Finduilas

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  1. Not bad, though you could have a lot more E/NE defense than you have, and I think endurance consumption is going to be a concern. Your shield toggles are overslotted for end reduction but you have three attacks slotted with Obliteration and therefore underslotted for end reduction, which is a much bigger problem.

    Don't worry about both S/L and melee defense, pick either typed or positional defense and slot for it. I think typed is much better for a Fire tank since you can essentially ignore F/C defense with capped Fire resistance.

    Don't know whether you've priced any of the IOs you have in this build, but the Glad Armor +Def is going to be very, very expensive, 2 billion on the market, more if bought off market. The Kinetic Combat IOs will also be very expensive, but you can get them for a couple of Hero Merits each.

    Tanker Melt Armor is not a particularly good power, and it's certainly not worth getting for a measly .63% S/L defense bonus. I'd get Fire Blast isntead.

    Slotting issues from the top:

    The fifth RA slot in FS is wasted; it doesn't need that much end reduction and the F/C def bonus is not worth slotting for. Drop the End IO and use that slot elsewhere. Drop the end IOs in PS and Tough as well, 47% end reduction is sufficient and you want to slot them fully for resistance.

    The fifth slot with the KC sets should have damage as well as accuracy since 4 KC don't fully slot for damage. I'd use the Mako's quad or any IO that has some damage.

    I'd delay Temp Protection until much later in the build so you can take Consume earlier. Slot some end mod in Consume as well as recharge.

    Slot some defense in Combat Jumping if you have the slots. An LotG +Recharge and an LotG defense is a good option, but even a defense common would help.

    Weave and Maneuvers are overslotted for end reduction and underslotted for defense. This is particularly a problem for Weave since it has a relatively high base defense value. Most people slot defense powers with sets like LotG or GotA, but if you don't want that expense, frankenslotting is fine, just don't go overboard on end red over defense.

    One of the biggest problems with the build, IMO, is all the Oblit sets. They don't give a particularly large S/L def bonus for 6 slots, and they have very low end reduction. I'd drop 2 of the 3 sets you have now--Burn is a good choice for the one Oblit set since its end cost is the lowest--and add a KC set to Boxing to make up for the lost S/L defense. This will allow you to slot the AoEs with Eradication for the E/NE defense bonus. I'd recommend 3-4 Eradication with 1-2 IOs from another set for sufficient end reduction.

    You have Regen Tissue Heal/End/Recharge in Health which makes no sense and I'm guessing is a mistake. Replace it with the Regen Tissue +Regen.

    Here's a rework of your build with the changes I mentioned. It's soft-capped for S/L and at around 35% for E/NE defense, which means a small purple will soft-cap. This build looks like it has a little higher end usage, but it will actually be a lot more end-efficient since all but one of the attacks is sufficiently slotted for end reduction.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    a: Level 50 Magic Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Pyre Mastery
    Hero Profile:
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(7), Mako-Acc/Dmg/EndRdx/Rchg:50(9)
    Level 2: Healing Flames -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(9), Dct'dW-Heal/EndRdx/Rchg:50(11), Dct'dW-Heal:50(11), Dct'dW-Rchg:50(13)
    Level 4: Combustion -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg/Rchg:30(17), Erad-Acc/Dmg/Rchg:30(19), Sciroc-Dmg/EndRdx:50(19), Sciroc-Acc/Dmg/EndRdx:50(21)
    Level 6: Combat Jumping -- Krma-ResKB:30(A), DefBuff-I:50(50)
    Level 8: Consume -- Efficacy-EndMod/Acc/Rchg:50(A), P'Shift-EndMod/Acc/Rchg:50(23), Efficacy-EndMod/Rchg:50(40)
    Level 10: Super Jump -- Empty(A)
    Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(23), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(25)
    Level 14: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Knock%:35(40)
    Level 16: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(27), RctvArm-ResDam/Rchg:30(27), RctvArm-ResDam/EndRdx/Rchg:40(29)
    Level 18: Burn -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Acc/Rchg:50(29), Oblit-Dmg:50(31), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(31), Oblit-%Dam:50(33)
    Level 20: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(33)
    Level 22: Weave -- S'dpty-Def/EndRdx:40(A), RedFtn-Def:50(34), RedFtn-Def/EndRdx:50(34)
    Level 24: Blazing Aura -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(33), Erad-Acc/Dmg/Rchg:30(34), Sciroc-Acc/Dmg/EndRdx:50(36), Sciroc-Dmg/EndRdx:50(36)
    Level 26: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(37)
    Level 28: Fire Sword Circle -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(37), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Sciroc-Dmg/EndRdx:50(39), Sciroc-Acc/Dmg/EndRdx:50(39)
    Level 30: Temperature Protection -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(40)
    Level 32: Taunt -- Mocking-Taunt:21(A), Mocking-Taunt/Rchg:21(42), Mocking-Taunt/Rchg/Rng:50(42), Mocking-Taunt/Rng:21(42)
    Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(36), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(43), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
    Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(45), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Knock%:35(45), Mako-Acc/Dmg/EndRdx/Rchg:50(46)
    Level 41: Char -- Empty(A)
    Level 44: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(46), Thundr-Dmg/Rchg:50(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg/EndRdx:50(A), Det'tn-Acc/Dmg/EndRdx:50(48), Det'tn-Dmg/Rchg:50(48), Posi-Dmg/Rchg:50(48)
    Level 49: Maneuvers -- RedFtn-Def/EndRdx:50(A), S'dpty-Def/EndRdx:40(50), S'dpty-Def:40(50)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- RgnTis-Regen+:30(A), Numna-Regen/Rcvry+:50(13), Mrcl-Rcvry+:40(15)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I:50(A), P'Shift-End%:50(15), EndMod-I:50(17)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 31% Defense(Smashing)
    • 31% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 21.63% Defense(Energy)
    • 21.63% Defense(Negative)
    • 6% Defense(Psionic)
    • 21.31% Defense(Melee)
    • 13.81% Defense(Ranged)
    • 6% Defense(AoE)
    • 7.2% Max End
    • 9% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 133.5 HP (7.13%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 16.5%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 2.2%
    • 20% Perception
    • 4.5% (0.08 End/sec) Recovery
    • 34% (2.65 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)

    Code:
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  2. Quote:
    Originally Posted by Tourettes View Post
    Status Protection to everything is 13, but KB which is 10. Don't think this is a problem as I can't recall ever being knocked down.

    Anyone have a build that hits the soft caps for WP?
    Yeah, well there's the build I posted earlier in the thread.

    It would be very difficult for a WP build to soft-cap all damage types, though if you're willing to shell out 2+ bilion for a Glad Armor +def, that would definitely help.

    As I mentioned in the build thread, that build is soft-capped to S/L, which is the most important, and at 42% E/NE defense. Barring the GA unique, you could pick up a ranged attack for a little more E/NE defense, or you could get Maneuvers, which would give you about 3% def to all. However, you need an open power pool to get Maneuvers, and dropping Fly would be the obvious choice since CJ provides as much defense as Maneuvers at a lower end cost.
  3. Your link isn't working for me. Could you please post the data chunk?
  4. Quote:
    Originally Posted by Tourettes View Post
    Thanks. I'll look into this. As he is, he's SUPER tough to kill. I can walk away from Giant mobs and come back w/ no noticable dmg at all. I also have all the END I'd ever want. It never runs low. Just trying to figure out if I was at the cap being the reason. I know how to see the numbers in MIDS, I meant to say I don't know what the caps target numbers are.
    The soft-cap for everything but incarnate content is 45%. For WP, you want to aim to soft-cap typed defense (Smashing, Lethal, Energy, etc.) rather than positional. (melee, ranged, AoE)

    The cap for resistance is 90%, though it's very unlikely you'll reach that with WP for any damage type.
  5. Quote:
    Originally Posted by Mint View Post
    How do you reach it, just add the % up from defense, lets say your a SR tank, so you add up the percentage from your enhancements on each defensive power, so if it says, 20% 20% 8% 8%, add those up and you get 56%. Is that how you do it?
    If I'm understanding you correctly, no, that's not how you do it. The enhancement percent is multipied by the base value of the power, not added to it.

    So if the base value is 10%, and the enhancement value is 50%, it works like this:

    10 x 1.5 = 15%

    NOT like this:

    10% + 50% = 60%

    To get the total defense of a particular type for a build, you have to add the enhanced values of your defense powers with any set bonuses you might have. By far the easiest way to do this is to put your build in Mids' and have it do the math for you.

    Hope that helps!
  6. Vitality is right, you're not soft-capped and many of your armor toggles are overslotted. (You rarely get any significant benefit from using more than 4 slots in a non-damage toggle.)

    But an even bigger problem is that you are using sets that primarily give positional defense bonus with WP--a typed defense primary. Look at the bonus info for Titanium Coating, Red Fortune, Mako's Bit and Scirocco's Dervish and you'll see that they give twice the defense bonus for positional defense that they do for typed. Not an efficient use of slots for a typed defense set.

    You also don't have the Steadfast +def, which is a must have for any build you're trying to soft-cap. It can be slotted in any resistance power.

    I'd also drop Focused Accuracy in favor of Strength of Will. FA is a huge end hog and really not needed for a SS character. You certainly don't need Rage, FA and the Kismet +Acc; that's total overkill, IMO.

    RttC, WP's taunt aura, is notoriously bad in terms of taunt effectiveness so I strongly recommend that you take Taunt earlier and slot it more heavily. Fortunately, there are cheap Taunt sets that give very nice positional defense bonus, Mocking Beratement and Perfect Zinger. 6 slotting either would be a good choice.

    You also no longer need to take Air Sup as a prereq for Fly, so consider dropping it. CJ would be a good choice for some additional defense at a low end cost. It also just needs a couple of slots so that will free up some for other things.

    Other slotting issues:

    Slot Jab; IMO it's worthwhile now that all tank T1 attacks have Bruising. If you can afford it, I'd slot your ST attacks with Kinetic Combat with a 5th slot for additional accuracy and damage. If you can't afford KCs right away, consider slotting Smashing Haymaker instead and going for 32% S/L def, within a small purple insp of soft-capping.

    Resistance toggles like MoB and Tough should be 4-slotted with Reactive Armor for 1.25% def bonuses to S/L/E/NE. Slot all the pieces with resistance.

    I recommend slotting defense toggles like HS and IW with 4 slot of Gift of the Ancients or Luck of the Gambler, depending on your budget and your preferences. You can go with fewer slots in IW if you're short since defense enhancement there only buffs Psi defense.

    Rise to the Challenge is overslotted for Heal and underslotted for end reduction; in addition, it's a poor choice for the regen/recovery uniques since you'll only get the benefit from them when it's on. I'd put them in Health or Physical Perfection instead.

    Eradication is a better choice for Footstomp than Scirocco's Dervish, since it has a E/NE def bonus and energy damage is a lot more common than F/C.

    If you're willing to give up either Fly or SS, you could pick up a ranged attack like Hurl or LBE instead which would allow you to slot Thunderstrikes for a little more E/NE def.

    Here's your build reslotted; it now has 46% S/L defense and almost 42% E/NE defense. The LotG +Recharges and some of the KCs will be expensive, but you can use the LotG Def/Rchg and Smashing Haymaker in the meantime until you have the influence or Merits to buy what you need.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Michael Starchild: Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Flight
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: High Pain Tolerance -- Heal-I:50(A), Heal-I:50(3), Heal-I:50(3), ResDam-I:50(5), ResDam-I:50(5), ResDam-I:50(7)
    Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(11), Mako-Acc/Dmg/EndRdx/Rchg:50(19)
    Level 2: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(33), Mako-Acc/Dmg/EndRdx/Rchg:50(33)
    Level 4: Fast Healing -- Numna-Heal:50(A), Numna-Heal/Rchg:50(13), Heal-I:50(13)
    Level 6: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(15), LkGmblr-Def:50(15)
    Level 8: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(34), KntkC'bat-Dmg/Rchg:35(34), KntkC'bat-Dmg/EndRdx/Rchg:35(36), Mako-Acc/Dmg/EndRdx/Rchg:50(36)
    Level 10: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(23), Numna-Heal/EndRdx/Rchg:50(21), Numna-EndRdx/Rchg:50(21), Taunt-I:50(19)
    Level 12: Quick Recovery -- P'Shift-End%:50(A), P'Shift-EndMod:50(23), EndMod-I:50(31)
    Level 14: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(25), RctvArm-ResDam:40(40)
    Level 16: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(17), Zinger-Dam%:50(17), Zinger-Taunt/Rchg/Rng:50(40), Zinger-Acc/Rchg:50(43), Zinger-Taunt/Rng:50(43)
    Level 18: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(37), LkGmblr-Def:50(39), LkGmblr-Rchg+:50(39)
    Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(27), KntkC'bat-Dmg/Rchg:35(27), KntkC'bat-Dmg/EndRdx/Rchg:35(29), Mako-Acc/Dmg/EndRdx/Rchg:50(29)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(36)
    Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(40), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam:40(42)
    Level 26: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(42), Ksmt-ToHit+:30(43)
    Level 28: Rage -- Rec'dRet-ToHit:20(A), Rec'dRet-Pcptn:20(34), RechRdx-I:50(48), RechRdx-I:50(48)
    Level 30: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(37), LkGmblr-Def/EndRdx/Rchg:50(37), LkGmblr-Rchg+:50(39)
    Level 32: Hasten -- RechRdx-I:50(A), RechRdx-I:50(45)
    Level 35: Fly -- Flight-I:50(A)
    Level 38: Foot Stomp -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(45), Erad-Acc/Dmg/EndRdx/Rchg:30(45), C'ngBlow-Acc/Dmg:50(46), C'ngBlow-Dmg/EndRdx:50(46), C'ngBlow-Dmg/Rchg:50(46)
    Level 41: Super Speed -- EndRdx-I:50(A)
    Level 44: Conserve Power -- RechRdx-I:50(A)
    Level 47: Physical Perfection -- Numna-Regen/Rcvry+:50(A), RgnTis-Regen+:30(48)
    Level 49: Strength of Will -- S'fstPrt-ResDam/Def+:30(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Heal-I:50(A), Heal-I:50(50), Heal-I:50(50)
    Level 2: Stamina -- EndMod-I:50(A), P'Shift-End%:50(31), EndMod-I:50(50)
    ------------
    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 29.25% Defense(Smashing)
    • 29.25% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 9.88% Defense(Energy)
    • 9.88% Defense(Negative)
    • 3% Defense(Psionic)
    • 16.13% Defense(Melee)
    • 6.44% Defense(Ranged)
    • 3% Defense(AoE)
    • 1.8% Max End
    • 6% Enhancement(Heal)
    • 18% Enhancement(Accuracy)
    • 35% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 238.9 HP (12.75%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 15.95%
    • MezResist(Terrorized) 2.75%
    • 20% Perception
    • 1% (0.02 End/sec) Recovery
    • 74% (5.78 HP/sec) Regeneration
    • 5% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  7. Quote:
    Originally Posted by Gospel_NA View Post
    I figured each point of resist built upon other points become increasingly valuable so another 3% to everything couldn't hurt. I figure I'll just wait and get it with hero merits.
    No, resistance doesn't have a cumulative affect to the same degree that defense does. More defense increases the odds that you won't take ANY damage from the attack; more resistance just decreases the amount of a particular type of damage you'll take by that percent. A very big difference.

    Not to mention that the same percent of defense is in essence twice as effective as resistance since you only have to get to 45% defense and you need to get to 90% resists to be capped. So slotting for 3.13% additional NE resists isn't nearly as effective as slotting for 3.13% additional E/NE defense, especially when you have 25% defense already.

    Consequently, I'd very strongly urge you to drop the Scirocco's Dervish slotting for NE resistance for at least 3 Eradication which will give you 3.13% E/NE defense.

    Other issues: your ST attacks that are slotted with Kinetic Combat are underslotted for accuracy and damage. I'd add another IO to each, I like the Mako's quad, but any IO with accuracy and damage will do.

    Energize is way overslotted for Heal, I'd take a couple of those slots and use them in your ST attacks.

    I also don't think slotting Lightning Field for end mod is a good use of slots, I'd make sure it's slotted well for end reduction and move a slot somewhere it can be of more benefit.

    Here's a redo of your build, E/NE defense is past 32%, so it's within a small purple of the soft-cap. If you want more E/NE defense, you could replace the Decimation set in Hurl with at least 3 Thunderstrike for 2.5% E/NE defense. Also note that with Weave and Maneuvers slotted more fully for defense you don't need the second set of Retified Reticle in Tactics to soft-cap.

    Personally, I'm very much an un-fan of Tactics and Vengeance, especially on a SS Tank, but they can be useful when single slotted, so your call.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    ElecSS: Level 50 Science Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Hero Profile:
    Level 1: Charged Armor -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5), GA-3defTpProc:50(5), S'fstPrt-ResDam/Def+:30(39)
    Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9), Mako-Acc/Dmg/EndRdx/Rchg:50(31)
    Level 2: Conductive Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(9), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam/EndRdx/Rchg:40(50)
    Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(13), Mako-Acc/Dmg/EndRdx/Rchg:50(21)
    Level 6: Static Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(15), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(50)
    Level 8: Lightning Field -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(17), Erad-Dmg:30(17), Sciroc-Dmg/EndRdx:50(19), Sciroc-Acc/Dmg/EndRdx:50(19)
    Level 10: Grounded -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(21), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(40)
    Level 12: Energize -- Numna-Heal:50(A), Numna-Heal/Rchg:50(23), Numna-Heal/EndRdx/Rchg:50(25), Mrcl-Heal/Rchg:40(25)
    Level 14: Taunt -- Mocking-Taunt/Rng:50(A), Mocking-Taunt:50(33), Mocking-Taunt/Rchg:50(33), Mocking-Taunt/Rchg/Rng:50(33), Mocking-Acc/Rchg:50(34), Mocking-Rchg:50(34)
    Level 16: Boxing -- Empty(A)
    Level 18: Lightning Reflexes -- Run-I:50(A)
    Level 20: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(34), RctvArm-ResDam/EndRdx/Rchg:40(36), RctvArm-ResDam/Rchg:40(39)
    Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(31), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), Mako-Acc/Dmg/EndRdx/Rchg:50(37)
    Level 24: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx/Rchg:50(31), LkGmblr-Def:50(37), LkGmblr-Def/EndRdx:50(37)
    Level 26: Power Sink -- Mocking-Taunt:50(A), Mocking-Rchg:50(27), Mocking-Taunt/Rchg:50(27), Mocking-Taunt/Rchg/Rng:50(29), EndMod-I:50(45), EndMod-I:50(46)
    Level 28: Rage -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(29)
    Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(40)
    Level 32: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(39)
    Level 35: Hurl -- Decim-Acc/Dmg/Rchg:40(A), Decim-Acc/Dmg:40(40), Decim-Dmg/EndRdx:40(42), Decim-Dmg/Rchg:40(42), Decim-Acc/EndRdx/Rchg:40(42)
    Level 38: Foot Stomp -- Erad-Dmg/Rchg:30(A), Erad-Dmg:30(43), Erad-Acc/Dmg/Rchg:30(43), Erad-Acc/Dmg/EndRdx/Rchg:30(43), M'Strk-Acc/Dmg/EndRdx:50(46), FrcFbk-Rechg%:50(48)
    Level 41: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx/Rchg:50(46), LkGmblr-Def/EndRdx:50(48)
    Level 44: Tactics -- EndRdx-I:50(A)
    Level 47: Power Surge -- RechRdx-I:50(A)
    Level 49: Vengeance -- LkGmblr-Rchg+:50(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(48), Mrcl-Rcvry+:40(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(45), P'Shift-End%:50(45)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 30.38% Defense(Smashing)
    • 30.38% Defense(Lethal)
    • 9.13% Defense(Fire)
    • 9.13% Defense(Cold)
    • 18.5% Defense(Energy)
    • 18.5% Defense(Negative)
    • 6% Defense(Psionic)
    • 18.19% Defense(Melee)
    • 12.25% Defense(Ranged)
    • 7.56% Defense(AoE)
    • 9.45% Max End
    • 43.75% Enhancement(RechargeTime)
    • 9% Enhancement(Accuracy)
    • 5% FlySpeed
    • 260 HP (13.88%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 5.5%
    • MezResist(Immobilize) 16.5%
    • 64% (5 HP/sec) Regeneration
    • 5% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  8. Quote:
    Originally Posted by Gospel_NA View Post
    My biggest concern is that his defense is only softcapped to S/L. With only around 22.7% Fire/cold and 25.8% negative energy defense I kind of worry about how he'll fair when faced with large groups of fire/cold/neg energy/psi mobs. 56.2-57.8% resists against them isn't bad, but not sure how long that'll sustain him when he's getting hit a lot. His HP seems pretty low at around 2500 too.

    However, the build seem relatively cheap to put together minus the glad +3% def and shield wall 3% res that I put in there.

    I'd post the build here, but I figure the mods might be picky now that they opened that new build forums. Frankly it just looks like all the builds are pretty much being ignored in that folder. Something about all the subject lines looking the same in that form disorients me, seems odd.
    They never said anything about not posting builds to the AT forums, and for the kind of tweaking you're looking for, this is by far the best place. Go ahead and post, we may be able to squeeze some additional def out of it for you.

    I'm a bit surprised though, that you sprang for the Shield Wall +resist, IMO it's totally not worth the influence you have to spend to get one.
  9. Mezegis' build is quite good, I took it and made a few more suggestions.

    Since it's over the soft-cap for E/NE def, I removed the last three slots and used them elsewhere in the build, including to five-slot the KC sets with a Mako's quad. I prefer it to the CI Acc/Dam/End since it gives you a fair bit more recharge without losing much accuracy or end reduction.
    I also slotted Combustion for more end reduction, and added some resistance commons to HPT.

    Hope this helps!

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery
    Hero Profile:
    Level 1: Mind Over Body -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(7), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(42), KntkC'bat-Dmg/EndRdx/Rchg:35(46), Mako-Acc/Dmg/EndRdx/Rchg:50(46)
    Level 2: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(46), KntkC'bat-Dmg/Rchg:35(50), Mako-Acc/Dmg/EndRdx/Rchg:50(50)
    Level 4: Combustion -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(7), Erad-Dmg/Rchg:30(43), Erad-Acc/Dmg/EndRdx/Rchg:30(43), M'Strk-Acc/Dmg/EndRdx:50(43)
    Level 6: Indomitable Will -- LkGmblr-Rchg+:50(A)
    Level 8: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(40), Numna-Heal/Rchg:50(40)
    Level 10: Fast Healing -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(11), Numna-Heal/Rchg:50(11)
    Level 12: High Pain Tolerance -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(13), Numna-Heal/EndRdx:50(13), ResDam-I:50(37), ResDam-I:50(45)
    Level 14: Quick Recovery -- Efficacy-EndMod/Acc:50(A), Efficacy-EndMod:50(15), Efficacy-EndMod/Rchg:50(15)
    Level 16: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(17), Zinger-Taunt/Rchg/Rng:50(17), Zinger-Acc/Rchg:50(25), Zinger-Taunt/Rng:50(25), Zinger-Dam%:50(37)
    Level 18: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx:50(19), LkGmblr-Def/EndRdx/Rchg:50(23)
    Level 20: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(21)
    Level 22: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(23)
    Level 24: Fly -- Winter-ResSlow:50(A)
    Level 26: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(27), KntkC'bat-Dmg/Rchg:35(27), KntkC'bat-Dmg/EndRdx/Rchg:35(34)
    Level 28: Fire Sword Circle -- Erad-Acc/Dmg/Rchg:30(A), Erad-Dmg/Rchg:30(29), Erad-Dmg:30(29), Erad-Acc/Dmg/EndRdx/Rchg:30(34), M'Strk-Acc/Dmg/EndRdx:50(34)
    Level 30: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(31), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31)
    Level 32: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def/EndRdx/Rchg:50(33)
    Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36), C'ngImp-Acc/Dmg/EndRdx:50(37)
    Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), C'ngImp-Acc/Dmg/EndRdx:50(40)
    Level 41: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(42)
    Level 44: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45)
    Level 47: Fire Ball -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(50)
    Level 49: Strength of Will -- S'fstPrt-ResDam/Def+:30(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Nerve Radial Boost
    ------------
    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 -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(5), Mrcl-Heal/EndRdx:40(5)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(3), Efficacy-EndMod/EndRdx:50(3)
    ------------
    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 29.25% Defense(Smashing)
    • 29.25% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 16.75% Defense(Energy)
    • 16.75% Defense(Negative)
    • 3% Defense(Psionic)
    • 16.13% Defense(Melee)
    • 9.88% Defense(Ranged)
    • 3% Defense(AoE)
    • 3.6% Max End
    • 33% Enhancement(Accuracy)
    • 45% Enhancement(RechargeTime)
    • 449.8 HP (24%) HitPoints
    • MezResist(Immobilize) 15.95%
    • MezResist(Terrorized) 2.75%
    • 11.5% (0.19 End/sec) Recovery
    • 66% (5.15 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)

    Code:
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    |BD3D60BFD54906FB2F1704EFDA|
    |-------------------------------------------------------------------|
  10. Quote:
    Originally Posted by Rennfield View Post
    I do agree that EM is the worst for farming but I guess I failed to mention I already have a lvl 50 EM tank. I'm working on a SS/Fire brute right now but she's only lvl 41. I thought about taking vengeance because of the boost it gives but I realized soon afterward that I really don't need it. I also don't think I really need to worry about nrg/neg because I mainly use the tank for iTrials and S/L farming, I could be wrong though. But this is why I come to the forums, to get advice from people more in the know.
    Just to be clear, Invul/EM is a fine choice for either general high-level tanking or Itrials. But for both of those having energy defense is very useful and I'd recommend building for at least 32% if not the soft-cap.

    What Inuvl/EM will most emphatically not be good at is farming of any sort, including S/L farming. The problem isn't durability, it's lack of damage output, particularly in the form of AoEs. Invul is great at surviving S/L damage, but unlike FA, it doesn't contribute any damage.

    Really, honestly, your level 41 SS/Fire brute will be a better choice for any farming, including S/L farming. You don't need maximum durability for farming, just enough that you don't die so often that it slows you down.
  11. This is from my phone, so I'll be brief and give a longer response later.

    First thing to do is ditch the KB IOs and all the Steadfasts except the +def. WP has plenty of KB protection in IW.

    And slot you resist toggles with four Reactive Armor-the resistance pieces.

    More later.
  12. Quote:
    Originally Posted by Rangle M. Down View Post
    Storm Kicks' defensive bonus is NOT just positional!

    That was changed in beta when people complained about it "only being" positional. Unfortunately they never changed the power description text to reflect that change.
    {Raises hand} That would be me, and I'm not ashamed to admit it. Though I wasn't the only one by any means.
  13. Quote:
    Originally Posted by _Pine_ View Post
    5 Doctored wounds would be fine. I am personally going with 4 numina's and a doctored wound. I wanted the extra HP, Regen and Healing bonus more than the 5% recharge.

    Energy Drain really only needs end mod in my oppinion, which means it gets 3 Perf Shifter IOs for more HP for me You are welcome to slot LotG in there as well. With Energy Drain hitting one target you get your starting hit of .75% defense + the .38%. Every other target hit will give .38% defense. So with defense slotting you can add 50ish percent to the enhancement value, making your first target give you (.75 +.38)*1.5 = 1.695% def as opposed to 1.13. (Math may be lacking) but needless to say, enhanceing that small of a number really isn't going to change the defense of the power by THAT much unless you are hitting the 10 target cap. ((.75+.38)+(.38*9))= 4.55*1.5= 6.825

    In my opinion, that difference means I should pop slots into other powers, instead of trying to enhance that number. And yes, energy drain is auto hit.
    Thanks, Pine! I'm used to the tanker values on EA, which makes slotting for def more worthwhile. I'll have to play around with it and decide how much def slotting to use.

    Thanks again!
  14. Quote:
    Originally Posted by megaman09 View Post
    I'm kinda use to building invul a certain way,but building it my way I'm coming up with way to much def s/l and having a problem trying to balacing it out.any advise would be helpful.hate having all this wasteful s/l
    Well, for one thing you have Invinc set to six targets instead of one. But even with one target you're at 52% S/L def, so the obvious thing would be to drop a couple of the KC sets and slot those attacks with something else.

    I'd do something like this, which will increase your E/NE def to a little over 43%:

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    tee cee: Level 50 Mutation Brute
    Primary Power Set: Street Justice
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Energy Mastery
    Villain Profile:
    Level 1: Heavy Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(45), Mako-Acc/Dmg/EndRdx/Rchg:50(46), Mako-Acc/EndRdx/Rchg:50(48)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(43)
    Level 2: Sweeping Cross -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(3), Erad-Acc/Dmg/EndRdx/Rchg:30(3), C'ngBlow-Acc/Dmg:50(42), C'ngBlow-Dmg/EndRdx:50(42), C'ngBlow-Acc/Rchg:50(43)
    Level 4: Temp Invulnerability -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam:40(5), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam/EndRdx:40(40)
    Level 6: Dull Pain -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(7), Dct'dW-EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(37), Dct'dW-Heal/EndRdx/Rchg:50(37)
    Level 8: Rib Cracker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(13), Mako-Acc/EndRdx/Rchg:50(15), Mako-Acc/Dmg/EndRdx/Rchg:50(15)
    Level 10: Combat Readiness -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(11)
    Level 12: Initial Strike -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(13), Mako-Dmg/Rchg:50(40), Mako-Acc/EndRdx/Rchg:50(46), Mako-Acc/Dmg/EndRdx/Rchg:50(46), Mako-Dam%:50(50)
    Level 14: Super Jump -- Winter-ResSlow:50(A)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-ResDam/Rchg:40(17), RctvArm-ResDam:40(17), RctvArm-ResDam/EndRdx:40(19)
    Level 18: Spinning Strike -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(19), Posi-Dmg/Rchg:50(21), Posi-Acc/Dmg/EndRdx:50(21), Posi-Dam%:50(23), Zinger-Dam%:50(23)
    Level 20: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
    Level 22: Resist Elements -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(25)
    Level 24: Boxing -- Empty(A)
    Level 26: Shin Breaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(27), KntkC'bat-Dmg/Rchg:35(27), KntkC'bat-Dmg/EndRdx/Rchg:35(29), Mako-Acc/Dmg/EndRdx/Rchg:50(29), Mako-Acc/EndRdx/Rchg:50(34)
    Level 28: Invincibility -- LkGmblr-Def:50(A), HO:Enzym(36), LkGmblr-Rchg+:50(36), LkGmblr-Def/EndRdx:50(37)
    Level 30: Tough -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam:40(31), RctvArm-ResDam/EndRdx:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31)
    Level 32: Crushing Uppercut -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(33), C'ngImp-Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/Rchg:50(33), BasGaze-Acc/Rchg:30(34), BasGaze-Acc/EndRdx/Rchg/Hold:30(34)
    Level 35: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx:50(40)
    Level 38: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(39), LkGmblr-Def:50(39)
    Level 41: Superior Conditioning -- P'Shift-EndMod:50(A), P'Shift-End%:50(42)
    Level 44: Maneuvers -- LkGmblr-Rchg+:50(A), HO:Enzym(48)
    Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48)
    Level 49: Resist Energies -- ResDam-I:50(A)
    ------------
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), RgnTis-Regen+:30(45), Mrcl-Rcvry+:40(50)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-EndMod/Acc:50(A), P'Shift-End%:50(25), P'Shift-EndMod:50(39)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 21% Defense(Smashing)
    • 21% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 18.5% Defense(Energy)
    • 18.5% Defense(Negative)
    • 6% Defense(Psionic)
    • 13.5% Defense(Melee)
    • 15.06% Defense(Ranged)
    • 6% Defense(AoE)
    • 1.8% Max End
    • 4% Enhancement(Heal)
    • 16% Enhancement(Accuracy)
    • 48.75% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 185.5 HP (12.38%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 26.95%
    • MezResist(Terrorized) 2.2%
    • 3.5% (0.06 End/sec) Recovery
    • 40% (2.5 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 2.84% Resistance(Fire)
    • 2.84% Resistance(Cold)
    • 15% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  15. I'm just getting around to respecing my level 50 EA brute to take advantages of the changes to it.

    I didn't have CP before, so I'm respecing to pick up Energize. My standard self-heal slotting is 5 Doctored Wounds, will that be adequate slotting for it, or is there something else I need to keep in mind?

    Also, Energy Drain looks a lot like Energy Absorption from Ice Armor, and I typically slot that with 3 End Mod IOs and 3 Defense IOs, heavy on the recharge. Does that make sense here? Is ED auto-hit like EA?

    TIA for any assistance!
  16. Is this an exisiting character or a new one? If it's new, there are much, much better choices for farming than a Invul/EM tank. Don't get me wrong, I have a Invul/EM that I still love playing, but it is not a good farming combo. I really think it would be better to start over with different power sets and possibly a different AT.

    But if you want to stick with this character, I'd make many changes to the current build, dropping the Leadership pool first and foremost. (Vengeance, yikes!) Assault adds only a few additional damage points per attack at a very high end cost; I honestly think you'd be better off with Build Up slotted for high recharge.

    I don't have time to do a complete build rework, but if you want high defense you need to slot for it, Titanium Coating is a very poor choice since it takes 6 slots to get less of a defense bonus than you'd get in 4 Reactive Armor. Non-damage toggles almost never need more than 4 slots. I think CJ is also overslotted given it's small base defense and low end cost.

    Get the Steadfast +Def ASAP! It's a good choice for RPD, it and a single resistance common will get you to the resistance hard-cap.

    You also have the Numina regen/recovery in DP, a bad idea since you only get the benefit from it when DP is active. Put it in Health instead.

    The four Oblits in WH and Spring Attack are a poor choice because they have very low end reduction. In general, I'd try to 5-slot as many attacks possible with sets that give defense bonuses. Smashing Haymaker is a good choice for ST attacks; it's cheap and gives S/L def bonus in four slots.
  17. Quote:
    Originally Posted by Calash View Post
    I got my build into the low 20s for defense by slotting weave and combat jumping, picking up the +3 def steadfast IO, fixing my slotting in Plasma Shield, and replacing 4 of the enhancements in Haymaker with Kinetic Combats.

    I can feel increase in defense, but I can also feel the decrease in recharge and a there is a bit more of an endurance drain. Overall it is an improvement and a step in the right direction.

    I am concerned with changing my slotting any further at this point as any change will reduce my recharge by at least 10%. One option would be to reduce the slots in my shields and go with Reactive armor as you suggested, then put the slots into Boxing and use it for a mule for another Kinetic Combat set. Not sure if I am sold on that idea yet...but I have some time as I work up the funds to afford that type of change.
    I'm honestly not sure why a loss of 10% recharge should be such a big problem, since you have a lot of recharge without it. Have you considered getting the Spiritual Alpha? That would give you more recharge and still let you slot for build for defense bonuses.

    However, there are still several things you can do without touching any recharge bonuses.

    First thing I'd do is pull the Numina unique from Healing Flames and put it in Health. It's doing you very little good in HF since it'll only be active when HF. I'd five-slot HF with Doctored Wounds instead--another 5% recharge bonus!

    If Fire Shield and Tough are still slotted as they were in the original build, you could free up another 3 slots and by slotting them with RA too, and gain another 3.0% def to S/L/E/NE. If you haven't already, I think you could pull the sixth slot from some of your attacks as well, like Jab, Haymaker and KoB.

    After that you could either slot Boxing with Kinetic Combat, slot Eradication in Burn or BA for some E/NE defense.

    If you do decide to use Doctored Wounds in HF, you could drop Adjusted Targeting set in Rage with no additional loss of recharge and slot Rage with 2 Retified Reticle and 2 recharge commons for a little more S/L defense, freeing up two more slots in the process.
  18. Quote:
    Originally Posted by NuclearMedicine View Post
    Find, how many do we need for that one, and would you be willing to lead it?
    I usually don't mind leading TFs, but I've never done Apex before, so I'm probably not the best candidate. Maybe LSK or Rangle could do it, I think they both have incarnate 50s on Justice.

    I just looked it up on ParagonWiki, it takes a minimum of 8 players, ideally those with their alpha slot filled. I'd love to do it, but I know that could be a challenge in itself.
  19. Finduilas

    Invuln/StJ

    Quote:
    Originally Posted by NT_Flamer View Post
    So Skip Kin Combat if it isn't cheap on my server (Haven't had a chance to look at it yet) And put the fighting set earlier.
    The market is cross-server and cross-faction. And take my word for it, some of the Kin Combat pieces are going to extremely expensive. Hero merits is the way to go if you want them.

    Quote:
    And I thought the Steadfast KB Prot was the Unique, lol, my bad.
    The Steadfast +Def is unique, the KB protection IOs are not. However, Invul doesn't need additional KB protection anyway, UY takes care of that more than adequately.

    Big improvement on the build. Some other suggestions:

    I like using the Mako's quad as the fifth slot for SH or KC, since it provides a little recharge as well as accuracy, damage and endurance.

    Use a Scirocco's Dervish Dam/End in sweeping cross instead of the Acc/Dam. The Erad quad tends to be priciest in the set and you can skip it if you get enough end reduction from the Scirocco's Dervish.

    If you can find one or two more slots for Combat Readiness, put another recharge there and add a Rectified Reticle +percep, which will replace some of what was lost when removing Focused Accuracy.

    Consider using sets for your defense powers. LotG is pretty expensive, but Gift of the Ancients isn't too bad and has some nice bonuses.

    Move the Kismet +Acc from Weave to Tough Hide. The power has to be on for the IO to work, and this way it'll be 'always on' whether you're using Weave or not.

    A Winter's Gift slow resistance is a good choice for Super Speed or Super Jump.

    You don't need the Smashing Haymaker set in Crushing Uppercut to be at the S/L softcap, and CU takes hold sets, so consider changing the slotting to 4 Crushing Impact and 2 Basilisk's gaze for the E/NE defense. (You can use the BGs with Smashing Haymaker but it'll be a little light on damage enhancement.)

    Slot LBE with Thunderstrike instead of Decimation, TS gives a 2.5% E/NE def bonus for just three slots.

    There's really no point in slotting a jump IO in CJ; I'd go for an LotG Defense, or a common defense IO instead.

    Unless you're really set on the idea of having both SS and SJ, I'd consider dropping SS for Hasten.

    Consider moving a slot from Physical Perfection and slotting Health with a Numina regen/recovery unique--you actually end up with more recovery as well as more regen that way.

    Here's your build with my recommendations; S/L/E/NE def are over the soft-cap and F/C def is at 34% with one in range of Invinc.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    SJ/Invuln: Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Street Justice
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5), S'fstPrt-ResDam/Def+:30(5)
    Level 1: Initial Strike -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(7), S'ngH'mkr-Dmg/Rchg:35(7), S'ngH'mkr-Dmg/EndRdx/Rchg:35(11), Mako-Acc/Dmg/EndRdx/Rchg:50(45)
    Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(31), Dct'dW-Heal/Rchg:50(31), Dct'dW-Rchg:50(33), Dct'dW-Heal:50(33)
    Level 4: Sweeping Cross -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(13), Erad-Dmg/Rchg:30(13), Sciroc-Acc/Dmg/EndRdx:50(17), Sciroc-Dmg/EndRdx:50(36)
    Level 6: Super Jump -- Winter-ResSlow:50(A)
    Level 8: Unyielding -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(9), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11)
    Level 10: Boxing -- Empty(A)
    Level 12: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(19), Mocking-Taunt/Rchg/Rng:50(19), Mocking-Acc/Rchg:50(29), Mocking-Taunt/Rng:50(29), Mocking-Rchg:50(31)
    Level 14: Resist Physical Damage -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(15), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(17)
    Level 16: Combat Readiness -- RechRdx-I:50(A), Rec'dRet-Pcptn:20(48)
    Level 18: Invincibility -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(33), GftotA-Def:40(34), GftotA-Run+:40(34)
    Level 20: Rib Cracker -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(21), S'ngH'mkr-Dmg/Rchg:35(21), S'ngH'mkr-Dmg/EndRdx/Rchg:35(25), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
    Level 22: Resist Energies -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(23), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(25)
    Level 24: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(36), RctvArm-ResDam/Rchg:40(37), RctvArm-ResDam/EndRdx/Rchg:40(37)
    Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(27), Ksmt-ToHit+:30(27)
    Level 28: Spinning Strike -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(42), Posi-Dmg/Rchg:50(42), Posi-Dmg/Rng:50(43), Posi-Acc/Dmg/EndRdx:50(46)
    Level 30: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Run+:40(37), GftotA-Def/EndRdx/Rchg:40(39), GftotA-Def:40(39)
    Level 32: Hasten -- RechRdx-I:50(A)
    Level 35: Shin Breaker -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(39), S'ngH'mkr-Dmg/Rchg:35(40), S'ngH'mkr-Dmg/EndRdx/Rchg:35(40), Mako-Acc/Dmg/EndRdx/Rchg:50(45)
    Level 38: Crushing Uppercut -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(40), C'ngImp-Dmg/Rchg:50(42), C'ngImp-Acc/Dmg/Rchg:50(43), BasGaze-Acc/Rchg:30(46), BasGaze-Acc/EndRdx/Rchg/Hold:30(50)
    Level 41: Conserve Power -- RechRdx-I:50(A)
    Level 44: Physical Perfection -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(45)
    Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(48), Thundr-Dmg/Rchg:50(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(46), Mrcl-Heal:40(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(34), P'Shift-End%:50(36)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    ------------
    Set Bonus Totals:
    • 17.38% Defense(Smashing)
    • 17.38% Defense(Lethal)
    • 6.13% Defense(Fire)
    • 6.13% Defense(Cold)
    • 17.38% Defense(Energy)
    • 17.38% Defense(Negative)
    • 3% Defense(Psionic)
    • 10.19% Defense(Melee)
    • 10.19% Defense(Ranged)
    • 4.56% Defense(AoE)
    • 7.2% Max End
    • 26.25% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 16% Enhancement(Accuracy)
    • 5% FlySpeed
    • 105.4 HP (5.63%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 14.3%
    • MezResist(Terrorized) 2.2%
    • 20% Perception
    • 11% (0.18 End/sec) Recovery
    • 20% (1.56 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 7.84% Resistance(Fire)
    • 2.84% Resistance(Cold)
    • 20% RunSpeed

    Code:
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  20. I was wondering about this. I don't have anything on Exalted yet...have most people moved characters from other servers or started new ones there?

    I have three level 50 tanks on Justice, and am thinking about moving one to VIP with the free servers transfers. I could also whip up yet another baby tank there like I have on some of the other TT servers.
  21. I see that Apex is the WSF for Justice, any chance we can round up enough 50s for that?
  22. Quote:
    Originally Posted by gameboy1234 View Post
    Thanks for posting that, Finduilas. I really appreciate that esp. after I messed up the original build.

    What would you recommend for an Alpha slot with your build? I was assuming I'd go Cardiac (one reason I wasn't paying too much attention to End Redux in the powers) but would it be possible to consider something else, like Nerve?
    Since you have Physical Perfection, I'd probably go with something other than Cardiac--the resistance boost won't make a huge difference in a mostly defense set like SD.

    Nerve wouldn't be bad, you'd gain about 4% defense on the build I posted. However, I'd lean toward Spiritual, on the theory that more recharge is usually good. Why don't you try them out in Mids' and see which numbers you like the best?
  23. Quote:
    Originally Posted by RuthlessRaptor View Post
    Finduilas, I don't know if you remember, but you put a lot of input into that build on the forums. You had issues with the end use then too, but with cardiac t4 and ageless t3, my end bar only moves for sappers and rage crash.
    I'm glad it's working for you, but I can't help it, I'm a compulsive build optimizer.

    Besides, the OP may decide on different Incarnates, in which case the lack of end reduction might be problematic.

    For what it's worth, fixing Blazing Aura would be pretty easy and you wouldn't have to lose the proc. Just swap out the Erad Damage for the Chance for Energy Damage and the two Scirocco's with Scirocco's Dam/End and Acc/Dam/End.

    The Maneuvers problem is a little trickier, I'd probably remove the Karma KB and replace it with a LotG Def/End/Rchg and pull a recharge slot from Rage to add a BotZ KB to CJ or SS.

    I told you it was a compulsion.
  24. Okay, presuming you do want a WM build, I've switched your build to the appropriate secondary. If you want Axe after all, it's easy enough to change since the attacks are so similar.

    First of all, since you want a recommendation to replace OwtS, I'd urge you to pick up Grant Cover instead. Yes, it's an ally defense power, but it also provides 1/3 of the defense debuff resistance in the set and is worth taking for that alone. Put a LotG +Recharge in the base slot and you're good to go.

    I would also encourage you to drop Focused Accuracy--a HUGE end hog--for Build Up. FA +percep and +tohit can be replaced by a couple of no end cost IOs and I think that's the better route to take. If you take Build Up, 6-slot it with Gaussian's for the 2.5% defense bonus to all positions.

    Regarding defense levels, IMO anything above 50% is really not needed. In your current build I would back off the Melee def a bit and try to get a little more Ranged. I also wouldn't bother to slot for Psi defense--there are only a small number of Psi attacks that positional def won't cover and they're not worth slotting for IMO.

    You have a lot of toggles and attacks that are currently underslotted for end reduction. In particular, I think Deflection, BA and Weave could all use another LotG slot--the Def/End/Rchg. You may also want to rethink slotting two attacks with Oblit since it's so low in end reduction, I'd find another set for Shatter.

    Other slotting issues:

    I prefer two level 50 resist commons in Deflection since they will give more resist enhancement, but if you want to stick with the Impervs for the recovery bonus replace the Psi resist IO with a 4th LotG.

    Shield Defense does NOT need KB protection besides Active Defense, so that Steadfast KB IO in True Grit is a waste. I'd drop both Steadfasts other than the +Def and use resist commons or Imperv Armors instead.

    As I mentioned, I don't think it's worthwhile to slot for Psi resistance, so drop the Psi resist IO in Tough and replace it with a Res/Rchg.

    Phalanx Fighting is way overslotted, defense enhancement doesn't affect the base player defense at all. I'd stick with the base slot and use a Kismet +Acc. (You should still have room for five LotG +Recharges if you pick up Grant Cover.)

    Here's your build reslotted. To get around the "rule of 5" problem I partly slotted one defense power with Gift of the Ancients.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Shield Maiden: Level 50 Science Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: War Mace
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(5), LkGmblr-Rchg+:50(15), LkGmblr-Def/EndRdx/Rchg:40(19), ResDam-I:50(19), ResDam-I:50(40)
    Level 1: Bash -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(3), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Dmg/Rchg:50(7), C'ngImp-Acc/Dmg/Rchg:50(15)
    Level 2: Battle Agility -- LkGmblr-Def:50(A), GftotA-Def/EndRdx:40(5), GftotA-Def/EndRdx/Rchg:40(17), GftotA-Def:40(42)
    Level 4: True Grit -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(7), Numna-Heal/Rchg:50(9), ImpArm-ResDam:40(17), ImpArm-ResDam/EndRdx:40(21), S'fstPrt-ResDam/Def+:30(37)
    Level 6: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(9)
    Level 8: Jawbreaker -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(11), Mako-Dmg/Rchg:50(11), Mako-Acc/EndRdx/Rchg:50(13), Mako-Acc/Dmg/EndRdx/Rchg:50(13), Mako-Dam%:50(43)
    Level 10: Against All Odds -- EndRdx-I:50(A)
    Level 12: Taunt -- Mocking-Taunt/Rchg/Rng:50(A)
    Level 14: Fly -- Winter-ResSlow:50(A)
    Level 16: Kick -- C'ngImp-Dmg/EndRdx/Rchg:50(A)
    Level 18: Tough -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(21), ImpArm-ResDam/EndRdx/Rchg:40(23), ImpArm-ResDam/Rchg:40(23)
    Level 20: Clobber -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(25), T'Death-Dmg/Rchg:40(27), T'Death-Acc/Dmg/EndRdx:40(27), T'Death-Dmg/EndRdx/Rchg:40(29), T'Death-Dam%:40(43)
    Level 22: Phalanx Fighting -- Ksmt-ToHit+:30(A)
    Level 24: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(25)
    Level 26: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(29), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(40)
    Level 28: Whirling Mace -- Sciroc-Acc/Dmg:50(A), Sciroc-Acc/Rchg:50(33), Sciroc-Dmg/EndRdx:50(33), Sciroc-Dmg/Rchg:50(33), Sciroc-Acc/Dmg/EndRdx:50(34)
    Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34), RechRdx-I:50(34)
    Level 32: Grant Cover -- LkGmblr-Rchg+:50(A)
    Level 35: Shatter -- Erad-Acc/Dmg/Rchg:30(A), Erad-Dmg/Rchg:30(36), Erad-Acc/Dmg/EndRdx/Rchg:30(36), Erad-%Dam:30(37), M'Strk-Dmg/EndRdx:50(37), M'Strk-Acc/Dmg/EndRdx:50(50)
    Level 38: Crowd Control -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(39), Sciroc-Dmg/Rchg:50(39), Sciroc-Acc/Dmg/EndRdx:50(39), Sciroc-Acc/Rchg:50(40), Sciroc-Dam%:50(48)
    Level 41: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(43), LkGmblr-Def:50(45)
    Level 44: Build Up -- GSFC-ToHit:50(A), GSFC-Rchg/EndRdx:50(45), GSFC-ToHit/EndRdx:50(45), GSFC-Build%:50(46), GSFC-ToHit/Rchg:50(48), GSFC-ToHit/Rchg/EndRdx:50(50)
    Level 47: Conserve Power -- RechRdx-I:50(A)
    Level 49: Physical Perfection -- Efficacy-EndMod:50(A), Efficacy-EndMod/EndRdx:50(50)
    ------------
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(36), Mrcl-Rcvry+:40(48)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(42), P'Shift-EndMod/Acc:50(46), P'Shift-End%:50(46)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- EndRdx-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 11% DamageBuff(Smashing)
    • 11% DamageBuff(Lethal)
    • 11% DamageBuff(Fire)
    • 11% DamageBuff(Cold)
    • 11% DamageBuff(Energy)
    • 11% DamageBuff(Negative)
    • 11% DamageBuff(Toxic)
    • 11% DamageBuff(Psionic)
    • 13% Defense(Melee)
    • 8% Defense(Smashing)
    • 8% Defense(Lethal)
    • 7.38% Defense(Fire)
    • 7.38% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 8% Defense(Psionic)
    • 10.81% Defense(Ranged)
    • 11.75% Defense(AoE)
    • 4.05% Max End
    • 52% Enhancement(Accuracy)
    • 40% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 288.1 HP (15.38%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 6.05%
    • MezResist(Immobilize) 8.25%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 2.2%
    • 12% (0.2 End/sec) Recovery
    • 74% (5.78 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 2.5% Resistance(Fire)
    • 6.25% Resistance(Negative)
    • 10% RunSpeed

    Code:
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  25. I think the first thing you need to do is decide whether it's a Mace or Axe tank!