -
Quote:Okay, I was wondering about that. I appreciate the list. That's more of what I was thinking about in asking the question.So for sets which already have defense, you want to grab more of the same kind. For sets which have no defense (or dark, which has a minor amount of defense to everything), if you want to stack defense on their other mitigation you're free to go for whichever kind of defense you want.
Quote:Originally Posted by Muon_NeutrinoNote that typed defense sets often have a psi hole - invul, ice, and energy have no psi defense or resistance - and that there is no such thing as toxic typed defense.
Quote:There is no usually about it, this is ALWAYS the case. The wiki has a detailed explanation but due to the way set bonuses work each set non-Psi set bonus provides a bonus to one grouping of defenses:
Ranged/Energy/Neg Energy
AoE/Fire/Cold
Melee/Smashing/Lethal
As you noted the two positional bonuses will always be equal and either the typed bonus is half the value of the positional bonus or the positional bonus is half the value of the typed..
Alrighty, I understand this a bit more than I did when I asked. Thanks for the comments, everyone -
Let me start off by saying that I have been playing CoX for almost four years now, but I'm pretty new to the forum. That said, the concept of typed defenses and positional defenses was recently introduced to me. I play a lot of melee toons, but I used to grab whatever set bonuses I could find, not really focusing on what I should definitely take (because I didn't know any better). Now that I know, however, I would like to be able to slot my toons more efficiently and make my newer ones better than the old ones.
So I have one simple question: what melee sets should be slotted for typed defense, and what sets should be slotted for positional defense? -
I think it just depends on if you're willing to sacrifice bonuses to have a better ED, or if you're willing to sacrifice your ED to have the bonuses. Myself, I generally go for the bonuses, especially +rech and +def for my BS/SD. (Of course, I didn't know anything about ED until recently, so that is part of the problem lol.) It comes down to what you're trying to do with your build and whether or not ED or Sets fit better with that idea.
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I didn't realize that my Mids' wasn't up-to-date, so I updated to 1.94, and it loaded perfectly.
Okay, so I made an attempt to rebuild it, trying to focus more on fixing what you pointed out on my previous build. Comparing it to the build you posted, it is pretty close in all of the def - though my not taking Maneuvers keeps the positional def from going above 40%. Recharge-wise, it still falls behind by about 20%, and I don't know where else I could add more.
Here's the build, if you want to compare them yourself:
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So basically, it's all over the place, and I need to go through and refocus all of my slotting. I didn't know about the typed vs. positional def stuff, so thank you for informing me. Also, I guess there's no reason not to attempt perma-Hasten if it's easier to get than I thought it'd be. I'll try to make a better build utilizing what you've said. Thanks for the feedback!
Quote:Oh, and I'm having problems importing this. I've tried several times, but it says it can't read past the end of stream. It'll let me load mine, but not yours. :/Originally Posted by Syntax42For now, I will leave you with a DM/SD build to look at. It reaches the soft-cap (45%) to all positions and achieves perma-Hasten without using PvP or purple invention sets. -
Well, let me state first that I'm not anywhere near a guru, but I thought I'd put my two cents in anyways.
I don't know very much about MA (can't really stand it, myself), but I know a bit about Shield.
1) I'm with mauk2 - Body Mastery is your best bet. Slotting Physical Perfection helps a lot. However, I disagree about using Conserve Power. I took it on my BS/SD scrapper only to get to PP and Laser Beam Eyes. Unless you can get enough recharge to make it nearly permanent (and I don't even know if that's possible), my advice would be just to use it at your discretion. I've never had a need to.
2) Yep. PP (and CP, if necessary) helps out a lot, especially with the extra +end chance thrown in there. You could also look for some quick set bonuses to give you spurts here and there, but you shouldn't need very many in that respect. I started with Cardiac with my scrapper but switched to Musclature after getting her end under control. Depending on how you run your attack chain, you could go for Spiritual, but that's again up to your discretion.
3) I don't know much about purples (can't afford 'em lol), but I would love to slot Armageddon and Shield Wall somewhere on my scrapper. I don't think I'd slot both entire sets... maybe 3 or 4, depending. I'd put Arma in one of my AoE hits, and I'd probably throw the SW Unique and two SW Defs in Phalanx Fighting for the health/regen bonuses. (I believe SW is a PVP set, but I'd still take it anyways lol)
Hope this helps a little. -
EDIT: I made some overall changes as recommended by Syntax42. Positional defenses are now up around 45% each, and I decided to go for perma-Hasten anyways, despite the fact that I didn't really want to go for it to start. My only problem is that to pull it off, I'm gonna have to buy the Armageddon set. But hey, I'll get that down eventually lol. I would still love comments on this newer build if there are still things I could be doing a lot better. Thanks!
Hi there!
I was wondering if I could get feedback on a planned revamp of my Broad Sword/Shield Defense scrapper (aptly named, "Heroine of Time"). I created this toon right after Shields became available, and I've messed around with several different ideas with the sets. However, I hadn't yet touched my third build, and, after learning some new things I had never considered before, I want to use that build to make something awesome.
Her old build isn't really that great. All def (except Melee, Ranged, and AoE) is under 10%. Those three excluded are around 30% each. S/L res is 35%, F/C/Neg is 22%, Energy/Tox is 19%, and Psi is 3%. She has a decent regen/max HP, and is gaining 3.27 end/s while using 0.73 end/s.
I really want to improve her def while not losing her res, and I would like to keep her regen/recovery up as high as well. Basically, I would love to be able to smash things without getting sapped dry/killed before everything is destroyed. Also, I have no intentions of having a Perma-Hasten because I keep Active Defense on auto anyways.
And, text wall aside, here comes the Mids' post. I appreciate any feedback you guys have to offer!
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(46)
Level 1: Deflection -- RedFtn-Def(A), RedFtn-EndRdx(3), RedFtn-Def/EndRdx(5), RedFtn-Def/EndRdx/Rchg(11), RedFtn-EndRdx/Rchg(17), S'fstPrt-ResDam/Def+(19)
Level 2: Battle Agility -- RedFtn-EndRdx(A), RedFtn-Def(3), RedFtn-Def/EndRdx(5), RedFtn-Def/EndRdx/Rchg(17), RedFtn-EndRdx/Rchg(19), LkGmblr-Rchg+(46)
Level 4: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(9), ImpArm-ResDam(21), ImpArm-ResPsi(40), ImpArm-ResDam/EndRdx(45)
Level 6: Slash -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-Acc/Rchg(27), ShldBrk-DefDeb(39), ShldBrk-Acc/DefDeb(42)
Level 8: Boxing -- Dmg-I(A)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: Maneuvers -- RedFtn-Def(A), RedFtn-EndRdx(21), RedFtn-Def/EndRdx(25), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(39)
Level 14: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(15), Aegis-ResDam/Rchg(15), Aegis-EndRdx/Rchg(31), Aegis-ResDam/EndRdx/Rchg(40)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Build Up -- RechRdx-I(A)
Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 22: Weave -- RedFtn-Def(A), RedFtn-EndRdx(23), RedFtn-Def/EndRdx(23), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def/Rchg(40)
Level 24: Parry -- LkGmblr-Def(A), LkGmblr-Rchg+(25)
Level 26: Whirling Sword -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Dmg/EndRdx/Rchg(27), M'Strk-Acc/Dmg(34), M'Strk-Dmg/EndRdx(43), M'Strk-Dmg/Rchg(43), M'Strk-Acc/EndRdx(45)
Level 28: Disembowel -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Dam%(29), Mako-Acc/Dmg(33), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(50), Mako-Acc/EndRdx/Rchg(50)
Level 30: Grant Cover -- EndRdx-I(A), LkGmblr-Rchg+(31)
Level 32: Head Splitter -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(37), Armgdn-Dmg/EndRdx(42)
Level 35: Shield Charge -- Oblit-Acc/Rchg(A), Oblit-Dmg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(45)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 41: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(46)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod/Acc(48), P'Shift-EndMod(48)
Level 49: Super Jump -- EndRdx-I(A)
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Musculature Radial Boost
Level 50: Void Judgement
Level 50: Reactive Core Interface
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(7), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(13), Numna-EndRdx/Rchg(48), Numna-Heal/EndRdx/Rchg(50)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(7), P'Shift-EndMod/Acc(11)
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For some reason, Mids' won't let me put my Incarnate abilities, so I'll list them here.
Alpha: Musclature - Radial Boost
Judgment: Void Judgment
Interface: Reactive Core Interface
I don't have Lore and Destiny unlocked at this time
Also, I picked up RF because I couldn't think of anything else I'd want. If you have a better suggestion for the slot, then by all means, inform me.
Finally, I'm pretty poor and can't afford the expensive sets. I would appreciate for them not to be included very much in your comments/build posts. Thanks! -
I figured that would be one problem. I just have never cared for slotting accuracies... my 50 scrapper doesn't have any (other than from sets), and I usually don't run into any problems with her. If the res isn't needed in addition to the Aegis set, then I can pop those slots over to other powers.
Yeah, I changed my mind about that after taking a break and looking at it again, though your suggestion for them will work better than my plan lol.
Thanks for the comments/suggestions! I updated the OP to reflect the changes I made after reading your post. -
1.) That surprises me. Even if it's a pre-inherent-Fitness tank, it still shouldn't be too terrible. Maybe you should change up how your slots are.
2.) If you respec, it'll set them all to Inherent and open those power selections up.
3.) I believe there isn't a defense cap. Resistance caps are at 90%. I don't know about regen/recovery/etc.
4.) I think that all comes down to a matter of taste. My dad runs a WP/SS tank and prefers Air Superiority. Then again, he doesn't like Hurl anyways.
5.) I would just get taunt. It's better than any of the Presence powers. But if you want the fear ones, that's up to you.
EDIT: I reread your post. If you're asking if you still get Taunt, then yes, you still do.
6.) Yep, 4 plus the Ancillary/Patron.
7.) Try http://www.cohplanner.com/ -
UPDATE: I've made some changes as per MajorDecoy's suggestions, as well as added some sets here and there.
This is my first real attempt at making a tank. (I usually prefer scrappers.) However, I accidentally ran across the fire/dark combo while messing with my electric/fire scrapper in MIDS, and I thought it could actually work out pretty well. I talked it over with my uncle (who has tried almost every combo imaginable), and he said it'd be worth trying. So I made the toon earlier this week, and he's at 34 right now.
This is the plan that I'm following as I level up. This is actually my second plan of attack; I changed the original one up after I read Grey Pilgrim's The Wall of Fire and the Four Rules of Tanking thread. My idea for this toon is to be all about the AoE buffs/debuffs. I also want him to be able to stand pretty well on his own at the same time, though I like that there are two self-heals standing by, just in case. I also want to deal with a slight end drain so I can keep Consume and Dark Consumption going as needed.
Like I said, I'm pretty new to the tanking scene, and I would love some feedback about this build. Thanks!
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Phynexia: Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Dark Melee
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Fire Shield- (A) Aegis - Resistance/Recharge
- (3) Aegis - Resistance
- (3) Aegis - Resistance/Endurance
- (A) Pounding Slugfest - Accuracy/Damage
- (5) Pounding Slugfest - Damage/Recharge
- (11) Pounding Slugfest - Disorient Bonus
- (A) Doctored Wounds - Heal
- (5) Doctored Wounds - Recharge
- (7) Doctored Wounds - Heal/Endurance
- (7) Doctored Wounds - Endurance/Recharge
- (9) Doctored Wounds - Heal/Recharge
- (A) Mako's Bite - Accuracy/Damage
- (19) Mako's Bite - Accuracy/Endurance/Recharge
- (29) Mako's Bite - Damage/Recharge
- (A) Aegis - Psionic/Status Resistance
- (11) Steadfast Protection - Resistance/+Def 3%
- (13) Steadfast Protection - Knockback Protection
- (A) Performance Shifter - EndMod/Recharge
- (13) Performance Shifter - EndMod/Accuracy
- (15) Performance Shifter - EndMod/Accuracy/Recharge
- (42) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (46) Efficacy Adaptor - EndMod/Accuracy
- (A) Mocking Beratement - Recharge
- (15) Mocking Beratement - Taunt/Range
- (40) Mocking Beratement - Taunt
- (45) Mocking Beratement - Accuracy/Recharge
- (A) Aegis - Resistance/Recharge
- (17) Aegis - Resistance
- (17) Aegis - Resistance/Endurance
- (A) Endurance Reduction IO
- (42) Accuracy IO
- (43) Eradication - Accuracy/Damage/Recharge
- (45) Eradication - Accuracy/Recharge
- (46) Eradication - Damage/Recharge
- (A) Damage Increase IO
- (A) Doctored Wounds - Heal
- (21) Doctored Wounds - Recharge
- (21) Doctored Wounds - Heal/Endurance
- (23) Doctored Wounds - Endurance/Recharge
- (23) Doctored Wounds - Heal/Recharge
- (A) Obliteration - Accuracy/Damage/Recharge
- (25) Obliteration - Accuracy/Damage/Endurance/Recharge
- (25) Obliteration - Damage
- (27) Obliteration - Accuracy/Recharge
- (27) Obliteration - Damage/Recharge
- (A) Reactive Armor - Resistance
- (31) Reactive Armor - Endurance
- (31) Reactive Armor - Resistance/Endurance
- (31) Reactive Armor - Resistance/Recharge
- (34) Reactive Armor - Endurance/Recharge
- (A) Luck of the Gambler - Defense
- (33) Luck of the Gambler - Defense/Endurance
- (33) Luck of the Gambler - Defense/Recharge
- (33) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (34) Recharge Reduction IO
- (A) Recharge Reduction IO
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (48) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Scirocco's Dervish - Accuracy/Damage
- (34) Scirocco's Dervish - Damage/Endurance
- (39) Scirocco's Dervish - Accuracy/Recharge
- (46) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Numina's Convalescence - Heal/Recharge
- (36) Numina's Convalescence - Heal/Endurance
- (37) Efficacy Adaptor - EndMod/Accuracy
- (43) Efficacy Adaptor - EndMod/Recharge
- (A) Performance Shifter - EndMod/Recharge
- (37) Performance Shifter - EndMod/Accuracy
- (37) Performance Shifter - EndMod/Accuracy/Recharge
- (42) Efficacy Adaptor - EndMod/Accuracy
- (48) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (A) Red Fortune - Defense
- (39) Red Fortune - Endurance
- (40) Red Fortune - Defense/Endurance
- (40) Red Fortune - Defense/Recharge
- (50) Red Fortune - Endurance/Recharge
- (A) Endurance Reduction IO
- (A) Lockdown - Accuracy/Hold
- (45) Lockdown - Accuracy/Recharge
- (A) Undermined Defenses - Defense Debuff
- (48) Undermined Defenses - Recharge/Endurance
- (A) Thunderstrike - Accuracy/Damage
- (50) Thunderstrike - Damage/Endurance
- (50) Thunderstrike - Accuracy/Damage/Recharge
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Empty
- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (19) Numina's Convalescence - Heal
- (29) Numina's Convalescence - Heal/Endurance
- (39) Numina's Convalescence - Heal/Recharge
- (A) Performance Shifter - EndMod
- (9) Performance Shifter - EndMod/Accuracy
- (43) Performance Shifter - Chance for +End
-
I was messing around in MIDS' earlier this week and ran into the fire/dm combo, and I too thought it could work out pretty well.
So, I made the tank and have been playing him all week. He's up to 33 now, and I will have to say that Soul Drain + Burn/Blazing Aura is indeed awesome. I've even thrown Fiery Embrace in there for added damage. I'm waiting to get Dark Consumption, in addition to Consume, for more AoE action than I already have.
Also, I would suggest making a tank over a brute because of Gauntlet. I figure it's easier to hit all the AoEs when you can actually keep the group around you.