Finduilas

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  1. Quote:
    Originally Posted by Calash View Post
    Thank you....my work PC does not have Mids so I was wondering what the defense numbers on that build were . I noticed your talking type, not positional defense. Do you think type is the better way to go for this type of setup?
    Yes, I think typed defense is better in this case. Most of the typed defense bonuses require fewer slots, and with positional defense you ideally should have defense to all three positions. However, a fire tank can essentially ignore F/C defense since fire resists are capped and cold damage is extremely rare. That leaves two types of defense, S/L and E/NE to slot for, which is considerably easier than all three positions. Psi damage will still be an issue, but getting defense to S/L/E/NE will apply to something like 75% of the damage you'll face in the game.
  2. Quote:
    Originally Posted by Calash View Post
    Honestly I would not have given Reactive Armor a glance until you mentioned it. It looks like I can keep all but a few points of resistance per power and gain some extra defense by using 4 slots. Using the 5th slot for the Steadfast +def nets me +9 total on the build. The down side is that endurance redux is hit a bit on each of the 3 powers.

    Blazing Aura is a good damage power but this build does not need extra damage output, at least not as my build sits now. Solo I can melt the largest groups away with little problem, so BA ends up being for Aggro control more than anything else. It still puts out some decent numbers with Rage and Fiery Embrace going.

    I worry about pulling from my ST attacks as they are currently buffing my recharge rate. I will have to go over those numbers when I get home tonight and see were it is worth the adjustments.

    In all the changes save me 2 slots. Melt armor is basically a mule for the set bonuses so I could likely pull from that if the extra slots in Weave will be worth it.
    Well, not wanting more damage is an odd concept, IMO. You can, however, decide that the costs of slotting for it outweigh the benefits, but that's not the case for BA, since you can slot it with Eradication which will boost your E/NE defense.

    Ruthless Raptor's build is actually quite good, and I think that's the sort of thing you should be building toward--32% defense to S/L/E/NE and all attacks fully slotted. I'd make some minor slotting tweaks, for instance Blazing Aura and Maneuvers both need much more end reduction, but it would be a good place to start.
  3. Finduilas

    SD/StrJ

    I can't speak for anyone else, but my hesitation was that I don't know Street Justice at all, and really can't make any recommendations as to what powers to take. I can help with Shield Defense, however, and give general slotting advice for your attacks.

    New Dawn's changes are a good start, but I think more needs to be done. For one thing, Shield Defense absolutely does NOT need Maneuvers to soft-cap, and it's a high-end toggle so that's the first thing on the chopping block. Focused Accuracy is also a huge end hog, and most of its benefits can be had by slotting a couple of IOs.

    You are also missing two key powers for Shield Defense, Phalanx Fighting and Grant Cover, and I suggest you take them instead of Maneuvers and FA. The description of PF sounds like it's only an ally-based def boost, but it gives 5% unenhanceable defense to the player and no end cost and no additional slots, a MUCH better choice than Maneuvers. Grant Cover buffs ally defense, but it also provides some very valuable defense debuff resistance to the player, so you should definitely pick it up.

    Based on New Dawn's build, slotting issues from the the top:

    Deflection: Use an LotG Def/End/Rchg instead of a Def/Rchg for some additional end reduction, you'll still be above the ED cut-off for defense. Deflection should also be slotted for resistance to boost your S/L resists; slot it with two level 50 defense commons as well as the LotG.

    Battle Agility: make the change to the LotG slotting I mentioned above and you'll be good to go.

    True Grit: I'd take it earlier and it needs to be slotted for Heal for the HP boost as well as resistance. I'd go with 3 Numina, (Heal, Heal/End, Heal/Rchg) 2 resist commons and the Steadfast +Def.

    Active Defense: Slot it with recharge rather than end reduction. It's currently 'perma' from global recharge bonuses, but it's nice to have some cushion in case of recharge debuffs.

    Taunt: Perfect Zinger is a good set, but better for typed defense than positional. If you need slots to use elsewhere, this is where I'd pull them from.

    Combat Readiness: from the description this is the Build Up of the set. Take it earlier and slot it with a full Gaussian's set for the 2.5% defense bonus to all positions.

    Maneuvers: replace it with Phalanx Fighting and slot it with a Kismet +Acc in the base slot.

    Weave: see recommendation for Deflection and Battle Agility.

    Shield Charge: Multi Strike is a good set, but low on recharge for something like Shield Charge. You might want to consider slotting it with Scirocco's Dervish or Obliteration instead.

    Spinning Strike: you really don't need the small AoE def bonus in Detonation, I'd go with 5 slots of Positron's Blast instead.

    One with the Shield: way overslotted. I'd leave it at the base slot and move the other slots elsewhere. It's also not a bad place to slot the Steadfast +Def.

    Shin Breaker: Kin Combats are extremely expensive and not that effective for a positional def build. I'd use Crushing Impact or a set that gives more positional def if you need it.

    Focused Accuracy: drop it for Grant Cover and put a LotG +Recharge in the base slot. The other slots can be used elsewhere.

    Health: needs more slots! At the very least two-slot it with Heal commons. 3 Numina or 2 Numina and 2 Miracle (including the uniques) are good choices if you can afford them.

    As I mentioned at the beginning, I don't have a good feel as to whether the attacks you skipped are ones you should take or not. You might want to look for some reviews of Street Justice if you haven't already. You could concievably pick up another attack by dropping OwtS and stealing slots from other powers.

    Here's your build with the revisions I recommended. Defense is above the soft-cap for all positions with the two most end-hungry powers eliminated. Recharge and resistance is higher, and recovery and regen are considerably higher than in the previous builds.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Alfiere: Level 50 Natural Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Street Justice
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(3), LkGmblr-Rchg+:50(3), LkGmblr-Def:50(5), ResDam-I:50(27), ResDam-I:50(37)
    Level 1: Initial Strike -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(9), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/EndRdx:50(11), C'ngImp-Dmg/Rchg:50(11)
    Level 2: Battle Agility -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(5), LkGmblr-Def:50(7), LkGmblr-Def/EndRdx/Rchg:50(7)
    Level 4: Heavy Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(13), C'ngImp-Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/Rchg:50(15), C'ngImp-Acc/Dmg/EndRdx:50(15)
    Level 6: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(48)
    Level 8: Against All Odds -- EndRdx-I:50(A)
    Level 10: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(17), Zinger-Taunt/Rchg/Rng:50(17), Zinger-Acc/Rchg:50(19), Zinger-Taunt/Rng:50(19), Zinger-Dam%:50(39)
    Level 12: True Grit -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(31), Numna-Heal:50(31), ResDam-I:50(31), ResDam-I:50(39)
    Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(21), RechRdx-I:50(21)
    Level 16: Combat Readiness -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(36), GSFC-ToHit/Rchg/EndRdx:50(36), GSFC-Rchg/EndRdx:50(37), GSFC-ToHit/EndRdx:50(40), GSFC-Build%:50(45)
    Level 18: Kick -- Empty(A)
    Level 20: Tough -- ImpArm-ResDam/EndRdx:30(A), ImpArm-ResDam/Rchg:30(23), ImpArm-ResDam/EndRdx/Rchg:40(27), ImpArm-ResDam:40(33)
    Level 22: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(23), LkGmblr-Rchg+:50(25), LkGmblr-Def:50(25)
    Level 24: Phalanx Fighting -- Ksmt-ToHit+:30(A)
    Level 26: Shield Charge -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(29), Sciroc-Dmg/Rchg:50(29), Sciroc-Acc/Rchg:50(33), Sciroc-Acc/Dmg/EndRdx:50(33), M'Strk-Dmg/EndRdx/Rchg:50(34)
    Level 28: Spinning Strike -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(34), Posi-Dmg/Rchg:50(34), Posi-Dmg/Rng:50(36), Posi-Acc/Dmg/EndRdx:50(48)
    Level 30: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(48)
    Level 32: One with the Shield -- S'fstPrt-ResDam/Def+:30(A)
    Level 35: Shin Breaker -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Dmg/EndRdx:35(37), C'ngImp-Dmg/Rchg:35(40), C'ngImp-Acc/Dmg/Rchg:35(40), C'ngImp-Acc/Dmg/EndRdx:40(42)
    Level 38: Crushing Uppercut -- Mako-Acc/Dmg:50(A), Mako-Dam%:50(39), Mako-Dmg/EndRdx:50(42), Mako-Dmg/Rchg:50(42), Mako-Acc/EndRdx/Rchg:50(43), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
    Level 41: Super Jump -- Winter-ResSlow:50(A)
    Level 44: Grant Cover -- LkGmblr-Rchg+:50(A)
    Level 47: Conserve Power -- RechRdx-I:50(A)
    Level 49: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-End%:50(50), P'Shift-EndMod/Acc:50(50), P'Shift-EndMod/Rchg:50(50)
    ------------
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Mrcl-Heal:40(A), Mrcl-Rcvry+:40(46), Numna-Heal:50(46), Numna-Regen/Rcvry+:50(46)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(43), P'Shift-EndMod/Rchg:50(45), P'Shift-EndMod/Acc:50(45)
    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:
    • 8% DamageBuff(Smashing)
    • 8% DamageBuff(Lethal)
    • 8% DamageBuff(Fire)
    • 8% DamageBuff(Cold)
    • 8% DamageBuff(Energy)
    • 8% DamageBuff(Negative)
    • 8% DamageBuff(Toxic)
    • 8% DamageBuff(Psionic)
    • 7.38% Defense(Smashing)
    • 7.38% Defense(Lethal)
    • 5.81% Defense(Fire)
    • 5.81% Defense(Cold)
    • 6.13% Defense(Energy)
    • 6.13% Defense(Negative)
    • 4.88% Defense(Psionic)
    • 7.06% Defense(Melee)
    • 9.25% Defense(Ranged)
    • 8.63% Defense(AoE)
    • 2.25% Max End
    • 66% Enhancement(Accuracy)
    • 63.75% Enhancement(RechargeTime)
    • 15% FlySpeed
    • 274.1 HP (14.63%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 9.9%
    • MezResist(Terrorized) 2.75%
    • 12.5% (0.21 End/sec) Recovery
    • 74% (5.78 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 15% RunSpeed

    Code:
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  4. Quote:
    Originally Posted by Donna_ View Post
    Oh I just worked out how its so high, you had PvP toggled >.<
    My version of Mids' is set to PvE, which is why I was rather puzzled by that comment about the resists being high.
  5. Quote:
    Originally Posted by Donna_ View Post
    This looks really good! How did you get the Fire/Cold and Nrg res' so high? Seems that I need to have an enemy in range to be softcapped as I was building it to be capped without any. I like this build tho, looks very nice.
    I'm not sure why you would bother to build to have no foes in range of Invinc, are you planning not to use it? I suppose it would be useful in cases where you have foes with ranged attacks, but you're going to want to close on them anyway since tanker attacks are primarily melee.
  6. Quote:
    Originally Posted by Calash View Post
    I could use some more advice to increase the survive-ability a bit. Not sure if investing in defense by dropping some slots from attacks and moving them over to Weave is the best option or not.

    Any advice?
    You have a ton of wasted slots in Fire Shield and Plasma Shield that could easily be moved over to Weave. (Mouse over those powers--you'll see that you're way over the ED cut-off) The extra end red in Tough could be dropped too. In general, armor toggles don't need more than 4 slots and passives don't need more than 3 to be fully slotted.

    Personally, I think the whole thing should be re-slotted with an eye toward more defense bonuses; Reactive Armor in the resistance toggles, Kinetic Combat in the ST attacks, etc. You also definitely need the Steadfast +Def.

    You might also want to consider replacing Acro with some KB IOs, depending on whether you need an additional power pick or the slots more. (Ah, I see you have one KB IO; I'd go with just Acro or 3 KB IOs instead.)

    A couple of specific attack slotting issues: IMO, both Jab and Blazing Aura need to be reslotted so they have some damage enhancement. BA in particular can do a lot of damage and your current slotting doesn't make the most of it.
  7. A sort-of-related question:

    I have 33 tokens earned on one of my accounts, and I thought I heard there was a way to earn extra Rewards by buying Points in the store. Is that correct? And if so, how much do you have to buy to earn a Reward token?
  8. To give you a starting point, here's a build for my Invul/EM tank, pretty close to what I have on live. (I don't have all the LotGs yet.) It has soft-capped S/L/E/NE defense, F/C defense at 40%, and a couple of Pyre Mastery attacks. At the moment, the only incarnate it has is the T3 Cardiac alpha, but it'll give you something to work from.

    As C_M_A mentioned, things have changed a LOT in the last few years, so there's likely to be a learning curve.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Watcher's Wrath: Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery
    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(3), RctvArm-ResDam/EndRdx/Rchg:35(3), RctvArm-ResDam:35(5)
    Level 1: Barrage -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(5), S'ngH'mkr-Dmg/Rchg:35(7), S'ngH'mkr-Dmg/EndRdx/Rchg:35(23), Mako-Acc/Dmg/EndRdx/Rchg:50(33)
    Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:45(A), Dct'dW-EndRdx/Rchg:45(11), Dct'dW-Heal/Rchg:45(13), Dct'dW-Heal:45(13), Dct'dW-Rchg:45(34)
    Level 4: Bone Smasher -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(7), C'ngImp-Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Dmg/EndRdx/Rchg:50(15)
    Level 6: Energy Punch -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(11), KntkC'bat-Dmg/Rchg:30(39), KntkC'bat-Dmg/EndRdx/Rchg:35(43), Mako-Acc/Dmg/EndRdx/Rchg:50(48)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(15), RctvArm-ResDam/EndRdx/Rchg:35(17), RctvArm-ResDam:35(17)
    Level 10: Taunt -- Mocking-Taunt/Rchg:40(A), Mocking-Taunt:40(23), Mocking-Taunt/Rchg/Rng:40(34), Mocking-Acc/Rchg:50(34), Mocking-Taunt/Rng:50(39), Mocking-Rchg:50(46)
    Level 12: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(29)
    Level 14: Fly -- Winter-ResSlow:50(A)
    Level 16: Resist Physical Damage -- S'fstPrt-ResDam/Def+:10(A)
    Level 18: Invincibility -- LkGmblr-Def/EndRdx:34(A), LkGmblr-Def/Rchg:47(19), LkGmblr-Def/EndRdx/Rchg:33(19), LkGmblr-Def:30(21)
    Level 20: Boxing -- Acc-I:50(A)
    Level 22: Whirling Hands -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(25), Erad-Acc/Dmg/Rchg:30(25), Sciroc-Dmg/EndRdx:40(27), Sciroc-Acc/Dmg/EndRdx:40(27)
    Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31)
    Level 26: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(31), LkGmblr-Rchg+:50(37), Ksmt-ToHit+:30(37)
    Level 28: Build Up -- Rec'dRet-Pcptn:20(A), RechRdx-I:50(29)
    Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(36), RctvArm-ResDam/EndRdx/Rchg:40(36), RctvArm-ResDam:40(50)
    Level 32: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Def:50(33), LkGmblr-Rchg+:50(43)
    Level 35: Energy Transfer -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(42), Mako-Acc/Dmg/EndRdx/Rchg:50(45)
    Level 38: Total Focus -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(40), C'ngImp-Dmg/EndRdx/Rchg:50(40), C'ngImp-Acc/Dmg/EndRdx:50(42)
    Level 41: Char -- BasGaze-Acc/Rchg:21(A), BasGaze-Acc/EndRdx/Rchg/Hold:27(42), Thundr-Acc/Dmg:50(43), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45)
    Level 44: Fire Blast -- Thundr-Acc/Dmg:43(A), Thundr-Dmg/EndRdx:46(46), Thundr-Acc/Dmg/Rchg:50(46)
    Level 47: Resist Elements -- Aegis-ResDam/EndRdx:35(A), Aegis-ResDam/Rchg:35(48), Aegis-ResDam:35(48)
    Level 49: Resist Energies -- Aegis-ResDam/EndRdx:35(A), Aegis-ResDam/Rchg:35(50), Aegis-ResDam:35(50)
    Level 50: Cardiac Total Radial Revamp
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- ULeap-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:40(A)
    Level 2: Hurdle -- Jump-I:40(A)
    Level 2: Health -- Numna-Heal/EndRdx:32(A), Numna-Heal:42(36)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-End%:50(31)
    ------------
    Set Bonus Totals:
    • 18.63% Defense(Smashing)
    • 18.63% Defense(Lethal)
    • 12.38% Defense(Fire)
    • 12.38% Defense(Cold)
    • 17.38% Defense(Energy)
    • 17.38% Defense(Negative)
    • 3% Defense(Psionic)
    • 10.81% Defense(Melee)
    • 10.19% Defense(Ranged)
    • 7.69% Defense(AoE)
    • 3.6% Max End
    • 4% Enhancement(Heal)
    • 45% Enhancement(RechargeTime)
    • 32% Enhancement(Accuracy)
    • 161.6 HP (8.63%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 15.4%
    • MezResist(Terrorized) 2.2%
    • 20% Perception
    • 4% (0.07 End/sec) Recovery
    • 62% (4.84 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 10% RunSpeed

    Code:
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  9. First thing you should do is decide what you want to take instead of the Fitness Pool, since that will have an impact on how many slots you have to move around. I'd recommend picking up the Fighting Pool instead, and building primarily for S/L defense, since that's going to add the most durability.
    To that end, one of your first IO purchases should be the Steadfast +Def, which can be slotted in any resistance power--I'd probably put it in HPT or SoW.

    A WP tank certainly does NOT need to double-slot end reduction in armor toggles; that's not where most of your end is used anyway.

    QR, HS and SoW are all overslotted. 3 or 4 slots are fine for the toggles, SoW is good with the base slot.

    If you could re-do your build with inherent Fitness, I'll recommend some specific slotting changes.
  10. Not a bad build, MrMajesty, but as the others have suggested, you don't need to build for so much defense. And considering how easy it is to soft-cap Shield Defense on a Tank, I think the GA +Def is a huge waste of money. If you don't have one, save your money. If you do, use it on a character that's more difficult to soft-cap.

    The Shield Wall +Resistance is even worse, IMO. The amount of additional survivability that 3% more resistance will get you is miniscule, and you can make up for some of the lost S/L resistance by simply slotting Deflection better. My recommendation is to drop both PvP IOs and don't look back.

    Some other slotting issues:

    Move the Steadfast +Def to True Grit, replacing one of the resist commons, and move the resist common to Deflection.

    You have much more Melee defense than you need, even without the GA +Def. I'd replace the ToD set with 5 slots of Crushing Impact.

    Drop the Reactive Armor End IO from Tough, and move that slot plus the one used by the GA +Def somewhere else--Health or Stamina would be good choice.

    The three Interrupt Reduction IOs in Aid Self is really overkill, especially on a high defense build. Use one of the slots elsewhere.

    Phalanx Fighting really doesn't benefit much from defense slotting. I'd move the LotG recharge to Grant Cover and slot a Kismet +Acc in PF.

    Here's your build with those changes. I think you'll find that this will give you a lot more bang for the buck than the original build with the PvP IOs.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Mutation Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Medicine
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(3), LkGmblr-Def/EndRdx:50(3), LkGmblr-Def/EndRdx/Rchg:50(5), ResDam-I:50(5), ResDam-I:50(7)
    Level 1: Jab -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/EndRdx:50(36), C'ngImp-Dmg/EndRdx/Rchg:50(36), C'ngImp-Dmg/EndRdx:50(37)
    Level 2: Battle Agility -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(7), LkGmblr-Def/EndRdx:50(9), LkGmblr-Def/EndRdx/Rchg:50(9)
    Level 4: Haymaker -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(37), C'ngImp-Dmg/Rchg:50(37), C'ngImp-Acc/Dmg/Rchg:50(40), C'ngImp-Dmg/EndRdx/Rchg:50(40)
    Level 6: Boxing -- Empty(A)
    Level 8: Against All Odds -- EndRdx-I:50(A)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(11)
    Level 12: True Grit -- Numna-Heal:50(A), Numna-Heal/Rchg:50(13), Numna-Heal/EndRdx:50(13), S'fstPrt-ResDam/Def+:30(15), ResDam-I:50(15), ResDam-I:50(17)
    Level 14: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(17), RctvArm-ResDam/EndRdx:40(19), RctvArm-ResDam/EndRdx/Rchg:40(19)
    Level 16: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(21), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def/EndRdx/Rchg:50(34)
    Level 18: Aid Other -- Empty(A)
    Level 20: Knockout Blow -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(42), Mako-Dmg/Rchg:50(42), Mako-Acc/EndRdx/Rchg:50(42), Mako-Acc/Dmg/EndRdx/Rchg:50(43), Mako-Dam%:50(50)
    Level 22: Aid Self -- Numna-Heal/EndRdx/Rchg:50(A), Numna-Heal/Rchg:50(23), Numna-Heal:50(23), IntRdx-I:50(25), IntRdx-I:50(25)
    Level 24: Taunt -- Taunt-I:50(A)
    Level 26: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(34), Oblit-Acc/Dmg/Rchg:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(36), Oblit-%Dam:50(48)
    Level 28: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(29), GSFC-ToHit/Rchg/EndRdx:50(29), GSFC-Rchg/EndRdx:50(31), GSFC-ToHit/EndRdx:50(31), GSFC-Build%:50(31)
    Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(33), RechRdx-I:50(33)
    Level 32: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 35: Conserve Power -- RechRdx-I:50(A)
    Level 38: Foot Stomp -- 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), FrcFbk-Rechg%:50(50)
    Level 41: Physical Perfection -- P'Shift-End%:50(A), RgnTis-Regen+:30(43), Panac-Heal/+End:40(43), P'Shift-EndMod:50(48)
    Level 44: Laser Beam Eyes -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(46), Apoc-Acc/Dmg/Rchg:50(46), Apoc-Acc/Rchg:50(46), Apoc-Dmg/EndRdx:50(48)
    Level 47: Phalanx Fighting -- Ksmt-ToHit+:30(A)
    Level 49: Grant Cover -- 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 50: Ion Core Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Warworks Core Superior Ally
    ------------
    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 -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(21), Mrcl-Rcvry+:40(45), Mrcl-Heal:40(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Rchg:50(27), P'Shift-EndMod:50(45), P'Shift-EndMod/Acc:50(45)
    ------------
    Set Bonus Totals:
    • 12.5% DamageBuff(Smashing)
    • 12.5% DamageBuff(Lethal)
    • 12.5% DamageBuff(Fire)
    • 12.5% DamageBuff(Cold)
    • 12.5% DamageBuff(Energy)
    • 12.5% DamageBuff(Negative)
    • 12.5% DamageBuff(Toxic)
    • 12.5% DamageBuff(Psionic)
    • 9.88% Defense(Melee)
    • 7.38% Defense(Smashing)
    • 7.38% Defense(Lethal)
    • 5.81% Defense(Fire)
    • 5.81% Defense(Cold)
    • 7.38% Defense(Energy)
    • 7.38% Defense(Negative)
    • 3% Defense(Psionic)
    • 9.88% Defense(Ranged)
    • 8.63% Defense(AoE)
    • 59% Enhancement(Accuracy)
    • 62.5% Enhancement(RechargeTime)
    • 15% FlySpeed
    • 330.3 HP (17.63%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 8.8%
    • MezResist(Stun) 2.2%
    • 7.5% (0.13 End/sec) Recovery
    • 92% (7.18 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 15% RunSpeed

    Code:
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    |-------------------------------------------------------------------|
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  11. Quote:
    Originally Posted by Justice Blues View Post
    The upside to them is of course, they are easy to get and wonderfully friendly for exemping. One downside is you can't use Enhancement Boosters on them, so 40 is the highest they will get. Which is not that big a deal, since the difference between a level 40 and level 50 IO is not that large.
    Also, since most players will slot four of them for the S/L defense bonus anyway, that gives more wiggle room on the enhancement levels. With standard slotting (all four of the resistance IOs) you can slot as low as 35 and still be at the ED cut-off, so you won't lose much resistance if you use 30s or or even 25s instead.
  12. I'm going to agree with the other comments so far; this build would not be good for exemping--you need to take Haymaker and Unyielding much earlier than you have. You also have too much S/L/F/C defense (especially F/C) and not enough E/NE.

    A well built Invul tank can soft-cap without Maneuvers or the GA +Def, and it certainly doesn't need both. As it is, Maneuvers, Tough and Weave are all overslotted and using slots you could put in your attacks.

    I also agree that the choice of the Earth Mastery pool is not optimal. Energy, Fire, or redside Dark would all be better choice and would give you more opportunties to slot for E/NE defense.

    Here's my recommendation for this build; I dropped the GA +Def, replaced Earth Mastery with Pyre Mastery and Maneuvers with Unstop. Unstop isn't essential on a soft-capped build, but it would be useful to have in tight situations. (You could also replace it with another one-slot wonder.) With the CIs in KoB you're just barely at the soft-cap for S/L def, if you want more of a cushion you could replace them with KC or Smashing Haymaker, though you'd lose a bit of damage in the process.

    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: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Pyre Mastery
    Hero Profile:
    Level 1: Resist Physical Damage -- Aegis-ResDam/Rchg:30(A), Aegis-ResDam:50(5), Aegis-ResDam/EndRdx:50(5)
    Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(13), KntkC'bat-Dmg/EndRdx:35(15), KntkC'bat-Dmg/Rchg:35(21), Mako-Acc/Dmg/EndRdx/Rchg:50(21)
    Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(48)
    Level 4: Dull Pain -- Dct'dW-Rchg:50(A), Dct'dW-EndRdx/Rchg:50(19), Dct'dW-Heal:50(37), Dct'dW-Heal/Rchg:50(40), Dct'dW-Heal/EndRdx:50(42)
    Level 6: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(13), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(11), RctvArm-EndRdx:40(11), RctvArm-ResDam/EndRdx/Rchg:40(37)
    Level 10: Boxing -- Empty(A)
    Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15)
    Level 14: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(34), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam/Rchg:40(37)
    Level 16: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(17), LkGmblr-Def:40(17), LkGmblr-Def/EndRdx/Rchg:40(19)
    Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(23), LkGmblr-Rchg+:50(29), LkGmblr-Def:50(42)
    Level 20: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(25), C'ngImp-Dmg/Rchg:50(25), C'ngImp-Acc/Dmg/Rchg:50(29), BasGaze-Acc/Rchg:30(33), BasGaze-Acc/EndRdx/Rchg/Hold:30(33)
    Level 22: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(23)
    Level 24: Super Speed -- Winter-ResSlow:50(A)
    Level 26: Tough Hide -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(27), GftotA-Def/Rchg:40(27)
    Level 28: Rage -- HO:Membr(A), HO:Membr(42), HO:Membr(43)
    Level 30: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(31), Mocking-Taunt/Rchg/Rng:50(31), Mocking-Rchg:50(31), Mocking-Acc/Rchg:50(33), Mocking-Taunt/Rng:50(34)
    Level 32: Unstoppable -- ResDam-I:50(A)
    Level 35: Char -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(36), Thundr-Dmg/Rchg:50(36), BasGaze-Acc/Rchg:30(36), BasGaze-Acc/EndRdx/Rchg/Hold:30(43)
    Level 38: Foot Stomp -- Erad-Acc/Dmg/Rchg:30(A), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Sciroc-Dmg/EndRdx:50(39), Sciroc-Acc/Dmg:50(40), FrcFbk-Rechg%:50(40)
    Level 41: Fire Blast -- Mael'Fry-Acc/Dmg:35(A), Mael'Fry-Dmg/EndRdx:35(46), Mael'Fry-Dmg/Rchg:35(46)
    Level 44: Fire Ball -- Posi-Dmg/EndRdx:50(A), Posi-Dmg/Rchg:50(45), Posi-Dmg/Rng:50(45), Posi-Acc/Dmg/EndRdx:50(45), Posi-Acc/Dmg:50(46)
    Level 47: Resist Elements -- Aegis-ResDam/Rchg:50(A), Aegis-ResDam:50(48), Aegis-ResDam/EndRdx:50(48)
    Level 49: Resist Energies -- Aegis-ResDam/Rchg:50(A), Aegis-ResDam:50(50), Aegis-ResDam/EndRdx:50(50), S'fstPrt-ResDam/Def+:30(50)
    ------------
    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 -- Run-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(3)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(3)
    ------------
    Set Bonus Totals:
    • 16.75% Defense(Smashing)
    • 16.75% Defense(Lethal)
    • 17.38% Defense(Fire)
    • 17.38% Defense(Cold)
    • 17.38% Defense(Energy)
    • 17.38% Defense(Negative)
    • 3% Defense(Psionic)
    • 9.88% Defense(Melee)
    • 10.19% Defense(Ranged)
    • 10.19% Defense(AoE)
    • 3.6% Max End
    • 4% Enhancement(Heal)
    • 34% Enhancement(Accuracy)
    • 41.25% Enhancement(RechargeTime)
    • 119.5 HP (6.38%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 11%
    • MezResist(Terrorized) 2.2%
    • 6.5% (0.11 End/sec) Recovery
    • 40% (3.12 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 5.34% Resistance(Fire)
    • 2.84% Resistance(Cold)
    • 18% RunSpeed

    Code:
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  13. Quote:
    Originally Posted by JB99 View Post
    Is the Titanium Coating set not worth it on this build?
    In a word, no. It takes six slots of TC to get a 1.25% S/L def bonus, which you can get in four slots with Reactive Armor, plus an additional 1.25% E/NE def bonus with the same four RA slots.

    It's not even close, IMO.
  14. Well, your slotting leaves something to be desired, MoB, IW, RttC and HS are all overslotted. They don't need more than 4 slots each at most, and the primarily positional defense bonuses some of those sets offer for six slots are really not worth it for a typed defense set like WP. But IMO what would benefit this build the most is to increase your S/L defense. Doing so would add a huge amount of surviability, especially if you go for the soft-cap of 45% defense. If you'd rather not do that, getting your S/L def to 32.5% would also be helpful since you'd be within a small purple insp of soft-capping. After that, you could also aim to soft-cap E/NE def, which will be a bit easier since you're starting with more.

    Your power selection is okay, though I think you have more ST attacks than you need with Air Sup. I'd drop either Air Sup or Punch. Also, a SS tank does NOT need Focused Accuracy, and certainly not FA and the Kismet +Acc in addition to Rage. FA is a huge end hog, I'd drop it entirely. Instead of Punch/Air Sup and FA, I'd pick up CJ since you have a pool open, and SoW for that little extra durability in tough situations. Neither of them need to be slotted past the base slot, though two-slotting CJ is nice if you have the slots.

    Other slotting issues:

    Very important: you need to pick up a Steadfast +Def ASAP. Slotting it in HPT or SoW in place of one of the resistance commons would work well.

    Slot Jab! With Bruising, Tanker T1 are worth taking and slotting, IMO. You didn't mention what your budget is like, but ideally you should be slotting your ST powers with Kinetic Combat for the S/L def bonus. Four slots of KC plus a fifth slot for additional accuracy and damage works well. If you can't afford KC sets, most of them are available with H-merits, or you could go the inexpensive route with 4 Smashing Haymaker instead.

    The Mako's and Scirocco's sets are really sub-optimal for WP since they give relatively small E/NE and F/C def bonuses for six slots. There are better choices. Crushing Impact is a good set, but I'd only use it if you've already soft-capped S/L def with other bonuses.

    Instead of the Red Fortune and Titanium Coating sets, I'd go with 4 Luck of the Gambler for the defense powers and 4 Reactive Armor for MoB and Tough.

    RttC is overslotted for Heal and underslotted for end reduction. Move the Regen Tissue and Numina uniques to QR, Health or PP--as it is, they'll only be active when RttC is. I'd 3 or 4 slot RttC with Numina and at least one Taunt Duration IO.

    Weave is poorly slotted; I'd go with LotG Def, Def/End, Def/End/Rchg and +Rchg. If you can't afford the +Rchg right away, a Def/Rchg will work as well. If you want to keep the Kismet +Acc, I'd move it to CJ or one of the WP defense toggles.

    I'd also recommend taking Taunt earlier and slotting it up with a full set of Mocking Beratement or Perfect Zinger, both have very nice S/L def and recharge bonuses.

    Rage works well with 2 Rectified Reticle for the S/L def bonus and 2 recharge commons.

    Instead of the Scirocco's set in Foot Stomp, try 3-4 Eradication plus another slot or two for end reduction.

    I don't see much point in slotting so many Heal IOs in PP, its base value is less than the other regen/recovery powers, so it's ideal for slotting uniques.

    Here's your build with my recommendations; it has about the same amount of regen and recovery, but more recharge and *much* more S/L def. S/L def is soft-capped, E/NE def is close to it, and F/C is within a small purple of softc-capping. I'll be honest, it won't be cheap with the LotG, Kinetic Combat and Numina sets, but I think it'll be worth it in the end.

    Hero Plan by Mids' Hero Designer 1.942
    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: Flight
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: High Pain Tolerance -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(3), Numna-Heal/Rchg:50(3), ResDam-I:50(5), ResDam-I:50(5), S'fstPrt-ResDam/Def+:30(7)
    Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(17), Mako-Acc/Dmg/EndRdx/Rchg:50(17)
    Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(9)
    Level 4: Fast Healing -- Numna-Heal:50(A), Numna-Heal/Rchg:50(13), Numna-Heal/EndRdx:50(13)
    Level 6: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(15), LkGmblr-Rchg+:50(15)
    Level 8: Rise to the Challenge -- Numna-Heal/EndRdx:50(A), Numna-Heal/EndRdx/Rchg:50(19), Numna-Heal:50(21), Taunt-I:50(21)
    Level 10: Air Superiority -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx/Rchg:35(33), Mako-Acc/Dmg/EndRdx/Rchg:50(33)
    Level 12: 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 14: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(23), KntkC'bat-Knock%:35(23)
    Level 16: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(37), RctvArm-ResDam/EndRdx/Rchg:40(37), RctvArm-ResDam:40(39)
    Level 18: Quick Recovery -- P'Shift-End%:50(A), P'Shift-EndMod:50(25), EndMod-I:50(25)
    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), BasGaze-Acc/Rchg:30(29), BasGaze-Acc/EndRdx/Rchg/Hold:30(31)
    Level 22: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(37), LkGmblr-Def:50(39), LkGmblr-Rchg+:50(39)
    Level 24: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(40), LkGmblr-Def/EndRdx/Rchg:50(42), LkGmblr-Rchg+:30(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-ToHit/Rchg:20(33), RechRdx-I:50(34), RechRdx-I:50(36)
    Level 30: Fly -- Winter-ResSlow:50(A)
    Level 32: Hasten -- RechRdx-I:50(A), RechRdx-I:50(45)
    Level 35: Super Speed -- EndRdx-I:50(A)
    Level 38: Foot Stomp -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(45), Erad-Acc/Dmg/EndRdx/Rchg:30(46), Erad-Dmg:30(46), M'Strk-Acc/Dmg/EndRdx:50(46)
    Level 41: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(43), Zinger-Taunt/Rchg/Rng:50(43), Zinger-Acc/Rchg:50(48), Zinger-Taunt/Rng:50(48), Zinger-Dam%:50(48)
    Level 44: Strength of Will -- ResDam-I:50(A)
    Level 47: Conserve Power -- RechRdx-I:50(A)
    Level 49: Physical Perfection -- Numna-Regen/Rcvry+:50(A), RgnTis-Regen+:30(50), P'Shift-End%:50(50)
    ------------
    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 -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(40), Numna-Heal:50(50)
    Level 2: Stamina -- EndMod-I:50(A), P'Shift-End%:50(40), P'Shift-EndMod:50(45)
    ------------
    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)
    • 16.1% Defense(Melee)
    • 29.3% Defense(Smashing)
    • 29.3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 11.1% Defense(Energy)
    • 11.1% Defense(Negative)
    • 3% Defense(Psionic)
    • 7.06% Defense(Ranged)
    • 3% Defense(AoE)
    • 1.8% Max End
    • 18% Enhancement(Accuracy)
    • 35% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 386.5 HP (20.6%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 16%
    • MezResist(Terrorized) 2.75%
    • 98% (7.65 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 10% RunSpeed

    Code:
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  15. Finduilas

    Blueside MMs?

    Quote:
    Originally Posted by Frostbiter View Post
    Just try not to let your army of solid objects block the doorways.
    Agreed. And although this isn't just a team issue, please dismiss your pets in Wents and other places where you don't need them and they can get in the way of other players.

    Especially the demon summons; those suckers are *loud*.
  16. Not bad for a first try, though I think you need to concentrate more on getting your S/L/E/NE defense up to 32.5%, within a small purple of soft-capping. Some of the sets you chose give F/C def (Scirocco's, Aegis) which should be a very low priority for you since you have capped Fire resistance already and Cold damage is very rare.

    Your power selection is good, though I think you should consider dropping Temp Protection for CJ, which gives you a nice def boost to all defense types at a very low endurance cost. You can slot a Karma KB there to replace the Steadfast KB you have in TP. If you prefer, you can replace RotP with CJ instead.

    Some specific slotting issues:

    You're all over the map on end reduction; you have way too much in the low end toggles like PS and FS, but not nearly enough in Frozen Aura. First thing to do is drop the RA End or End/Rchg in those toggles and get a Resistance IO instead. Also, put another RA set in Tough for the S/L/E/NE defense.

    The Gaussian's bonuses in Build Up are nice to have, but I think those slots could be better used elsewhere. Try using two Rectified Reticle and a recharge common in BU instead.

    Frozen Fists needs another slot, currently it's underslotted for Accuracy and Damage. Any high level IO with acc and damage will do, thought I prefer the Mako's quad.

    Instead of the Scirocco's set in Blazing Aura, try 3-4 Eradication plus two slots from another set for sufficient end reduction. The Scirocco's Dam/End and Acc/Dam/End work well. Burn and Frozen Aura can be slotted similarly. You could also slot 4 Eradication plus a fifth slot like the Multi Strike Acc/Dam/End in Burn and Frozen Aura for the HP bonus; I wouldn't recommend it for BA since it needs more end reduction.

    SJ really doesn't need two slots of BotZ, the E/NE def bonus is too small to slot for. If you can manage a second slot, use a Winter's Gift Slow Resistance instead of the second BotZ.

    Since you want to get to 32.5% S/L def, replace the Crushing Impact set in Ice Sword with another KC set and a fifth slot for acc and damage. I'd also put a KC set in Freezing Touch, and finish with two Basilisk's Gaze for the E/NE defense.

    Instead of the Apocalypse set in Gloom, I'd go with 3 Thunder Strike 2.5% E/NE def, which in combination with the three Erad sets and the BG should get you to 32% defense.

    I'd try to find another couple of slots for Stamina, Consume has a long recharge and you're going to need more endurance to sustain a good attack chain, even with the changes I mentioned.

    Here's your build with the changes I recommended. I had to give up a fair bit of recharge to get your defense to 32% for S/L/E/NE, but I think the additional survivability will be worth it.

    Hero Plan by Mids' Hero Designer 1.951
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Magic Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Ice Melee
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery
    Hero Profile:
    Level 1: Fire Shield -- S'fstPrt-ResKB:30(A), S'fstPrt-ResDam/Def+:30(7), RctvArm-ResDam/EndRdx:40(7), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(11)
    Level 1: Frozen Fists -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5), Mako-Acc/Dmg/EndRdx/Rchg:40(48)
    Level 2: Blazing Aura -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(5), Erad-Acc/Dmg/EndRdx/Rchg:30(11), Sciroc-Dmg/EndRdx:50(13), Sciroc-Acc/Dmg/EndRdx:50(13)
    Level 4: Healing Flames -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal:50(21), Dct'dW-Rchg:50(21), Dct'dW-Heal/Rchg:50(23), Dct'dW-EndRdx/Rchg:50(23)
    Level 6: Frost -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(19), Posi-Dmg/Rchg:50(29), Posi-Dmg/Rng:50(45), Posi-Acc/Dmg/EndRdx:50(45)
    Level 8: Consume -- P'Shift-Acc/Rchg:50(A), P'Shift-EndMod/Rchg:50(31), P'Shift-EndMod/Acc/Rchg:50(31)
    Level 10: Super Jump -- Zephyr-ResKB:50(A), Winter-ResSlow:50(33)
    Level 12: Plasma Shield -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam:40(31), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam/EndRdx:40(33)
    Level 14: Ice Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(15), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(17), Mako-Acc/Dmg/EndRdx/Rchg:50(17)
    Level 16: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25)
    Level 18: Burn -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(19), Erad-Acc/Dmg/EndRdx/Rchg:30(25), Erad-Dmg:30(27), M'Strk-Acc/Dmg/EndRdx:50(27)
    Level 20: Ice Patch -- RechRdx-I:50(A)
    Level 22: Boxing -- Dmg-I:50(A)
    Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam:40(50)
    Level 26: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(39)
    Level 28: Weave -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(34), LkGmblr-Def/EndRdx:50(36), LkGmblr-Def/EndRdx/Rchg:50(36)
    Level 30: Freezing Touch -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(42), KntkC'bat-Dmg/Rchg:30(42), KntkC'bat-Dmg/EndRdx/Rchg:30(43), Mako-Acc/Dmg/EndRdx/Rchg:30(43)
    Level 32: Rise of the Phoenix -- RechRdx-I:50(A)
    Level 35: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(36), Mocking-Taunt/Rchg/Rng:50(37), Mocking-Acc/Rchg:50(37), Mocking-Taunt/Rng:50(37), Mocking-Rchg:50(39)
    Level 38: Frozen Aura -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(40), Sciroc-Dmg/EndRdx:50(40), Sciroc-Acc/Dmg/EndRdx:50(40)
    Level 41: Gloom -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(45), Apoc-Dmg/EndRdx:50(46), Apoc-Acc/Dmg/Rchg:50(46)
    Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx:50(A), DarkWD-Rchg/EndRdx:50(46), DarkWD-ToHitdeb/Rchg/EndRdx:50(50)
    Level 47: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-Pcptn:20(48), RechRdx-I:50(48)
    Level 49: Combat Jumping -- Krma-ResKB:30(A), LkGmblr-Rchg+:40(50)
    ------------
    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 -- Numna-Regen/Rcvry+:50(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(29), P'Shift-End%:50(43)
    ------------
    Set Bonus Totals:
    • 12.69% Defense(Melee)
    • 22.38% Defense(Smashing)
    • 22.38% Defense(Lethal)
    • 6.13% Defense(Fire)
    • 6.13% Defense(Cold)
    • 18.63% Defense(Energy)
    • 18.63% Defense(Negative)
    • 3% Defense(Psionic)
    • 10.81% Defense(Ranged)
    • 4.56% Defense(AoE)
    • 7.2% Max End
    • 33.75% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 18% Enhancement(Accuracy)
    • 10% FlySpeed
    • 210.8 HP (11.25%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 11.55%
    • MezResist(Terrorized) 2.2%
    • 20% Perception
    • 8.5% (0.14 End/sec) Recovery
    • 46% (3.59 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 2.84% Resistance(Fire)
    • 2.84% Resistance(Cold)
    • 10% RunSpeed

    Code:
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    |-------------------------------------------------------------------|
  17. Quote:
    Originally Posted by Aggelakis View Post
    Premium accounts are labeled free in the master account. Since they technically are. There are two subscription states: free and VIP. There are two free states: free and premium. The easiest way to tell whether they are free or not is Reward Tokens; if they have 2 or more tokens, they are Premium.
    Thanks, Aggelakis, my daughter has since confirmed that her friend was looking at the "account thing", and that's what made her think her account state/type was Free. It makes sense for the subscription status that only Free and VIP are the options, but that's obviously what threw her off.

    Big help, thanks! I'll have her look for Paragon Rewards and try to send a tell, but at this point I'm pretty confident that her account is working as it should.
  18. Thanks guys! I'll give that a try.
  19. This is not the usual "Premium versus Free Play" question, I promise!

    I'm asking this because I'm trying to help a friend of my teenage daughter, who subscribed to CoH for a while and then let the sub lapse. Now she wants to starting playing again as a Premium player. So far, so good, right?

    Well, the friend logged onto CoH recently with her old account and is very upset because she says her account comes up as a Free account and not Premium. I told her to call Customer Service, but teenage drama is running rampant and she says they won't help her.

    I do have an actual question, which is: how is the in-game experience different for Premium and Free players? Can one tell immediately and accurately whether the account you're logging into is VIP, Premium or Free? I'm thinking she may be seeing the Premium restrictions and assuming she only has Free account access. If it's not immediately apparent, is there someplace I can tell her to look where it will say what the status of her account is?

    I'm hoping we can get this resolved without having to talk her into calling those ol' meanies in Customer Service.

    Any help would be appreciated!
  20. Ah, I see your link at the end of the post--didn't see it the first time through.

    Not bad, though I'd definitely recommend some changes, especially in your attack slotting. Your power selection is fine, though I'd recommend Char and Fire Blast from Pyre Mastery rather than RoF and Melt Armor. Also, take Chain Induction much earlier, it's a good attack that will be useful leveling or when exemping.

    Slotting issues:

    Way too much endurance reduction slotting in the Reactive Armor sets, and not enough resistance. Use all four of the resistance pieces in PS and Tough, swap out the R/E/R in FS for a Resistance IO.

    Overslotting some of your toggles for end reduction will NOT make up for poor end reduction slotting in your attacks! All of your secondary attacks need 5 slots if you can swing it; 6-slotting some of them and 4-slotting others doesn't make any sense, IMO. Pull a slot from RotP, the max end bonus you're getting is not worth the slot if you need it elsewhere.

    Blazing Aura is underslotted for damage, replace the Erad Acc/Rchg with an Acc/Dam/Rchg, and pull one slot to use in another attack.

    Here's your build reslotted as I recommended; I think you'll find it to be much better endurance-wise, and it'll do more damage as well.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Mutation Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Electrical Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery
    Hero Profile:
    Level 1: Fire Shield -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(3), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam:40(5), RctvArm-EndRdx:40(7)
    Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(9), Mako-Acc/EndRdx/Rchg:50(11)
    Level 2: Healing Flames -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(11), Dct'dW-Heal/Rchg:50(13), Dct'dW-Heal:50(13), Dct'dW-Rchg:50(48)
    Level 4: Jacobs Ladder -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(17), Erad-Acc/Dmg/EndRdx/Rchg:30(17), Erad-Dmg/Rchg:30(23), M'Strk-Acc/Dmg/EndRdx:50(33)
    Level 6: Blazing Aura -- Erad-Acc/Dmg/Rchg:30(A), Erad-Dmg/Rchg:30(19), Erad-Acc/Dmg/EndRdx/Rchg:30(19), M'Strk-Dmg/EndRdx:50(21), M'Strk-Acc/Dmg/EndRdx:50(21)
    Level 8: Consume -- P'Shift-EndMod/Rchg:50(A), P'Shift-EndMod/Acc/Rchg:50(15), P'Shift-Acc/Rchg:50(15)
    Level 10: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(23), Zinger-Taunt/Rchg/Rng:50(25), Zinger-Acc/Rchg:50(25), Zinger-Taunt/Rng:50(27), Zinger-Dam%:50(27)
    Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(29), RctvArm-ResDam/EndRdx/Rchg:40(29), RctvArm-ResDam/Rchg:40(31)
    Level 14: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx/Rchg:35(33)
    Level 16: Thunder Strike -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(33), Erad-Dmg:30(34), Erad-Dmg/Rchg:30(34), M'Strk-Acc/Dmg/EndRdx:50(37)
    Level 18: Burn -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(34), Erad-Acc/Dmg/EndRdx/Rchg:30(36), Erad-Dmg/Rchg:30(36), M'Strk-Acc/Dmg/EndRdx:50(36)
    Level 20: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(37), RechRdx-I:50(37)
    Level 22: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(39), RctvArm-ResDam/EndRdx/Rchg:40(39), RctvArm-ResDam/Rchg:40(39)
    Level 24: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(40), LkGmblr-Rchg+:50(40), LkGmblr-Def/EndRdx/Rchg:50(40)
    Level 26: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(42)
    Level 28: Chain Induction -- KntkC'bat-Dmg/EndRdx:35(A), Mako-Acc/Dmg/EndRdx/Rchg:50(43), KntkC'bat-Dmg/Rchg:35(46), KntkC'bat-Dmg/EndRdx/Rchg:35(46), KntkC'bat-Acc/Dmg:35(50)
    Level 30: Combat Jumping -- LkGmblr-Rchg+:50(A), Krma-ResKB:30(42)
    Level 32: Super Jump -- Zephyr-ResKB:50(A), Winter-ResSlow:50(43)
    Level 35: Rise of the Phoenix -- RechRdx-I:30(A)
    Level 38: Lightning Rod -- Erad-Acc/Rchg:30(A), M'Strk-Dmg/EndRdx:50(42), Erad-Acc/Dmg/Rchg:30(45), Erad-Acc/Dmg/EndRdx/Rchg:30(45), Erad-Dmg/Rchg:30(45)
    Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(43)
    Level 44: Char -- BasGaze-Acc/Rchg:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(46)
    Level 47: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(48), Thundr-Dmg/Rchg:50(48)
    Level 49: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(50), Posi-Dmg/Rchg:50(50)
    ------------
    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 -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A)
    ------------
    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)
    • 13% Defense(Melee)
    • 23% Defense(Smashing)
    • 23% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 27.4% Defense(Energy)
    • 27.4% Defense(Negative)
    • 3% Defense(Psionic)
    • 15.2% Defense(Ranged)
    • 3% Defense(AoE)
    • 9% Max End
    • 25% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 9% Enhancement(Accuracy)
    • 5% FlySpeed
    • 309.2 HP (16.5%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Immobilize) 11.6%
    • MezResist(Sleep) 1.65%
    • MezResist(Terrorized) 4.95%
    • 6% (0.1 End/sec) Recovery
    • 20% (1.56 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 2.84% Resistance(Fire)
    • 2.84% Resistance(Cold)
    • 5% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  21. Your link is broken and there's no data chunk... Could you please post one or the other--preferably both--so we can have a look at your build?
  22. A couple of other suggestions:

    I don't think there's much point in putting 2 LotG in Phalanx Fighting, since the defense enhancement affects only the ally portion. I'd pull the Kismet +Acc from CJ and move it to PF where it'll be 'always on' and move the LotG Defense to CJ.

    IMO, Grant Cover is not worth two-slotting either. I'd put a LotG +Recharge there and move the second slot to Health. Since you'll be at the Rule of 5 for LotG +recharges, I'd move the second slot from PF to Health too.

    Putting a Miracle Heal and Numina Heal in Health will give you better regen and recovery bonuses than with the previous slotting and will provide some regen enhancement as well.

    Finally, I think the OP would be better off with Jacob's Ladder than Spring attack. JL is a decent cone that can double as a ST attack--something this build is sorely lacking--and it recharges in 8 seconds instead of 120.

    Here's the build with the changes I recommended:

    Hero Plan by Mids' Hero Designer 1.95
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Sky'd Knight (Freedom) (IO Set Build): Level 50 Science Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Electrical Melee
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def/EndRdx:35(A), LkGmblr-Def/EndRdx/Rchg:35(3), LkGmblr-Rchg+:35(3), LkGmblr-Def:35(5), ResDam-I:50(37), ResDam-I:50(48)
    Level 1: Charged Brawl -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(5), Mako-Dmg/Rchg:50(7), Mako-Acc/EndRdx/Rchg:50(7), Mako-Acc/Dmg/EndRdx/Rchg:50(9), Mako-Dam%:50(9)
    Level 2: Battle Agility -- LkGmblr-Def/EndRdx:35(A), LkGmblr-Def/EndRdx/Rchg:35(11), LkGmblr-Def:35(11), LkGmblr-Rchg+:35(13)
    Level 4: True Grit -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(15), ResDam-I:50(17), Heal-I:50(17), Heal-I:50(19)
    Level 6: Active Defense -- HO:Membr(A), HO:Membr(19)
    Level 8: Against All Odds -- EndRdx-I:50(A)
    Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(23), Mocking-Taunt/Rchg/Rng:50(23), Mocking-Acc/Rchg:50(25), Mocking-Taunt/Rng:50(25), Mocking-Rchg:50(27)
    Level 12: Phalanx Fighting -- Ksmt-ToHit+:30(A)
    Level 14: Combat Jumping -- LkGmblr-Def:35(A), LkGmblr-Rchg+:35(29)
    Level 16: Thunder Strike -- Sciroc-Acc/Dmg:35(A), Sciroc-Dmg/EndRdx:35(31), Sciroc-Dmg/Rchg:35(31), Sciroc-Acc/Rchg:35(31), Sciroc-Acc/Dmg/EndRdx:35(33), Sciroc-Dam%:35(33)
    Level 18: Grant Cover -- LkGmblr-Rchg+:35(A)
    Level 20: Build Up -- GSFC-ToHit:35(A), GSFC-Build%:35(21), GSFC-Rchg/EndRdx:35(29), GSFC-ToHit/Rchg:35(34), GSFC-ToHit/Rchg/EndRdx:35(34), GSFC-ToHit/EndRdx:35(43)
    Level 22: Super Jump -- Winter-ResSlow:35(A)
    Level 24: Jacobs Ladder -- Sciroc-Acc/Dmg:35(A), Sciroc-Dmg/EndRdx:35(34), Sciroc-Dmg/Rchg:35(36), Sciroc-Acc/Rchg:35(36), Sciroc-Acc/Dmg/EndRdx:35(36)
    Level 26: Shield Charge -- Oblit-Dmg:35(A), Oblit-Acc/Rchg:35(37), Oblit-Dmg/Rchg:35(37), Oblit-Acc/Dmg/Rchg:35(39), Oblit-%Dam:35(39), Oblit-Acc/Dmg/EndRdx/Rchg:35(39)
    Level 28: Chain Induction -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(40), Mako-Dmg/Rchg:50(40), Mako-Acc/EndRdx/Rchg:50(40), Mako-Acc/Dmg/EndRdx/Rchg:50(42), Mako-Dam%:50(42)
    Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(43)
    Level 32: Boxing -- Acc-I:50(A)
    Level 35: Tough -- ImpArm-ResDam/EndRdx:35(A), ImpArm-ResDam/Rchg:35(43), ImpArm-ResDam/EndRdx/Rchg:35(45), ImpArm-ResDam:35(48)
    Level 38: Lightning Rod -- Oblit-Dmg/Rchg:50(A), Oblit-Dmg:50(45), Oblit-Acc/Rchg:50(45), Oblit-Acc/Dmg/Rchg:35(46), Oblit-Acc/Dmg/EndRdx/Rchg:35(46), Oblit-%Dam:35(46)
    Level 41: Weave -- LkGmblr-Def/EndRdx:35(A), LkGmblr-Rchg+:35(50), LkGmblr-Def/EndRdx/Rchg:35(50), LkGmblr-Def:35(50)
    Level 44: Conserve Power -- RechRdx-I:50(A)
    Level 47: Physical Perfection -- P'Shift-End%:50(A), P'Shift-EndMod:50(48)
    Level 49: One with the Shield -- HO:Ribo(A)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Gauntlet
    Level 1: Sprint -- EndRdx-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:35(21), Numna-Heal:35(27), Mrcl-Heal:35(33)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(13), EndMod-I:50(15)
    ------------
    Set Bonus Totals:
    • 14.5% DamageBuff(Smashing)
    • 14.5% DamageBuff(Lethal)
    • 14.5% DamageBuff(Fire)
    • 14.5% DamageBuff(Cold)
    • 14.5% DamageBuff(Energy)
    • 14.5% DamageBuff(Negative)
    • 14.5% DamageBuff(Toxic)
    • 14.5% DamageBuff(Psionic)
    • 14.25% Defense(Melee)
    • 10.5% Defense(Smashing)
    • 10.5% Defense(Lethal)
    • 10.5% Defense(Fire)
    • 10.5% Defense(Cold)
    • 8% Defense(Energy)
    • 8% Defense(Negative)
    • 8% Defense(Psionic)
    • 13% Defense(Ranged)
    • 13.31% Defense(AoE)
    • 4.05% Max End
    • 45% Enhancement(Accuracy)
    • 55% Enhancement(RechargeTime)
    • 15% FlySpeed
    • 154.6 HP (8.25%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • MezResist(Held) 9.35%
    • MezResist(Immobilize) 6.6%
    • MezResist(Stun) 4.4%
    • 7.5% (0.13 End/sec) Recovery
    • 62% (4.84 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 6.25% Resistance(Negative)
    • 15% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  23. Quote:
    Originally Posted by Dromio View Post
    But that advantage doesn't do you a lot of good if you don't end up with the early powers in your build. I have the first attack (for bruising), swoop, whirling axe, cleave, and pendulum. That's five attacks, plenty to build an attack chain, and I don't even have hasten.
    Yeah, I don't know where the "first three attacks" idea came from, it's really only Bash and Pulverize that are significantly inferior in damage mitigation to the Axe equivalents. The T3 WM attack is Jawbreaker, which has very reliable KU, like Swoop.

    And as you note, many players don't take one of those attacks anyway, (since Brutes have the option of skipping Bash) so having one attack with more reliable secondary effects seems like a very, very minor advantage.

    Quote:
    The radius doesn't really matter. Pendulum has such a small max targets that it's most likely not taking advantage of that extra three feet anyway. I'm using Pendulum in the middle of large groups of bad guys. I don't need to hit guys farther away from me, I need to hit MORE of the guys close to me!
    Agreed, Pendulum doesn't need more radius, it needs more targets. Cleave, however could definitely use a wider cone, in practice how often do you hit more than one target with its 20 degree cone?

    I think the idea is that since both Cleave and Pendulum do more damage than their WM equivalents that it balances out the lesser AoE potential. However, even though I'm an unabashed (no pun intended) WM advocate, I wouldn't object to having one of those attacks buffed a little, since most of the advantage seems to be on the WM side ATM.
  24. Quote:
    Originally Posted by TheNavigator View Post
    Well, I was going to try for some survival tests, but it looks like Invincibility might be bugged at the moment (or the combat attributes display isn't giving the right numbers).
    Why do you say that?

    FYI, the base Invinc defense won't show in Combat Attributes unless you're within melee range of one foe.
  25. Finduilas

    Dark/Elec tank

    Quote:
    Originally Posted by Call Me Awesome View Post
    I have a load of irons in the fire right now with no less than 4 tankers between level 12 and 40... not to mention about 15 other characters I'm also working on. I find that if I don't come up with a build that looks really cool I don't get motivated to actually level the character and it sits unplayed until I work out what it's going to be when it's finished. So, in order to rectify that situation...

    I just dusted off a low level Dark/Elec tanker I rolled up awhile ago and I've been trying to work out a build for him and had some questions for some of you more experienced dark tanks.

    First, I assume for Dark Regen you want to maximize acc/heal/recharge and if you've room toss in the Theft of Essence proc? I'm kind of leaning toward a mix of Theft of Essence & Miracle there.
    Yes, but *after* you have adequate end reduction; unslotted for end reduction DR takes a full 1/3 of your end bar. I like to go for at least 60% end reduction, more is good if you can swing it.

    Of the other three attributes, I think acc and recharge benefit you more than heal. DR is a *big* heal, slotted to 50% heal enhancement it can heal for 1/2 your HP bar with one foe in range. Unless you're soloing a lot of AVs or like to take it right to edge before hitting DR, that should be more than adequate IMO.

    Quote:
    Secondly, what's the consensus of Cloak of Fear/Oppressive Gloom? I'm thinking right now of grabbing CoF and tossing in 5 Siphon Insight for the S/L def and leaving OG out; is that a mistake? Slots are getting pretty tight to take both and slot them adequately.
    I agree with Dr. Harmony on this; if you're tight for slots, Op Gloom is the way to go, it's perfectly fine with the base slot. Absolute minimum slotting for CoF is three slots, and that's frankenslotting with Fear IOs for strictly accuracy and end reduction. The end cost of CoF is another big issue--running it, DS and using DR can be a huge problem if all three of them aren't adequately slotted for end reduction.

    Of course, if you really hate the 'stun wander', then Op Gloom may not be the way to go. I have three level 50s with stuns and it's never bothered me.

    Quote:
    One other thing, does Cloak of Darkness suppress in combat like other stealth/defense powers or does it keep it's full defense amount?
    It keeps its full defense amount.