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I just spent the whole night effing around with a spreadsheet (which I taught myself how to do specifically for this purpose, go me!).
Not account for Arcanatime, my tanker should be able to sustain his Single Target attach chain for 63.5 seconds.
Now my next question is, what's considered "pretty okay" as far as that number goes? Is complete sustainability (recovery greater than total drain) always the goal? -
If I do the numbers based on Average Joe time instead of Arcanatime, will I still have a roughly accurate result?
EDIT:
Also, how do I go about figuring out the highest DPS attack chain for SS? -
I've seen some people have a way to determine how much endurance over time would be used by an attack chain, calculate the time from 100% to 0% endurance given a certain attack chain, etc.
How do I do that? I have a build I'm working on for my main character for issue 19 and I'm hugely concerned about endurance. How do I ho about figuring if this build is sustainable?
Please halp!
EDIT:
I guess I could post the build.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Day Shatter: Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), ImpArm-ResDam(37), ImpArm-ResDam/EndRdx(46)
Level 1: Jab -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Dmg/Rchg(13), C'ngImp-Dmg/EndRdx(13)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(9)
Level 4: Haymaker -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/Rchg(7), C'ngImp-Dmg/EndRdx(7), FrcFbk-Rechg%(50)
Level 6: Active Defense -- HO:Membr(A), HO:Membr(25), RechRdx-I(40)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Taunt -- RechRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(37)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 16: True Grit -- Mrcl-Rcvry+(A), Mrcl-Heal(17), Heal-I(17), S'fstPrt-ResDam/Def+(46)
Level 18: Boxing -- Empty(A)
Level 20: Knockout Blow -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 22: Super Jump -- Jump-I(A)
Level 24: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(25), ImpArm-ResDam/EndRdx/Rchg(33), ImpArm-ResDam(34)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
Level 28: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(31), RedFtn-EndRdx(31), RedFtn-EndRdx/Rchg(36)
Level 30: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 32: Super Speed -- Winter-ResSlow(A)
Level 35: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), FrcFbk-Rechg%(40)
Level 41: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-EndRdx/Rchg/Hold(43), BasGaze-Rchg/Hold(50)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A), Empty(15), Empty(15), Empty(21), Empty(21)
Level 1: Gauntlet
Level 4: Ninja Run
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Here's something you could do for dirt cheap. I'm not a fire aura expert so this might not be ideal, but it'd be a place to start on a tight budget.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Electrical Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Fire Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(19), TtmC'tng-ResDam/EndRdx(37), TtmC'tng-ResDam(46), TtmC'tng-EndRdx(50), TtmC'tng-ResDam/EndRdx/Rchg(50)
Level 1: Charged Brawl -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 2: Healing Flames -- H'zdH-Heal/EndRdx(A), H'zdH-EndRdx/Rchg(3), H'zdH-Heal/Rchg(3), H'zdH-EndRdx(15), H'zdH-Heal/EndRdx/Rchg(42), Dct'dW-Heal/Rchg(42)
Level 4: Havoc Punch -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(7)
Level 6: Swift -- Run-I(A)
Level 8: Consume -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(9), Efficacy-EndMod/Rchg(9)
Level 10: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(11), M'Strk-Dmg/Rchg(11), M'Strk-Acc/EndRdx(13), M'Strk-Acc/Dmg/EndRdx(13), M'Strk-Dmg/EndRdx/Rchg(15)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Plasma Shield -- EndRdx-I(A)
Level 16: Thunder Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(17), M'Strk-Dmg/Rchg(17), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(40)
Level 18: Health -- Heal-I(A), Heal-I(19), Heal-I(42)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Burn -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(23), M'Strk-Dmg/Rchg(23), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
Level 24: Build Up -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Chain Induction -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(31)
Level 30: Boxing -- Empty(A)
Level 32: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(33), TtmC'tng-EndRdx(33), TtmC'tng-ResDam/EndRdx/Rchg(33)
Level 35: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(36), RedFtn-EndRdx(37)
Level 38: Lightning Rod -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/Rchg(39), M'Strk-Acc/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
Level 41: Char -- Acc-I(A)
Level 44: Fire Blast -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Dmg/Rchg(45), Thundr-Dmg/EndRdx(46)
Level 47: Fire Ball -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(48), Det'tn-Dmg/Rchg(48), Det'tn-Acc/Dmg/EndRdx(48), Det'tn-Dmg/EndRdx/Rng(50)
Level 49: Taunt -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
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Set Bonus Totals:- 2% DamageBuff(Smashing)
- 2% DamageBuff(Lethal)
- 2% DamageBuff(Fire)
- 2% DamageBuff(Cold)
- 2% DamageBuff(Energy)
- 2% DamageBuff(Negative)
- 2% DamageBuff(Toxic)
- 2% DamageBuff(Psionic)
- 6.75% Defense(Smashing)
- 6.75% Defense(Lethal)
- 7.69% Defense(Fire)
- 7.69% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 10.5% Defense(Melee)
- 4.25% Defense(Ranged)
- 12.4% Defense(AoE)
- 3% Enhancement(Heal)
- 28% Enhancement(Accuracy)
- 20% Enhancement(RechargeTime)
- 4% FlySpeed
- 140.6 HP (7.5%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 1.65%
- MezResist(Immobilize) 8.8%
- MezResist(Sleep) 12.7%
- MezResist(Stun) 11%
- 6.5% (0.11 End/sec) Recovery
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 1.88% Resistance(Energy)
- 4% RunSpeed
- 1% XPDebtProtection
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Quote:Another reason not to take Aid Self is that it's interruptable, and you probably won't end up with enough defense to reliably fire it off when you need it.First you need Stamina with 4+ toggles. you wont be able to run them and attack without flooring your end. When i19 comes out, stamina will be inherant so you can respec then.
You dont really need Aid Self if you take Healing Flames early. I would recommend Hasten - Healing Flames and Super Speed, then take Combat Jumping instead of Aid Self. With 3 recharge in Hasten and 3 recharge in Healing Flames it will come up every 13 - 15 seconds.
You need Firery Embrace and Buildup for your AoE's or it will take forever to kill things. -
How much inf do you think you'll want to spend on this toon?
EDIT
Also, is this for issue 19? I noticed you don't have Fitness in here. -
-- Consider 3-piece Performance Shifter in QR. Bigger hit point bonus in place of a recovery bonus you don't need.
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Off the top of my head (I'm familiar with SS, not so much with WP):
-- If you're impartial between Kick and Boxing as far as how they look and how they fit with your concept, Boxing is the better attack. It animates faster and only does a few less points of damage.
-- You're one over the 5x cap on 10% regen bonuses.
-- I'd see if you can peel some slots away from other things to get some better slotting on your attacks. You may not need any more endredux on them, but you're definitely gonna want them to cycle faster for your attack chain.
EDIT:
That was all for your original post. Taking a second look now. -
I took your revision and moved some things around. Softcapped it to S/L, gave the attacks and other things better (in my opinion) slotting.
It's definitely coming along.
...Although I'm worried that you have no AOE, no ranged powers, and no Taunt power.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Captain Apex: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam/Rchg(5), RctvArm-EndRdx(19)
Level 1: Barrage -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(40), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 2: Dull Pain -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(9), Numna-EndRdx/Rchg(37), Numna-Heal/EndRdx/Rchg(43), Numna-Regen/Rcvry+(43)
Level 4: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(17), C'ngImp-Dmg/EndRdx/Rchg(45)
Level 6: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15), S'fstPrt-ResDam/Def+(46)
Level 8: Unyielding -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam/Rchg(19), TtmC'tng-ResDam/EndRdx(33)
Level 10: Boxing -- Empty(A)
Level 12: Swift -- Run-I(A)
Level 14: Health -- RgnTis-Regen+(A), Mrcl-Heal(21), Mrcl-Rcvry+(21), Heal-I(29)
Level 16: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(23), Aegis-ResDam/EndRdx/Rchg(25), Aegis-ResDam(25), Aegis-Psi/Status(27)
Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(27), LkGmblr-Rchg+(29)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(23), EndMod-I(31)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31)
Level 24: Super Jump -- Winter-ResSlow(A)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Rchg+(33), Ksmt-ToHit+(34)
Level 28: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(36), GSFC-Build%(36)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(37), LkGmblr-Rchg+(39)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(46)
Level 35: Energy Transfer -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Knock%(40), Mako-Acc/Dmg/EndRdx/Rchg(43), C'ngImp-Dmg/EndRdx/Rchg(48)
Level 38: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(42), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 41: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(48)
Level 44: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam/Rchg(50), RctvArm-ResDam(50)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- Heal-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
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Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 20.5% Defense(Smashing)
- 20.5% Defense(Lethal)
- 12.7% Defense(Fire)
- 12.7% Defense(Cold)
- 11.1% Defense(Energy)
- 11.1% Defense(Negative)
- 3% Defense(Psionic)
- 13.6% Defense(Melee)
- 11.8% Defense(Ranged)
- 13% Defense(AoE)
- 9% Enhancement(Accuracy)
- 30% Enhancement(RechargeTime)
- 6% Enhancement(Heal)
- 10% FlySpeed
- 246 HP (13.1%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 6.6%
- MezResist(Immobilize) 16%
- 5% (0.08 End/sec) Recovery
- 52% (4.07 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 3% Resistance(Psionic)
- 20% RunSpeed
- 2.5% XPDebtProtection
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Quote:Dark Melee is a pretty safe bet. You get some help with the endurance issue from Dark Consumption and an additional self heal with Siphon Life.Was bored last night an thought about making a tank. After looking at the sets DA looked the funnest to me and kind of got a little concept. But after looking at the secondaries I kind of got lost. I was wondering what was a good secondary for DA. I have never tanked before in COH, if that makes any difference. Iv been looking over the forums and it seems like DA is kind of a end hog is I probably rather a end easy set, but up for any suggestions.
Energy Melee is pretty much hated by everyone, but it does have stuns that you can stack on top of Dark Armor's stun aura.
Also: Funnest isn't a word. -
Some things as they come to mind:
-- Don't slot Bone Smasher as a stun. It's one of your best sources of damage.
-- See if you can fit in Whirling Hands. It might be a crappy AOE, but it's the only one you've got short of epics.
-- I wouldn't spend the money for Touch of Death sets. What you need is Type Defense (defense vs. smashing, lethal, fire, etc) not Position Defense (melee, ranged, AOE). Touch of Death is a great set for super reflexes, shield defense, etc, but not really worth it for Invulnerability.
-- Dull Pain is way underslotted. Six slot that baby with either Numina's or Doctored Wounds.
-- Resist Physical Damage is also overslotted. It's a passive power and doesn't need endurance or recharge reduction.
-- Try to 3-slot Hasten with recharge reduction. The more often you have it going, the more you'll have Dull Pain going. It's a 2-for-1.
-- Blessing of the Zephyr is meh. You don't need that knockback protection and those defense bonuses can be gotten elsewhere. Just put Winter's Gift slow resist unique in the default slot and call it done. -
You can definitely slot up Boxing as a serviceable attack, but with Air superiority, you have more single target attacks than you need at that point. Just something to keep in mind.
-
Here you go. It's dirt cheap, it works, and there are some slots left over for you to play with. I'm not a Willpower expert, so anyone else should feel free to come in and pick up the slack on that.
You'll notice that Boxing is slotted with a set called Stupify. This is what you'll see refered to on the boards as "muling", i.e. slotting a power you don't intend to actually use to pick up some sweet set bonuses. In this case, extra HP and recharge.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Heal-I(43), Heal-I(43), Heal-I(43)
Level 1: Jab -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(40), C'ngImp-Dmg/EndRdx/Rchg(42)
Level 2: Fast Healing -- Heal-I(A), Heal-I(3), Heal-I(3)
Level 4: Haymaker -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(7), FrcFbk-Rechg%(36)
Level 6: Indomitable Will -- EndRdx-I(A)
Level 8: Rise to the Challenge -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(36)
Level 10: Air Superiority -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(34), Mako-Acc/EndRdx/Rchg(36)
Level 12: Quick Recovery -- EndMod-I(A), EndMod-I(13), EndMod-I(13)
Level 14: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(15), TtmC'tng-ResDam/EndRdx/Rchg(15)
Level 16: Taunt -- Mocking-Rchg(A), Mocking-Acc/Rchg(17), Mocking-Taunt/Rchg/Rng(17), Mocking-Taunt/Rchg(19)
Level 18: Fly -- Frbd-EndRdx(A), Frbd-Fly(45)
Level 20: Knockout Blow -- C'ngImp-Dmg/Rchg(A), C'ngImp-Dmg/EndRdx(21), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 22: Heightened Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-Def/EndRdx/Rchg(23), RedFtn-Def(25), RedFtn-EndRdx(25)
Level 24: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(45), Stpfy-Acc/EndRdx(46), Stpfy-Stun/Rng(46), Stpfy-Acc/Stun/Rchg(46)
Level 26: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(27), TtmC'tng-ResDam/EndRdx/Rchg(27)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(33)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 35: Swift -- Run-I(A)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), FrcFbk-Rechg%(40)
Level 41: Health -- Heal-I(A), Heal-I(42), Heal-I(42)
Level 44: Stamina -- EndMod-I(A), EndMod-I(45)
Level 47: Salt Crystals -- LgcRps-Acc/Rchg(A), LgcRps-EndRdx/Sleep(48), LgcRps-Acc/EndRdx(48), LgcRps-Acc/Sleep/Rchg(48)
Level 49: Strength of Will -- ResDam-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:- 7% DamageBuff(Smashing)
- 7% DamageBuff(Lethal)
- 7% DamageBuff(Fire)
- 7% DamageBuff(Cold)
- 7% DamageBuff(Energy)
- 7% DamageBuff(Negative)
- 7% DamageBuff(Toxic)
- 7% DamageBuff(Psionic)
- 7.38% Defense(Smashing)
- 7.38% Defense(Lethal)
- 4.56% Defense(Fire)
- 4.56% Defense(Cold)
- 4.88% Defense(Energy)
- 4.88% Defense(Negative)
- 3% Defense(Psionic)
- 5.19% Defense(Melee)
- 3.94% Defense(Ranged)
- 6.13% Defense(AoE)
- 1.8% Max End
- 4% Enhancement(Sleep)
- 31.3% Enhancement(RechargeTime)
- 30% Enhancement(Accuracy)
- 3% Enhancement(Stun)
- 4% Enhancement(Heal)
- 182.7 HP (9.75%) HitPoints
- MezResist(Held) 6.05%
- MezResist(Immobilize) 14.3%
- MezResist(Sleep) 4.4%
- MezResist(Terrorized) 2.2%
- 2.5% (0.04 End/sec) Recovery
- 18% (1.41 HP/sec) Regeneration
- 3.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 3.13% Resistance(Negative)
-
Some things as they come to mind:
1) You should really go for IO Sets rather than common IOs. Not only do you end up with more well-rounded stats in your powers, but you get set bonuses. You can get cheap (yellow) sets for not much more (and in some cases less) than the common IOs.
2) Your mileage may very, but I don't recommend slotting for taunt in your powers, although that's a personal preference of mine. If you'd like to juice up your aggro-holding abilities, there should be some experts on here who will show you where to put those taunt IOs.
3) Your Taunt power doesn't need accuracy unless you plan to use it in PVP (it auto-hits critters).
4) Attack powers, assuming you're not using sets, should have something like the following: 1x accuracy, 3x damage, 1x endredux, 1x recharge. Sometimes I like to go with 2 damage and 2 recharge. However, don't use common IOs.Get some Crushing Impacts or Mako's Bites in those mofos.
5) Don't worry about Endredux for Strength of Will. It boosts your recovery while it's active, so the one-shot cost of using it is not noticeable.
I'll take the powers you've picked here and throw something together for you, as a "What Would Doctor Xaxan Do" build.
EDIT:
6) You won't need Boxing, since you have Air Superiority. -
This is the order I would prioritize things in:
1) HP/Regen: Your priorities for Willpower are going to be to jack up regen and max HP as high as you can get them. Lots of sets have these bonuses from just 2 or 3 pieces, so you can get a lot of mileage from frankenslotting (slotting more than one set per power to grab odd set bonuses).
2) Recharge: With Willpower, you have access to a lot more recovery than other primaries, so you can get away with things that other tankers can't (as easily). Think about getting Recharge Bonuses (80%-90% if you can afford Luck of the Gambler, 50ish% otherwise). This will let you footstomp more often, which is a great source of mitigation. Consider getting Hasten in your build as well. You can definitely handle the end drain from Rage and Hasten, so why not?
3) Defense: Keep an eye out for defense bonuses, as Willpower also has a strong defense component (from Heightened Senses). You want to primarily look for Type defenses in your set bonuses rather than position defenses. For instance, Gaussian's Synchronized Fire control has amazing positional defense (Melee, Ranged, AOE) as a 6-piece bonus, but only mediocre type defense (smashing, lethal, etc), making it less attractive for Willpower.
Some other stuff:
-- Do you have Mid's Hero and Villain Designer? It's a quick download and well worth it for helping you to plan out characters. It's also fun if you're a geek.
-- Remember that you can only have 5 of any set bonus in your build. For instance, you can only have five 10% regen bonuses from sets. Any 10% regen bonuses beyond that are completely wasted.
-- Feel free to post a build and get feedback on it from us. This sort of thing works best as an organic process. -
Can you tell us a bit more about the specific tankers you want to juice up? What you want to do with them, how much inf you want to spend on them, etc. IO sets get pretty complex (as you know), so it's hard to give blanket advice, even for a specific AT.
Look forward to talking shop with you. -
I might be wrong about this Ryltaar, but I think you actually have waaaay too much defense. I think you could probably get your positions to around 50% and call it good.
I would also try to get Air superiority in there rather than Hover to fill out your attack chain. You're gonna be sitting on your hands a lot without an extra attack from an epic pool otherwise. You can move the LotG from Hover into Grant Cover (as toggles go, Grant Cover is pretty cheap) and dig up slots from other places to make it a serviceable attack. A lot of your powers are way overslotted in the effort to get defense bonuses. -
Quote:You're the reason people don't like roleplayers.Not really, no. I went for Boxing to tide me over until level 20 as it was.
Because Ameera's not a team player. That's why I didn't go with Cold Domination, and skipped O2 Boost from Storm Summoning. As I said, I choose powers to fit a concept, not because they're useful powers.
On a side note, both my level 50 characters have all 4 Fitness powers, and some of the rest have plans for all 4. None of them currently have, or will have 4 pools, since some of them (including the Corruptor) won't have travel powers.
No. My character concept is "training to be fit at the expense of other talents." Most of them DO have Fitness. If I respecced so that Fitness was inherent, I'd need to pick 'bonus' powers I don't want. -
Here's where I ended up based on feedback from you guys. Feel free to take another look.
thanks again.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Day Shatter: Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), ResDam-I(37), ResDam-I(46)
Level 1: Jab -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Dmg/Rchg(13), C'ngImp-Dmg/EndRdx(13)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(9)
Level 4: Haymaker -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/Rchg(7), C'ngImp-Dmg/EndRdx(7)
Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(25)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Taunt -- RechRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(37)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 16: True Grit -- Mrcl-Rcvry+(A), Mrcl-Heal(17), Heal-I(17), S'fstPrt-ResDam/Def+(46)
Level 18: Boxing -- Empty(A)
Level 20: Knockout Blow -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(34), Mako-Acc/EndRdx/Rchg(40)
Level 22: Super Jump -- Winter-ResSlow(A)
Level 24: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(25), ImpArm-ResDam/EndRdx/Rchg(33), ImpArm-ResDam(34)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
Level 28: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(31), RedFtn-EndRdx(31), RedFtn-EndRdx/Rchg(36)
Level 30: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 32: One with the Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(42)
Level 35: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), FrcFbk-Rechg%(40)
Level 41: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(43), BasGaze-Rchg/Hold(50), BasGaze-Acc/Rchg(50)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A), Empty(15), Empty(15), Empty(21), Empty(21)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:- 7.5% DamageBuff(Smashing)
- 7.5% DamageBuff(Lethal)
- 7.5% DamageBuff(Fire)
- 7.5% DamageBuff(Cold)
- 7.5% DamageBuff(Energy)
- 7.5% DamageBuff(Negative)
- 7.5% DamageBuff(Toxic)
- 7.5% DamageBuff(Psionic)
- 6.13% Defense(Smashing)
- 6.13% Defense(Lethal)
- 5.81% Defense(Fire)
- 5.81% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 4.88% Defense(Psionic)
- 9.25% Defense(Melee)
- 9.25% Defense(Ranged)
- 8.63% Defense(AoE)
- 4.5% Max End
- 82.5% Enhancement(RechargeTime)
- 66% Enhancement(Accuracy)
- 5% FlySpeed
- 140.6 HP (7.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 11.6%
- MezResist(Stun) 2.2%
- 14.5% (0.24 End/sec) Recovery
- 40% (3.13 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 3.13% Resistance(Negative)
- 5% RunSpeed
-
I've seen Willpower tanks do naughty things to Rikti because of their almost complete reliance on Energy. It's hella easy to softcap energy defense on a WP tank.
-
Quote:Mids shows my DDR increasing with the membranes. Is that wrong? Tell me more about this so I don't spend money on pointless crap. XDI like to have some room over the cap on my shield tank as we do not get complete def debuff resist immunity like SR does. EDIT: Also have full-time double Active Defense with this build also and Membrane do not enhance DDR on tanks like they do scraps unless there was a change I am unaware of.
Also, how far over the defense cap to aim is something of a mystery. Can anyone illuminate that a bit for me, with numbers and such? Assuming average 70%ish DDR, how much more than 45% does one need to be in the safe zone? -
Okay, I did some tweaking based on your guys' feedback.
-- I moved the Steadfast unique to True Grit (where its resistance bonus actually adds to something, durrr, why didn't I do this before) and cut the Reactive Armor set down to 4 pieces. I lost a lot of endurance reduction as well as a small recovery bonus in the process, though, so I'm a little nervous about that.
Do you think it'd be worth losing the (admittedly small amount of) defense and going with Impervium Armor 4-piece? As of this post, my position defenses are 46.2% (melee), 46.2% (ranged), 48.7% (AOE).
-- Scraped up a second slot for Active Defense for Exemplar purposes.
-- Added damage resistance to Deflection. Those Council Archon skull kicks won't hurt so bad now.
-- Battle Agility is still overslotted, in theory. I was trying to max out my 5% recharge bonuses, and I figured I'd kill two birds with one stone with a 5-piece Red Fortune. Then I tacked the LotG on the end. Are there better ways I could be achieving this?
Any other comments are welcome.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Day Shatter: Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Deflection- (A) Luck of the Gambler - Recharge Speed
- (19) Luck of the Gambler - Defense
- (19) Luck of the Gambler - Defense/Endurance
- (37) Luck of the Gambler - Defense/Endurance/Recharge
- (40) Resist Damage IO
- (46) Resist Damage IO
- (A) Crushing Impact - Damage/Endurance/Recharge
- (11) Crushing Impact - Accuracy/Damage/Endurance
- (11) Crushing Impact - Accuracy/Damage/Recharge
- (13) Crushing Impact - Damage/Recharge
- (13) Crushing Impact - Damage/Endurance
- (36) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Red Fortune - Defense/Endurance
- (3) Red Fortune - Defense/Recharge
- (3) Red Fortune - Defense/Endurance/Recharge
- (9) Red Fortune - Defense
- (9) Red Fortune - Endurance
- (50) Luck of the Gambler - Recharge Speed
- (A) Crushing Impact - Damage/Endurance/Recharge
- (5) Crushing Impact - Accuracy/Damage/Endurance
- (5) Crushing Impact - Accuracy/Damage/Recharge
- (7) Crushing Impact - Damage/Recharge
- (7) Crushing Impact - Damage/Endurance
- (42) Mako's Bite - Accuracy/Endurance/Recharge
- (A) HamiO:Membrane Exposure
- (25) HamiO:Membrane Exposure
- (A) Endurance Reduction IO
- (A) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (37) Luck of the Gambler - Defense
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Miracle - +Recovery
- (17) Miracle - Heal
- (17) Healing IO
- (46) Steadfast Protection - Resistance/+Def 3%
- (A) Empty
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Crushing Impact - Damage/Endurance/Recharge
- (23) Crushing Impact - Accuracy/Damage/Endurance
- (23) Crushing Impact - Accuracy/Damage/Recharge
- (34) Crushing Impact - Damage/Recharge
- (34) Crushing Impact - Damage/Endurance
- (43) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Reactive Armor - Resistance/Recharge
- (25) Reactive Armor - Resistance/Endurance/Recharge
- (33) Reactive Armor - Resistance
- (34) Reactive Armor - Resistance/Endurance
- (A) Obliteration - Damage
- (27) Obliteration - Accuracy/Recharge
- (27) Obliteration - Damage/Recharge
- (31) Obliteration - Accuracy/Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Endurance/Recharge
- (33) Kinetic Crash - Recharge/Endurance
- (A) Red Fortune - Defense/Endurance
- (29) Red Fortune - Defense/Recharge
- (29) Red Fortune - Defense/Endurance/Recharge
- (31) Red Fortune - Defense
- (31) Red Fortune - Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Endurance Reduction IO
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (43) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (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) Force Feedback - Chance for +Recharge
- (A) Lockdown - Accuracy/Endurance/Recharge/Hold
- (A) Decimation - Accuracy/Damage
- (45) Decimation - Damage/Endurance
- (45) Decimation - Damage/Recharge
- (45) Decimation - Accuracy/Endurance/Recharge
- (46) Decimation - Accuracy/Damage/Recharge
- (50) Thunderstrike - Accuracy/Damage/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
- (48) Positron's Blast - Damage/Range
- (50) Positron's Blast - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
- (15) Empty
- (15) Empty
- (21) Empty
- (21) Empty
Level 4: Ninja Run
------------
Set Bonus Totals:- 9.5% DamageBuff(Smashing)
- 9.5% DamageBuff(Lethal)
- 9.5% DamageBuff(Fire)
- 9.5% DamageBuff(Cold)
- 9.5% DamageBuff(Energy)
- 9.5% DamageBuff(Negative)
- 9.5% DamageBuff(Toxic)
- 9.5% DamageBuff(Psionic)
- 5.5% Defense(Smashing)
- 5.5% Defense(Lethal)
- 5.81% Defense(Fire)
- 5.81% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 6.13% Defense(Melee)
- 6.13% Defense(Ranged)
- 8.63% Defense(AoE)
- 2.25% Max End
- 75% Enhancement(RechargeTime)
- 57% Enhancement(Accuracy)
- 5% FlySpeed
- 140.6 HP (7.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 14.9%
- MezResist(Stun) 2.2%
- 7.5% (0.13 End/sec) Recovery
- 30% (2.35 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 4.1% Resistance(Fire)
- 4.1% Resistance(Cold)
- 3.13% Resistance(Negative)
- 5% RunSpeed
Set Bonuses:
Luck of the Gambler
(Deflection)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Jab)- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Battle Agility)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Battle Agility)- 7.5% Enhancement(RechargeTime)
(Haymaker)- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Combat Jumping)- 10% (0.78 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(True Grit)- 2.5% (0.04 End/sec) Recovery
(True Grit)- 3% Defense(All)
(Super Speed)- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Knockout Blow)- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Shield Charge)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Weave)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime) (Exceeded 5 Bonus Cap)
(Phalanx Fighting)- 7.5% Enhancement(RechargeTime)
(Rage)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Foot Stomp)- 10% (0.78 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Fire Blast)- MezResist(Immobilize) 2.75%
- 21.1 HP (1.13%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Fire Ball)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Grant Cover)- 7.5% Enhancement(RechargeTime)
-
Unless I missed something, the build I posted was above softcap for all positions. O_o