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Quote:That would be fine, if that's your preference. (Personally, I'd keep Air Sup/Fly, Hasten and CJ, but I've never been an SS fan.)I've always liked hasten for speeding up the attk chain & SS
Air superiority is such a great compliment for SS in the chain, I could drop flight for Jump (CJ & SJ)
Quote:A while back i was using LBE & Fly in PvP but wasn't fast enough to keep a lock so I took it out.
Quote:You've got me sold on getting rid of Resist energies, I only grabbed it to stuff a little more Set bonus in the build. This build was my 1st attempt at using Set bonuses.
Tough Hide
RPD
Res Energies
Res Elements
However, I feel that TH and RPD are really 'must haves' since they provide defense debuff resistance. And I'd never personally skip ResEn, since it has end debuff resistance as well as E/NE resistance. -
Quote:Are you looking for an Inv/SS, a WP/SS, or something else? Many of the sets to look for will be the same, but there are enough differences that it would help if you could be more specific.This looks like the right place, please bear with me. Been playing for over 7 years but only made tanks in the last year or so. Have an Inv/SS and WP/SS set of tanks which are very squishy (have mostly played blasters/trollers/defenders).
Ok, here is the embarrassing part; I tried to read about IOs on some of the web sites and perhaps I have a mental block but still don't understand IO sets, etc. Does anyone have a build for INV that they could share that could help me to make these toons more resistant and uber?
Specifically, if you could list each IO for each power that is required (IOs for dummies level); then I could just go buy or try to get them through trials. TFs etc. Would really be helpful. For incarnate levels, was going to do the branch that has endurance and 20% dmg resistance. Thank you all!!!
I suggest that you post your current build in a separate post and ask for suggestions on how to improve it. If it's an Invul/SS (or any Invul tank) you're looking for, reading through my first post in this thread would probably be useful since I was pretty specific about why I recommended certain sets over others.
Hope that helps! -
Quote:Sorry for the confusion. To clarify, what I meant is that some special IOs only work when a power is active, 'proc 120s' I've heard them called. This group includes the Numina, Miracle & Regen Tissue uniques, the Stealth IOs and the Kismet +Acc, among others. They will be active for 120 seconds after a click power is activated, but will be on as long as a toggle is active and always on in a passive. Consequently, it's much better to put them in a passive or a toggle you use all the time than a click or a rarely-used toggle. (N.B., Stealth IOs can't be slotted in passives, since you need to be able to turn off Stealth on occasion.)But it's not true, if you're talking about the set bonuses. I read his post three times and I can't see where you got that. The set bonuses apply even with the toggles turned off -- if you have the real numbers showing in the combat monitor, you can see the effects when you first log in and have not yet turned on your toggles.
As Sailboat said, set bonuses and global IOs like the Steadfast +Def and the LotG +Recharge follow different rules. It doesn't matter where you put them and they are always active unless you exemp more than three levels below the level of the IO.
Quote:I thought it was Resist Elements he recommended dropping, not Energies. Res En has some endurance drain protection in it, which is handy.
One comment on Findulias's recommendations -- I'd also consider 3 acc/recharge HOs in Rage as a viable slotting (in addition to what he recommended). -
I wouldn't say you're doing it wrong, exactly, but I'd definitely recommend some changes. You've made a couple of choices that are pretty common but sub-optimal, and I'm here to explain why.
First, your defense and resistance powers are overslotted. Generally you don't need to do more than 3 slots for passives and 4 slots for toggles. All those extra slots in TI, UY and Tough would be much better used elsewhere. Secondly, you seem to be building for Psi def/resists which is understandable since that's Invul's "hole". However, it's actually much more effective to build on Invul's strengths and work toward soft-capping the most common damage types in the game, S/L/E.
I was a little surprised to see that you picked ResEl out of the three resist passives, most people feel it's the most skippable since F/C damage is relatively rare.You definitely want to get RPD; it will allow you to hard cap S/L resistance if you have Tough, and it provides half of the defense debuff resistance in the set--Tough Hide has the other half.
Have you considered what to take now that the Fitness Pool is inherent? I'd recommend RPD, ResEl, and possibly a ranged attack like LBE or Hurl. Unstoppable is nice, but not that necessary if you're going the soft-capped defense route.
You might also want to consider taking Combat Jumping, since it provides a nice 3% defense boost for very little endurance. You'll have a pool open with Fitness inherent, so consider dropping ResEl for it.
Slotting issues from the top:
Six-slotting Imperv Armor is not a good use of slots for an Invul tanker. Instead, 4-slot TI, UY and Tough with Reactive Armor, which has small S/L and E/NE def bonuse. Use everything but the End and End/Rchg.
Slotting the stun set in Jab leaves it unslotted for damage. I'd go with a melee set that gives a S/L def bonus instead, like Smashing Haymaker or Kinetic Combat for all your ST attacks. SH have half the def bonus of KC but are a fraction of the cost, so they're good if you're on a budget. So 4 slots of SH or KC with a fifth slot for additional accuracy and damage. Crushing Impact is a good choice if you've reached the S/L soft-cap and have some ST attacks unslotted.
I wouldn't recommend Miracle for DP, for one thing, the recovery unique will only be active when DP is. Put it in Health instead. Five Doctored Wounds is a good choice for DP, I use everything but the Heal/End/Rchg.
Taunt sets are cheap and some have very nice set bonuses. I'd six-slot it with either Mocking Beratement or Perfect Zinger.
Four slots is sufficient for Invinc, Tough Hide and Weave, and you could get away with three in TH. Gift of the Ancients is a good choice, as is Luck of the Gambler if your budget allows. Put the Kismet +Acc in TH instead of Weave so it's always active.
Gaussian's is a good set for Rage if you have enough slots, otherwise use two Rectified Reticle and a couple of recharge slots.
RPD doesn't need to be heavily slotted to hard-cap S/L resistance, I usually go with the Steadfast +def and a resistance common. Alternatively, you could slot it and ResEn with Reactive Armor or Aegis depending on what defense bonuses you want or need.
I know the purple set bonuses are tempting for Foot Stomp, but I'd recommend Eradication for the E/NE def bonus instead. Try 3-4 Erad plus another slot or two to provide sufficent end reduction. The Force Feedback +Recharge is a good choice, too.
If you take LBE or Hurl, slot it with at least 3 Thunderstrike for the E/NE def bonus.
Here's your build reworked. I picked up RPD, ResEn, LBE and CJ and dropped ResEl. I kept the Hecatomb set but moved it to Jab since it'll have the best chance to for the proc to work there. I dropped the Absolute Amazement and Armageddon sets since IMO you need other bonuses more, but if you have them you can always pull them on respec and sell them for big influence. The reworked build is soft-capped to S/L with one in range of Invinc, just a hair off soft-capped for E/NE, and has 39% F/C def. With ten in range you'll be at the incarnate soft-cap for S/L/E/NE. You didn't mention which alpha you were thinking about taking, but since with the Energy Mastery pool you should be okay on endurance, I'd consider going Spiritual.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Iya: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(5)
Level 1: Jab -- Hectmb-Dmg/EndRdx:50(A), Hectmb-Dmg/Rchg:50(7), Hectmb-Dmg:50(7), Hectmb-Acc/Rchg:50(11), Hectmb-Dam%:50(13)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(17), Dct'dW-Heal:50(17), Dct'dW-Heal/Rchg:50(19), Dct'dW-Rchg:50(19)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:50(15)
Level 6: Air Superiority -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(23), Mako-Acc/Dmg/EndRdx/Rchg:50(23)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(11)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(42), Mocking-Taunt/Rchg/Rng:50(42), Mocking-Acc/Rchg:50(43), Mocking-Taunt/Rng:50(43), Mocking-Rchg:50(43)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25)
Level 14: Fly -- Winter-ResSlow:50(A)
Level 16: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(25)
Level 18: Invincibility -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(27), GftotA-Def:40(27), GftotA-Run+:40(29)
Level 20: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(29), C'ngImp-Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/Rchg:50(31), BasGaze-Acc/Rchg:30(31), BasGaze-EndRdx/Rchg/Hold:30(48)
Level 22: Super Speed -- Zephyr-Travel/EndRdx:50(A)
Level 24: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(33)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(33), LkGmblr-Rchg+:50(33), Ksmt-ToHit+:30(45)
Level 28: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(34), GSFC-ToHit/Rchg/EndRdx:50(46), GSFC-Rchg/EndRdx:50(46), GSFC-ToHit/EndRdx:50(46), GSFC-Build%:50(48)
Level 30: Boxing -- Acc-I:50(A)
Level 32: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(36), RctvArm-ResDam/EndRdx/Rchg:40(36), RctvArm-ResDam:40(36)
Level 35: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(37), GftotA-Def:40(37), GftotA-Run+:40(37)
Level 38: Foot Stomp -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Erad-Dmg/Rchg:30(39), M'Strk-Acc/Dmg/EndRdx:50(40), FrcFbk-Rechg%:50(40)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45)
Level 47: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-End%:50(48)
Level 49: Resist Energies -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(50), Aegis-ResDam:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(34), Mrcl-Rcvry+:40(42), Mrcl-Heal:40(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(34), EndMod-I:50(40)
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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)
- 18% Defense(Smashing)
- 18% Defense(Lethal)
- 10.5% Defense(Fire)
- 10.5% Defense(Cold)
- 16.1% Defense(Energy)
- 16.1% Defense(Negative)
- 3% Defense(Psionic)
- 12.4% Defense(Melee)
- 11.4% Defense(Ranged)
- 8.63% Defense(AoE)
- 7.2% Max End
- 22% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 37.5% Enhancement(RechargeTime)
- 15% FlySpeed
- 175.7 HP (9.38%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 11%
- MezResist(Terrorized) 2.2%
- 15% (0.25 End/sec) Recovery
- 32% (2.5 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 8.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 35% RunSpeed
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Quote:No, I wasn't offended at all, just somewhat confused by some of your comments.I see - I didn't look into the actual numbers just the percentages. I apologize again if it came off as a shun, i'm just trying my best
My quarrel with the haste would only be for the nukes, but the 1.5 second wouldn't even be noticeable.
I apologize for my amateur mistakes - Thanks again to all who helped
The "must have recharge!" attitude is one we see all the time, and although I personally love recharge bonuses, I don't think they're worth persuing to the point where other important aspects of your build suffer, like attack slotting.
And I tend to think of what you're calling "amateur mistakes" as inexperience, which can be corrected, oddly enough, by experience. -
One more thing, some people get tripped up by what Phalanx Fighting does and does not do, it's a rather unusual power.
PF is a passive with two defense components, an unenhanceable 5% defense buff for the player, and an enhanceable scaling defense buff based on allies in melee range. So while it's definitely worth taking for the defense buff to self, most players don't slot it heavily for defense since slotting only affects the relatively unreliable ally buff.
Hope that helps! -
Quote:I'm not sure what you mean by "every stat dropping." If you compare the defense totals without EA my build has slightly lower S/L defense--though still well above the soft-cap--and significantly higher E/NE defense. The other defense totals are about the same and the resist totals are the same except for lower fire resistance.I have to say i like the changes you've made... However it seems as though we've dropped just about every stat in the totals for the extra endurance, so now i'm wondering if all the extra endurance is necessary for the fact of EA filling my endurance bar as domination would fill a dominator's endurance bar upon activation of the power; which then continues to boost my endurance recovery for however many stacks it caps at. My updated version of the original build has a 23 second recharge and the new one is hanging at 24, I don't speak from experience when I assume the endurance i have should last 23-24 seconds? This isn't including the alpha either.
The Haste between the two builds is quite large, as well as the limited resistance there is... Would I need resistance when the Defense levels are as high as they are?
Please don't take this as a shun, I only want the best build possible before i go off and start buying the IOs
The recovery & end use totals are about the same in both builds; +To Hit is higher in my build, regen is significantly higher, +Recharge is about 10% lower.
The comparison to Domination is confusing, too. As far as I know EA doesn't have a +recovery component, additional targets adds more defense and fills your end bar, but you don't recover end any faster than normal.
Regarding resistances, well, the only place it's lower is for fire resistance, S/L is about the same. I think it unlikely that going from 30% fire resist to 15% is going to be a big handicap, especially since pure fire damage is relatively rare. But if it worries you that much, switch back to PF. But IMO a power that makes you untouchable for 30 seconds while you regain health and endurance is much, much more valuable than a little additional fire resistance.
A couple things to keep in mind:
First, the benefits of slotting more endurance reduction in your attacks does NOT show up in the End Drain total--that only reflects toggle use. You can only see that while you're using your attacks, you end bar won't drop as fast and you won't need EA as often. And although EA has a 23-24 second recharge, you certainly shouldn't need to use it that often; IMO it would make tanking very difficult to have to stop and hit EA constantly.
Yes, your build has about 10% more in recharge bonuses, but what is that recharge *for*? IMO, recharge should be viewed as a means to an end, not an end in itself. Do you not have a decent attack chain without the extra recharge? Is there a power that takes unacceptably long to recharge? The first seems unlikely since I actually added an attack, and for the second...LR takes 1.5 seconds longer to recharge in my build, and Hoarfrost takes 4 seconds longer. Do you think in practice that will actually make a difference? -
Grr, forums are giving me trouble every time I try to edit my last message. I meant to say that I dropped Lightning Clap for Jacob's Ladder, not Havoc Punch.
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Is there any particular reason you're taking Lightning Clap? Most people consider it a dog of an attack--lots of KB and no damage. I'd definitely drop it for either Havoc Punch or Jacob's Ladder, probably Jacob's Ladder. As it is you only have two ST attacks--and CI is poorly slotted--unless you're planning to use unslotted Boxing or Brawl as a backup.
I also think that Hibernate is more useful than Permafrost. I'd drop PF, pick up Hibernate, and move the Steadfast +Def to Hoarfrost or Tough. All you'll lose is some Fire and Slow resistance, but you'll still be at 100% slow resistance with the Winter's Gift and EA up.
Slotting issues:
Frozen Armor is still poorly slotted, not enough end reduction. Rather than frankenslotting, I'd use either 4 LotG or 4 GotA since both have nice bonuses.
Charged Brawl needs another slot, it's currently underslotted for accuracy and damage. I like the Mako's quad, but any IO with accuracy and damage will do.
Chilling Embrace is still overslotted. Unless you're slotting for a specific bonus, it does fine with just end red in the base slot.
I'd slot CJ with a couple of defense set IOs for the bonuses--LotG +Recharge & defense would be good. It would also be a good place to put a Kismet +Acc.
Icicles is underslotted for end reduction. You should be able to soft-cap E/NE def without EA, but you're not at that point in this build. Use Eradication in Icicles plus another couple of slots for end red.
The E/NE bonus from the BotZ is trivial and not worth slotting for. Put a Winter's Gift Slow Resistance in the base slot and call it done.
Oblits are not a good choice for Thunderstrike since they have little end red. Slot it the same way as Icicles for the E/NE def bonus, but you don't have to worry quite so much about end reduction as you do with Icicles.
Glacial Armor is way overslotted. Use 4 LotG or 4 GotA as I recommend for FA.
EA is okay for defense and end mod, but it needs recharge too. Try frankenslotting with 3 defense and 3 end mod IOs, heavy on the recharge.
Slot CI! It's a good attack, useful as either ST or multi-target. If you don't need S/L def--and it looks like you won't--slot it with a Crushing Impact set for the recharge bonus.
Weave--see slotting suggestions for FA and GA.
The Oblit in LR are okay, not so much for the S/L def but the high levels of recharge. But I wouldn't have more than one attack with all Oblits since the set is so low in end reduction.
You don't need the S/L def from the Enfeebled Operation set in EF, I'd move two of those slots elsewhere.
Here's your reworked build, I replaced Lightning Clap with Havoc Punch and PF with Hibernate. It has S/L/E/NE def at around 50% without EA. With EA at ten targets you'll be at the Itrial soft-cap.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
00-006: Level 50 Technology Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Electrical Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(3), LkGmblr-Def/EndRdx/Rchg:50(3), LkGmblr-Def:50(5)
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9), KntkC'bat-Dmg/EndRdx:35(11), Mako-Acc/Dmg/EndRdx/Rchg:50(17)
Level 2: Chilling Embrace -- EndRdx-I:50(A)
Level 4: Hoarfrost -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(5), Dct'dW-EndRdx/Rchg:50(7), Dct'dW-Heal/EndRdx:50(9), Dct'dW-Heal/Rchg:50(11)
Level 6: Wet Ice -- EndRdx-I:50(A)
Level 8: Jacobs Ladder -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(25), Erad-Acc/Dmg/Rchg:30(37), Erad-Acc/Dmg/EndRdx/Rchg:30(39), M'Strk-Acc/Dmg/EndRdx:50(40)
Level 10: Taunt -- Mocking-Taunt/Rchg:50(A), Mocking-Rchg:50(36), Mocking-Taunt/Rng:50(36), Mocking-Taunt:50(36), Mocking-Taunt/Rchg/Rng:50(37), Mocking-Acc/Rchg:50(37)
Level 12: Icicles -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(15), Erad-Acc/Dmg/EndRdx/Rchg:30(15), Sciroc-Dmg/EndRdx:50(19), Sciroc-Acc/Dmg/EndRdx:50(27)
Level 14: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(23)
Level 16: Thunder Strike -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(17), Erad-Acc/Dmg/EndRdx/Rchg:30(21), Erad-Dmg/Rchg:30(27), M'Strk-Acc/Dmg/EndRdx:50(43)
Level 18: Glacial Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(19), LkGmblr-Def/EndRdx/Rchg:50(23), LkGmblr-Def:50(25)
Level 20: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-ToHit:50(21), AdjTgt-ToHit/Rchg:50(31), AdjTgt-ToHit/EndRdx/Rchg:50(33), AdjTgt-ToHit/EndRdx:50(45)
Level 22: Super Jump -- Winter-ResSlow:50(A)
Level 24: Boxing -- Acc-I:50(A)
Level 26: Energy Absorption -- LkGmblr-Rchg+:50(A), LkGmblr-Def/Rchg:50(29), LkGmblr-Def:50(31), P'Shift-EndMod:50(31), P'Shift-EndMod/Rchg:50(40), P'Shift-EndMod/Acc/Rchg:50(43)
Level 28: Chain Induction -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(34), C'ngImp-Dmg/EndRdx/Rchg:50(39), C'ngImp-Dmg/Rchg:50(42), C'ngImp-Acc/Dmg/Rchg:50(42)
Level 30: Tough -- Aegis-ResDam/EndRdx/Rchg:50(A), Aegis-ResDam:50(33), Aegis-ResDam/EndRdx:50(34), S'fstPrt-ResDam/Def+:30(42)
Level 32: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def/EndRdx/Rchg:50(34), LkGmblr-Def:50(40)
Level 35: Hibernate -- Heal-I:50(A)
Level 38: Lightning Rod -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg:50(43), Oblit-Dmg/Rchg:50(45), Oblit-Acc/Dmg/Rchg:50(46), Oblit-%Dam:50(48)
Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(46)
Level 44: Electrifying Fences -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-Acc/EndRdx:50(45), Enf'dOp-EndRdx/Immob:50(46)
Level 47: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48)
Level 49: Summon Striker -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(50), ExRmnt-Dmg/EndRdx:50(50), ExRmnt-EndRdx/Dmg/Rchg:50(50)
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(29)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(13), EndMod-I:50(13)
Level 4: Ninja Run
------------
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)
- 11.1% Defense(Smashing)
- 11.1% Defense(Lethal)
- 9.25% Defense(Fire)
- 9.25% Defense(Cold)
- 12.4% Defense(Energy)
- 12.4% Defense(Negative)
- 3% Defense(Psionic)
- 9.88% Defense(Melee)
- 7.69% Defense(Ranged)
- 6.13% Defense(AoE)
- 7.2% Max End
- 4% Enhancement(Heal)
- 52% Enhancement(Accuracy)
- 3% Enhancement(Immobilize)
- 71.3% Enhancement(RechargeTime)
- 10% FlySpeed
- 253 HP (13.5%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 5.25%
- MezResist(Immobilize) 7.45%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 4.7%
- 2.5% (0.04 End/sec) Recovery
- 50% (3.9 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 1.26% Resistance(Energy)
- 3.14% Resistance(Negative)
- 15% RunSpeed
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Quote:Yep, you're right. I didn't check to see how many 5% bonuses you had already. But it would still be sooo not worth it to me. I tend to use all my attacks and I hate KB with a passion. (I think leveling a WM tank to 50 before the KB was removed scared me for life.)I went back and double checked this one, and yes, my reasoning is still valid on this one.
I think.
Here's my slotting options:
A)
2 force feedback
2 kinetic crash
1 mako quad
cardiac
39.75 acc
85.71 dam
84.75 end
45.05 rec
162.3 kb
8% runspeed
B)
5 kinetic combat
cardiac
22.94 acc
85.45 dam
86.29 end
41.29 rec
28.1 hp
3.75 def
0% runspeed (capped)
C)
5 focused smite
cardiac
62.73 acc
89.17 dam
88.43 end
62.73 rec
3% runspeed
Of those three, the frankenslot is not terrible. The damage is there, the acc matters not due to rage, and I reeeaallly want the runspeed. If there's a better way I'm all ears, but this is lookin' like the way to go for me.
Quote:I know I'm gonna kick myself, I been wrestling this build all over the place, but could you post that? 18 in granite AND rooted is...a lot. Impressive lot. D'oh! It would have been even more impressive if I'd actually done it. I checked my build before I posted and *thought* I had both Granite and Rooted toggled. Nope. 21 mph in Granite, 18 mph with Rooted, 8 mph with both. Sorry about that!
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Looks good. Picking up Power Slice and moving the KC set from Boxing is probably what I would have done, too. The only change I would make is to replace the end red in Conserve Power for a recharge.
I see that you have the Spiritual Alpha--that's a great fit for this character and will largely make up for not having Hasten.
Have fun with it! -
Quote:Sell it, for heaven's sake. The actual benefit you'll be getting from it is *tiny* considering you're already hard capped to everything but two damage types.I have two of them already, I might as well use them for something.
Quote:I thought procs were better.... Can you show how you derived that conclusion? Becuz I musta did it wrong.
Right-click on Mud Pots in Mids', click on the "Info" tab and look at the damage bar at the bottom. Compare your damage slotting to slotting with common damage IOs--using the alternate slotting option on the "Enhance" tab is probably easiest. You'll see that the damage from the common IO slotting is much higher.
Remember that in toggles proc only have a chance to hit every 10 seconds. Since Mud Pots pulses every two seconds, that means 4 out of every 5 pulses your procs will have no chance to do damage. For the 20% procs, that averages out to a 4% chance on each pulse, which is going to be much less than getting more damage every time from the standard IOs
Quote:I wanted well over 25 mph in granite. Needs bonuses!
Also, I'm mostly planning AOE, knockout blow, and jab, with taunts mixed in. The only time I'd use the other single targets is on av's, eb, etc. usually no worry of knockback on those.
My Stone/DM should be at around 18 mph in Granite/Rooted without sacrificing attack slotting. It can be done.
Quote:Any suggestions on how you'd slot pots? -
Well, until you get to 50 and can pick up Cardiac, I don't see how you're going to run this character out of Granite without bottoming out your end. Every single toggle is under or unslotted for end reduction.
The Shield Wall +Res is absolutely not worth the influence, IMO. Your resists are low out of Granite and you're already hard-capped for S/L/F/C in Granite anyway. All it's getting you is an increase from 87 to 90% E/NE resists while in Granite.
I also don't see the benefit of slotting all those procs in Mud Pots. Slotted that way, your damage over time is going to be considerably less than if it were slotted conventionally for damage.
And I guess you don't mind knockback, since as slotted both Punch and Haymaker will be doing a lot of it. To my mind, those run speed bonuses are not worth the hassle of turning two good KD attacks into KB.
Honestly, I wouldn't play it. I think you'd do much better with more standard slotting. -
Hmm, well, first of all, you don't need Focused Accuracy. It's a huge end hog and its biggest benefit can be replaced by putting a Kismet +Acc in Phalanx Fighting. Move the Gaussian's set into BU instead. I'd take OwtS or Havoc Punch to replace FA.
Also, Weave is way too late in your build and underslotted. And NO TOUGH? Gah! Big mistake. Properly slotted, a Shield tank with Tough can have almost 50% S/L resistance. Definitely take it and slot it.
Active Defense is too late in your build; take it before level 20.
Slotting issues:
Use the LotG D/E/R instead of the End/Rchg. Move the Steadfast +Def to True Grit or Tough and use two resistance commons there instead so it's adequately slotted for resistance as well as defense.
Battle Agility is overslotted for end reduction, drop the End/Rchg and use the slot elsewhere. In general, it is NOT a good strategy to superslot toggles for end reduction and underslot attacks as you've done here. Attacks use much more end than standard non-damage toggles.
Case in point: you have FOUR attacks underslotted for end reduction, that's not good. Scirocco's Dervish will give you the same amount of AoE def as Eradication with fewer slots and better end reduction. But you may not need all those bonuses once Weave is properly slotted anyway.
True Grit is way overslotted for Heal and also needs resistance slotting. Use 3-4 Numina (move the Regen/Recovery unique to Health) and a couple of resistance commons instead.
Active Defense needs recharge, not end reduction. Slot it with 2 recharge commons or if you can afford it, 2 Enzyme Exposures for the defense debuff resistance boost.
You won't need the BotZ defense bonuses since Shield Defense is so easy to soft-cap on a tank. Besides, the KB protection is pointless anyway. Put a Winter's Gift Slow Resistance in SJ and a couple of LotG slots in CJ.
Here's your build reslotted. It has more than twice as much S/L resistance and more than adequate levels of defense. I changed all but one of the attacks that were underslotted for end reduction.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic 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-Rchg+:50(A), LkGmblr-Def:50(7), LkGmblr-Def/EndRdx:50(7), LkGmblr-Def/EndRdx/Rchg:50(9), ResDam-I:50(9), ResDam-I:50(34)
Level 1: Charged Brawl -- 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(15)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(15), LkGmblr-Rchg+:50(17), LkGmblr-Def/EndRdx/Rchg:50(17)
Level 4: Jacobs Ladder -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(19), Sciroc-Dmg/Rchg:50(21), Sciroc-Acc/Rchg:50(21), Sciroc-Acc/Dmg/EndRdx:50(23), Sciroc-Dam%:50(23)
Level 6: True Grit -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(25), Numna-Heal/Rchg:50(25), ResDam-I:50(27), ResDam-I:50(27)
Level 8: Active Defense -- HO:Enzym(A), HO:Enzym(19)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(29), Mocking-Taunt/Rchg/Rng:50(31), Mocking-Acc/Rchg:50(31), Mocking-Taunt/Rng:50(31), Mocking-Rchg:50(33)
Level 12: Against All Odds -- EndRdx-I:50(A)
Level 14: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(33)
Level 16: Hasten -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(46)
Level 18: Thunder Strike -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(36), M'Strk-Dmg/Rchg:50(36), M'Strk-Acc/EndRdx:50(36), M'Strk-Acc/Dmg/EndRdx:50(37), M'Strk-Dmg/EndRdx/Rchg:50(37)
Level 20: Phalanx Fighting -- Ksmt-ToHit+:30(A)
Level 22: Super Jump -- Winter-ResSlow:50(A)
Level 24: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(37), GSFC-ToHit/Rchg/EndRdx:50(42), GSFC-Rchg/EndRdx:50(42), GSFC-ToHit/EndRdx:50(43), GSFC-Build%:50(43)
Level 26: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(40)
Level 28: Chain Induction -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(40), C'ngImp-Acc/Dmg/Rchg:50(43), C'ngImp-Dmg/Rchg:50(45), C'ngImp-Dmg/EndRdx/Rchg:50(46)
Level 30: Boxing -- Acc-I:40(A)
Level 32: Tough -- ImpArm-ResDam/Rchg:40(A), ImpArm-ResDam/EndRdx:40(33), ImpArm-ResDam/EndRdx/Rchg:40(34), ImpArm-ResDam:40(34)
Level 35: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(46), LkGmblr-Rchg+:50(48)
Level 38: Lightning Rod -- Erad-%Dam:30(A), Erad-Dmg/Rchg:30(45), Erad-Acc/Dmg/Rchg:30(45), Erad-Acc/Dmg/EndRdx/Rchg:30(48), M'Strk-Dmg/EndRdx/Rchg:50(48), M'Strk-Acc/Dmg/EndRdx:50(50)
Level 41: One with the Shield -- S'fstPrt-ResDam/Def+:30(A)
Level 44: Grant Cover -- LkGmblr-Rchg+:50(A)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- Numna-Regen/Rcvry+:50(A), P'Shift-EndMod:50(50), P'Shift-End%:50(50)
Level 50: Nerve Core Paragon
------------
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 -- RgnTis-Regen+:30(A), Mrcl-Rcvry+:40(5), Numna-Heal:50(5)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(3), P'Shift-End%:50(3)
------------
Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 9.56% Defense(Smashing)
- 9.56% Defense(Lethal)
- 9.88% Defense(Fire)
- 9.88% Defense(Cold)
- 9.25% Defense(Energy)
- 9.25% Defense(Negative)
- 8% Defense(Psionic)
- 12.4% Defense(Melee)
- 10.8% Defense(Ranged)
- 12.1% Defense(AoE)
- 5.85% Max End
- 52% Enhancement(Accuracy)
- 55% Enhancement(RechargeTime)
- 15% FlySpeed
- 224.9 HP (12%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- MezResist(Held) 6.05%
- MezResist(Immobilize) 5.5%
- MezResist(Sleep) 3.3%
- MezResist(Stun) 3.85%
- 5% (0.08 End/sec) Recovery
- 62% (4.84 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 0.95% Resistance(Fire)
- 0.95% Resistance(Cold)
- 3.13% Resistance(Negative)
- 15% RunSpeed
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First of all, those colors are horrible against a blue background. Also IMO the long export type is too cumbersome, try the short export option instead.
If you've played DB before presumably you know that skipping PS and OTC will lock you out of the Sweep combo. AoE is more important to a tanker than a scrapper, so I think you should reconsider picking up OTC at the very least. Do you have City Traveler? If so, I'd definitely skip Hover and probably Resurgance as well to pick up those last two attacks since you don't need Hover to soft-cap.
Also, CJ is a better pick for tanks than Maneuvers, it has slightly higher base defense value at a fraction of the end cost.
Slotting issues:
I'd move the GA +Def elsewhere since it doesn't provide any resistance enhancement.
Because of Bruising, the T1 attack is pretty important for a tank. I'd try to find a fifth slot for it. Honestly, I think you'd get more benefit from 5-slotting NS than six-slotting BF and VS.
I know you want the bonuses in the Hecatomb set, but you've wasted a lot of slots by putting KC sets in both Brawl and Boxing. It would be more efficient to slot both Ablating Strike and Power Slice (if you take it) with the KC sets. Have you considered getting Hasten so you're not so reliant on recharge from set bonuses?
RttC is overslotted; you could drop the Numina Def/End/Rchg entirely and still be above the ED cap for Heal and have plenty of end reduction. You might want to move that slot to IW since it's currently unslotted for end reduction and underslotted for defense. An Enzyme would be useful there.
Fast Healing and Health are very underslotted. Regen is one of the key strengths of WP, and IMO you're not taking good advantage of a tank's HP if you don't play to that strength. I'd find a slot or two at least for FH.
I don't see much point in the Microfilament in Fly. Fly speed caps without any enhancement, and you could put a Winter Gift Slow Resistance there instead.
Here's what I'd do with your build. I dropped Hover and Resurgance for OTC and Hasten, and replaced Maneuvers with CJ. I was able to keep all the purple sets as well. BF is a little low on damage and accuracy, but you have sufficient global accuracy that it shouldn't be a big problem.
For the Erad sets, if you prefer a regen bonus over a HP bonus you can switch to 3 Erad plus 2 Scirocco's Dervish instead of the 4 Eradication.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Lord Shropsire Tank build: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Dual Blades
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(9), Numna-Heal/EndRdx:50(9), Numna-Heal:50(15), Numna-Heal/Rchg:50(17)
Level 1: Nimble Slash -- 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:50(7)
Level 2: Mind Over Body -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam/EndRdx:40(19), RctvArm-ResDam/Rchg:40(19)
Level 4: Ablating Strike -- Hectmb-Dam%:50(A), Hectmb-Dmg/EndRdx:50(21), Hectmb-Dmg:50(23), Hectmb-Dmg/Rchg:50(23), Hectmb-Acc/Dmg/Rchg:50(27)
Level 6: Fast Healing -- Mrcl-Rcvry+:40(A), Numna-Heal/Rchg:50(7), Numna-Heal/EndRdx:50(21), Numna-Heal:50(33)
Level 8: Indomitable Will -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(33), HO:Enzym(40)
Level 10: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(11), Zinger-Taunt/Rchg/Rng:50(11), Zinger-Acc/Rchg:50(13), Zinger-Taunt/Rng:50(13), Zinger-Dam%:50(15)
Level 12: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(39), HO:Golgi(40)
Level 14: Quick Recovery -- EndMod-I:50(A), P'Shift-End%:50(40), P'Shift-EndMod:50(42)
Level 16: Typhoon's Edge -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg:30(33), Erad-Acc/Dmg/Rchg:30(34), Erad-Dmg/Rchg:30(34), M'Strk-Acc/Dmg/EndRdx:50(34)
Level 18: Heightened Senses -- LkGmblr-Rchg+:50(A), HO:Enzym(39), HO:Enzym(39)
Level 20: Blinding Feint -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(29), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx/Rchg:35(31), Rec'dRet-ToHit/Rchg:20(31), Rec'dRet-ToHit:20(45)
Level 22: Fly -- Winter-ResSlow:50(A)
Level 24: Boxing -- KntkC'bat-Knock%:35(A), KntkC'bat-Acc/Dmg:35(25), KntkC'bat-Dmg/EndRdx:35(25), KntkC'bat-Dmg/Rchg:35(27)
Level 26: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(46), RctvArm-ResDam/Rchg:40(46), RctvArm-ResDam/EndRdx/Rchg:40(48)
Level 28: Vengeful Slice -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(29), KntkC'bat-Dmg/EndRdx:35(48), KntkC'bat-Dmg/Rchg:35(48), Mako-Acc/Dmg/EndRdx/Rchg:50(50)
Level 30: Weave -- LkGmblr-Rchg+:50(A), HO:Enzym(37), HO:Enzym(43)
Level 32: Strength of Will -- GA-3defTpProc:40(A), Aegis-ResDam/EndRdx:50(36), Aegis-ResDam/Rchg:50(43), Aegis-ResDam:50(46)
Level 35: Sweeping Strike -- Armgdn-Dmg/EndRdx:50(A), Armgdn-Dam%:50(36), Armgdn-Dmg/Rchg:50(36), Armgdn-Acc/Dmg/Rchg:50(37), Armgdn-Acc/Rchg:50(37)
Level 38: One Thousand Cuts -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(43), Erad-Acc/Dmg/EndRdx/Rchg:30(45), Erad-Acc/Dmg/Rchg:30(50), M'Strk-Acc/Dmg/EndRdx:50(50)
Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 44: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(45)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- P'Shift-End%:50(A)
Level 50: Spiritual Core Paragon
Level 50: Ageless Total Radial Invocation
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- RgnTis-Regen+:30(A), Numna-Regen/Rcvry+:50(17)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(42)
------------
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)
- 17.3% Defense(Melee)
- 28.5% Defense(Smashing)
- 28.5% Defense(Lethal)
- 9.13% Defense(Fire)
- 9.13% Defense(Cold)
- 14.8% Defense(Energy)
- 14.8% Defense(Negative)
- 6% Defense(Psionic)
- 10.4% Defense(Ranged)
- 7.56% Defense(AoE)
- 3.6% Max End
- 55% Enhancement(RechargeTime)
- 30% Enhancement(Accuracy)
- 10% FlySpeed
- 267.1 HP (14.3%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Immobilize) 13.2%
- MezResist(Terrorized) 2.75%
- 8% (0.13 End/sec) Recovery
- 56% (4.37 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 15% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1406;704;1408;HEX;| |78DA6594DB6E12511486F76686D272E8417AA0274AE9010A740ADAC4B326DA9A685| |AD34AD54B32CAB64527030E34DA3B9FC10BBDD0C47B9FCB53B5555FC0E09AF5EF62| |0D04F8366BFFFB5F6BCD9A61F3E55A548857D7858CDE74EC66B3B263BBCF9417BA6| |BB7F63DDB19DFA87BD55479CFAB379A354FA5FCDDD4A3FD9A530D0921121057D6D4| |13E53695F5B0E6388DFA0BE59D6C6C2A47296B6DDF762A371CBBAA9A43B7DD3DE52| |9B7659D2C225BF5BA63DD726ABB7BAD18D6FEB2E6EE86F957B9A15435CACB0D6537| |281E5F6FD41E5BEBAEF2760F2A9B76B3A5BC83045593A1CFA73EFA92F4116D538CD| |1625AF416E85749F46E4B1FFDF719836546DB970B2DDF22A445601BB8C730CB8C9E| |A7ECF199E412EE864C4B3FA539CB3893046618322C84A16D8D7CC03F3A9C638C2E0| |219C64496F1856C83DA3678871D7A50DF308A4EA1E8AFA40B4117088D60E78FF07B| |CC9C279886085062B4D40EF6B96C1EAE030D46F439E031FA9B8C6F7424C27DB5031| |1A45A44E2CC05F81E9222A633C7527C2D326FF9ECD26B8641890774C703C701BFA6| |D42163F608F801B4F8F077F21BD27E43E86451B77042931CE3282A18C768A6309A2| |44693C46892EFC9382E0AEF1811BA2D47602C46260DDF5852680CA519633B7C2601| |BF04FC26E067906E5C4F611CC35DC6549731D5158C3A48854DEA562775612865057| |E2BF02BE19E31C9765AB73A8D56E7758B39CD23BA1A33BAC299B3869F64AEC8CA5C| |89B1BCCAE809FBBEC89CBEC2D77DEE2A7091317F09B8CC08917C41CB17308C1CA65| |0C0844A184D09334953A159C86536CFA125609476F26841E6D1426198F1818AB570| |4658107F8C0951D41328E21E99323B4F19BDE92596CCCE63DACE75ED16BB22A5AEC| |8B9AEC86A5764A32BB265EAB414911CE91BEC3CAAEDE370E7F116728EBBF9F52F24| |E535FE3F197CC0ADFF3C2DCEB2F8F769F17F8FC776DCFF469637A7D67F0164C4DE9| |0| |-------------------------------------------------------------------|
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I took LSK's build and made a few slotting tweaks like adding Enzymes to Weave and Maneuvers so they can be fully slotted for defense and have sufficient end reduction in fewer slots. That freed up some slots for Incinerate and Blazing Aura, which was very underslotted for end reduction. Had to lose some HP bonuses, but gained E/NE defense, and regen bonuses, and better slotted attacks in exchange. I think the trade-off is worth it.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
BlowtorchSlaughter: Level 50 Natural Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), S'fstPrt-ResKB:30(11), S'fstPrt-ResDam/Def+:30(23)
Level 1: Scorch -- 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/EndRdx/Rchg:50(15)
Level 2: Blazing Aura -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg:30(3), Erad-Acc/Dmg/Rchg:30(3), Sciroc-Acc/Dmg/EndRdx:50(37), Sciroc-Dmg/EndRdx:50(46)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx:40(A), Dct'dW-EndRdx/Rchg:40(5), Dct'dW-Heal/EndRdx/Rchg:40(5), Dct'dW-Heal:40(15), Dct'dW-Rchg:50(46)
Level 6: Combustion -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(7), Erad-Dmg/Rchg:30(17), C'ngBlow-Acc/Dmg:50(19), C'ngBlow-Acc/Rchg:50(19), C'ngBlow-Dmg/EndRdx:50(25)
Level 8: Consume -- P'Shift-EndMod/Rchg:50(A), P'Shift-Acc/Rchg:50(21), P'Shift-EndMod/Acc/Rchg:50(21)
Level 10: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(17), Zinger-Taunt/Rchg/Rng:50(27), Zinger-Acc/Rchg:50(27), Zinger-Taunt/Rng:50(42), Zinger-Dam%:50(50)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(43), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(46)
Level 14: Combat Jumping -- LkGmblr-Rchg+:50(A), Krma-ResKB:30(29)
Level 16: Super Jump -- Winter-ResSlow:50(A)
Level 18: Burn -- Erad-Acc/Dmg/Rchg:30(A), Erad-Dmg:30(31), Erad-Acc/Dmg/EndRdx/Rchg:30(40), Erad-Dmg/Rchg:30(45), M'Strk-Acc/Dmg/EndRdx:50(45)
Level 20: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(25), RechRdx-I:50(31)
Level 22: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/EndRdx/Rchg:35(29), KntkC'bat-Dmg/Rchg:35(31)
Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(33), RctvArm-ResDam/Rchg:40(33), S'fstPrt-ResKB:30(34)
Level 26: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34)
Level 28: Fire Sword Circle -- Erad-Acc/Dmg/Rchg:30(A), Erad-Dmg/Rchg:30(34), Erad-Acc/Dmg/EndRdx/Rchg:30(36), C'ngBlow-Acc/Dmg:50(36), C'ngBlow-Dmg/EndRdx:50(36), C'ngBlow-Acc/Rchg:50(37)
Level 30: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 32: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(37), HO:Enzym(39)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(42), Mako-Acc/Dmg/EndRdx/Rchg:50(50)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(42), Mako-Acc/EndRdx/Rchg:50(48)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- EndMod-I:50(A)
Level 47: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(48), HO:Enzym(48)
Level 49: Temperature Protection -- GA-3defTpProc:50(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Acc-I:35(A)
Level 1: Gauntlet
Level 1: Sprint -- EndRdx-I:50(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(43)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(43)
------------
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)
- 29.8% Defense(Smashing)
- 29.8% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 24.8% Defense(Energy)
- 24.8% Defense(Negative)
- 6% Defense(Psionic)
- 17.9% Defense(Melee)
- 15.4% Defense(Ranged)
- 6% Defense(AoE)
- 7.2% Max End
- 4% Enhancement(Heal)
- 32.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 189.7 HP (10.1%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Immobilize) 14.3%
- MezResist(Terrorized) 4.95%
- 3.5% (0.06 End/sec) Recovery
- 40% (3.12 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 5% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1439;711;1422;HEX;| |78DA6553DB4E1351143D339D821D5A68A9F402A5F402140A2D544D7C242A902817A| |B18DF0C19E148ABE3B44E4B109FFC07F54913DFFD0AEF7E8B51D447DFEA9EBD0E30| |8626D375CE3EEBECBDD6DE331B4F97C3423C5F125AF89A6D753ADB772CE79174FB3| |7ADEEBE6BD9C357EDD641B7E5EE34B66C6B7FAFD1A52321441AACED65F9403A1D59| |5D6D4AF770FB0ADD48A9930D69CBE338AF63D79D8674A5D3AD1E2FC2F556CBAEAE4| |BABDD74F622BC596D5209DA99BCDB6A4BB93B74CCDA956EA7D16CC757DACD9DEA8A| |23DD3DCA6C7548D1618A2495E9F910A23F8D1ED10B8A2C2D4AA26F82E15C0190673| |05304E3229164889942FD7A86A8131484798B217C1BB0C530D824A889F754444311| |433BD2BD0CFA77C04F86C967CCAB1C307C247A40D1036B5CDE58076C320CDE64A8D| |4358F1E27314188090691BD0F69A33F18866D4E3BDC62483D66F84C45FAD9794FEF| |7FA17BA1F3AF002F019436A4D2861C0E455B0CA36DC013865997A1D661F8425706A| |03D30807E96D1CF7934B282B626E89D8880A74546D847E6AFF0D426E9640875C5D0| |58C03BF94A4963AA213158CBA27F25F89D87D1F92E5B4B90F23832E8F1D7BAB749B| |D61C8CE3141A3122320044630BE04C697C1DCB298628078495537093339B8C8C145| |0ED6F278390A444F2B4F6954CA0392A4684CF5720C06F2905C8481224654C46C263| |1A96F647B5CE51B47A21AC0A04A1338D127A2DCBD493471FA32050D2152A66700D2| |0BB0380D8BD3F0360BA7B5879C304DF429459F02BD047AE93FFA025EE8B73496193| |5A319487A1711620E92C45C8E43315259552AAB90B700B10B4AE52772B8A82E2D5E| |E059678C934F4B8851D4364EBED15ED97FDCA39F583C3D15A2822E9D215D3C13B97| |426B2EE8FE43951DD50A929A4312914A56F1391DE9179F2590B0D957F9F8634ED2E| |7B2DDFE077E4979F3CC3E43F7E325A5606D44D16C155EEF9D6966F7DDFB75E8A7BB| |7B0FE075B7DDFD5| |-------------------------------------------------------------------|
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Yep, and try to get on a WST team every week, the XP bonus at the end can make a huge difference. I did the freakspec earlier this week on a level 43 and got 1.2 million XP at the end--fully half a level.
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Hmm, I'd recommend a lot more than the minor tweaks than New Dawn suggested. You still have a ton of wasted slots and many sub-optimal slotting choices. IMO, your goal should be to try and soft-cap S/L/E/NE defense, fully slotting your attacks, and getting recharge, recovery and regen bonuses where possible. You notice that Psi def/res is not mentioned, and that's deliberate; it should be way, way down on the list of priorities.
First off, you have too few attacks. At the very least ditch Hover for Air Sup--my preference would be to get Air Sup and either Punch or Haymaker as well.
The resistance passives don't need to be taken so early, I'd delay RPD until the 20s and ResEn/Res/El to the 30s or even 40s. That would allow you to take Air Sup/Fly and CJ or Hasten much earlier.
Ditch the Imperv Armor IOs. The recovery bonus is nice, but the Psi defense/resists are not worth slotting for. You'd be much better off using Reactive Armor or Aegis sets--though I wouldn't use Aegis unless you're able to soft-cap S/L/E/NE some other way. RPD doesn't have to be heavily slotted unless you're doing so for set bonuses since fully slotting TI, UY and Tough will get you to the S/L resist cap.
Jab needs more slots. I'd 4-slot either Smashing Haymaker or Kinetic Combat (depending on your budget and how much S/L def you're getting elsewhere) in Jab, Air Sup and if necessary, KoB. The purple set is nice, but I think your first priority should be getting S/L def to the soft-cap.
Tough Hide has a much higher base defense value than CJ and should be slotted more heavily.
The slots in Boxing would be much better used elsewhere. Leave it at the base slot.
Pull all but the base slot from Fly; Invul does NOT need KB protection and the typed def bonuses from BotZ are not worth slotting for.
The Hami-O in Weave is a wasted slot; the four LotG will slot it more than adequately.
Oblit is a poor choice for Foot Stomp; the S/L def bonus is small and the set is very low in end reduction. Use 3-4 Eradication and an additional couple of slots for end reduction instead.
If you're going to six-slot LBE, use Thunderstrike, you get a 3.75% E/NE bonus with 6 slots.
Here's a redo of your build, soft-capped to S/L/E/NE and with 36% F/C defense. I dropped Hover for Air Sup and ResEL for Haymaker, and the attacks are all fully slotted. If you prefer, you could drop Unstop instead of ResEl; many players find that they don't need Unstop much once they're soft-capped.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Lucas Lang: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(5)
Level 1: Jab -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(9), S'ngH'mkr-Dmg/Rchg:35(9), S'ngH'mkr-Dmg/EndRdx/Rchg:35(33), Mako-Acc/Dmg/EndRdx/Rchg:50(37)
Level 2: Dull Pain -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(27), Dct'dW-EndRdx/Rchg:50(33), Dct'dW-Heal/EndRdx:50(34), Dct'dW-Heal/Rchg:50(37)
Level 4: Haymaker -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(15), S'ngH'mkr-Dmg/Rchg:35(17), S'ngH'mkr-Dmg/EndRdx/Rchg:35(42), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
Level 6: Air Superiority -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(7), C'ngImp-Dmg/Rchg:50(7), C'ngImp-Acc/Dmg/Rchg:50(15), C'ngImp-Acc/Dmg/EndRdx:50(34)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam/EndRdx/Rchg:40(13), RctvArm-ResDam:40(17)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(13), Mocking-Rchg:50(29), Mocking-Taunt/Rng:50(36), Mocking-Acc/Rchg:50(40), Mocking-Taunt/Rchg/Rng:50(42)
Level 12: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(23), LkGmblr-Def/EndRdx:50(46)
Level 14: Boxing -- Acc-I:30(A)
Level 16: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(46)
Level 18: Invincibility -- LkGmblr-Def/EndRdx/Rchg:50(A), LkGmblr-Def/EndRdx:50(19), LkGmblr-Def:50(19), LkGmblr-Rchg+:50(27)
Level 20: Knockout Blow -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(21), Hectmb-Acc/Dmg/Rchg:50(21), Hectmb-Acc/Rchg:50(23), Hectmb-Dmg/EndRdx:50(25)
Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(36)
Level 24: Fly -- Winter-ResSlow:50(A)
Level 26: Tough Hide -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Rchg+:50(45)
Level 28: Rage -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(33), RechRdx-I:50(45)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam:40(46)
Level 32: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx/Rchg:50(37), LkGmblr-Rchg+:50(43)
Level 35: Unstoppable -- RechRdx-I:50(A)
Level 38: Foot Stomp -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(39), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(39), M'Strk-Acc/Dmg/EndRdx:50(40), FrcFbk-Rechg%:50(40)
Level 41: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(43), RctvArm-ResDam:40(45)
Level 44: Conserve Power -- RechRdx-I:50(A)
Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(48), Thundr-Dmg/Rchg:50(48), Thundr-Acc/Dmg/Rchg:50(48), Thundr-Acc/Dmg/EndRdx:50(50), Thundr-Dmg/EndRdx/Rchg:50(50)
Level 49: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-End%:50(50)
Level 0: Call to Justice
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Dmg-I:50(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(5), Mrcl-Rcvry+:40(25), Mrcl-Heal:40(29), RgnTis-Regen+:30(31)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-End%:50(11), P'Shift-EndMod:50(31)
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Set Bonus Totals:- 14.9% Defense(Smashing)
- 14.9% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 14.9% Defense(Energy)
- 14.9% Defense(Negative)
- 3% Defense(Psionic)
- 8.94% Defense(Melee)
- 10.8% Defense(Ranged)
- 4.56% Defense(AoE)
- 3.6% Max End
- 57.5% Enhancement(RechargeTime)
- 47% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 14% FlySpeed
- 147.6 HP (7.88%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 11%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 8.5% (0.14 End/sec) Recovery
- 52% (4.06 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 3.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 14% RunSpeed
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Quote:Strongly disagree. IOs can significantly mitigate the runspeed and recharge debuffs, which for me makes the difference between playing a Stone tank or not. The fact that IOs can also help you soft-cap the most common damage types out of Granite is just gravy.Save your money and or IO's for a more gimpy tank. Granite doesn't need it, Maybe fire? or DA. But a granite tank with IO's would be a waste. IMO. Unless of course you wish to run without granite for the whelps you might encounter on a mission or to make things harder. Either way, if you're going Granite, why bother?
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Quote:Not the best strategy, IMO.Those sets are just there for the damage bonuses. I didn't put enough of them in the powers to actually get to the defense bonus.
I think you'd be better off doing the following:
1) slot for the soft-cap in Granite
2) slot for recharge/run speed bonuses
3) slot for the S/L/E/NE soft-cap out of Granite
I think damage bonuses run a distant fourth in priority.
In your current build, you have a ton of slots and a bunch of powers that I think are wasted. I can see the argument for Maneuvers and Assault, but Tactics, Vengeance, and the Stealth pool are *not* good choices, IMO.
If you drop those five powers you'll have room for the Fighting Pool, Hasten and Assault. Hasten won't be up as much as it would be in a non-Granite toon, but it'll still put a huge dent in the recharge debuff. I really think it would be foolish to skip it.
Here's a quick rework of your build. I left as many of the damage bonuses in as I could, and I didn't try to soft-cap out of Granite since I didn't know how much you wanted that. (I'd go for that before damage bonuses, as I noted above, but I know not everyone would.)
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Robohobo: Level 50 Technology Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Energy Melee
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Rock Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(3), GftotA-Def/EndRdx:40(3), GftotA-Run+:40(37)
Level 1: Barrage -- T'Death-Acc/Dmg:40(A), T'Death-Acc/Dmg/EndRdx:40(23), T'Death-Dmg/Rchg:40(23), T'Death-Dmg/EndRdx/Rchg:40(25), C'ngImp-Dmg/Rchg:50(45)
Level 2: Earth's Embrace -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(42), Dct'dW-EndRdx/Rchg:50(42), Dct'dW-Heal/Rchg:50(42), Dct'dW-Heal/EndRdx/Rchg:50(43)
Level 4: Bone Smasher -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(5), Mako-Dmg/Rchg:50(5), Mako-Acc/Dmg/EndRdx/Rchg:50(17), C'ngImp-Dmg/Rchg:50(43)
Level 6: Mud Pots -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(7), Oblit-Dmg/Rchg:50(7), Oblit-Acc/Dmg/EndRdx/Rchg:50(9), Oblit-Acc/Dmg/Rchg:50(9), EndRdx-I:50(48)
Level 8: Rooted -- Numna-Heal/EndRdx/Rchg:50(A), Numna-Heal:50(45), Numna-Heal/EndRdx:50(48)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(11), Mocking-Taunt/Rchg/Rng:50(11), Mocking-Acc/Rchg:50(13), Mocking-Taunt/Rng:50(13), Mocking-Rchg:50(15)
Level 12: Recall Friend -- IntRdx-I:50(A)
Level 14: Teleport -- Winter-RunSpd/Jump/Fly/Rng:50(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx:50(17), Winter-ResSlow:50(25)
Level 16: Whirling Hands -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(19), Oblit-Acc/Dmg/Rchg:50(27), Oblit-Dmg/Rchg:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(43)
Level 18: Stone Skin -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(19), S'fstPrt-ResDam/Def+:30(50)
Level 20: Crystal Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(21), GftotA-Def/EndRdx:40(21), GftotA-Run+:40(31)
Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(34)
Level 24: Boxing -- Empty(A)
Level 26: Minerals -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(29), GftotA-Def/EndRdx:40(31), GftotA-Run+:40(46)
Level 28: Build Up -- GSFC-ToHit/Rchg:50(A), GSFC-Rchg/EndRdx:50(48)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(37), RctvArm-ResDam/EndRdx/Rchg:40(40)
Level 32: Granite Armor -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx/Rchg:50(33), ResDam-I:50(33), LkGmblr-Rchg+:50(33), GftotA-Run+:40(34), LkGmblr-Def:50(34)
Level 35: Energy Transfer -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(36), Mako-Dmg/Rchg:50(36), Mako-Acc/Dmg/EndRdx/Rchg:50(36), C'ngImp-Dmg/Rchg:50(37)
Level 38: Total Focus -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(39), Mako-Dmg/Rchg:50(39), Mako-Acc/Dmg/EndRdx/Rchg:50(39), C'ngImp-Dmg/Rchg:50(40)
Level 41: Char -- G'Wdw-Acc/Rchg:50(A), G'Wdw-Acc/Hold/Rchg:50(45)
Level 44: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Run+:40(46), LkGmblr-Def/EndRdx:50(46), LkGmblr-Rchg+:50(50)
Level 47: Maneuvers -- RedFtn-Def/EndRdx:50(A), LkGmblr-Def/EndRdx:50(50)
Level 49: Assault -- EndRdx-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A), Run-I:50(15)
Level 2: Health -- Numna-Regen/Rcvry+:40(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), EndMod-I:50(27), P'Shift-End%:50(29)
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Set Bonus Totals:- 17.5% DamageBuff(Smashing)
- 17.5% DamageBuff(Lethal)
- 17.5% DamageBuff(Fire)
- 17.5% DamageBuff(Cold)
- 17.5% DamageBuff(Energy)
- 17.5% DamageBuff(Negative)
- 17.5% DamageBuff(Toxic)
- 17.5% DamageBuff(Psionic)
- 5.5% Defense(Smashing)
- 5.5% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 4.25% Defense(Energy)
- 4.25% Defense(Negative)
- 3% Defense(Psionic)
- 4.25% Defense(Melee)
- 3.63% Defense(Ranged)
- 4.56% Defense(AoE)
- 1.8% Max End
- 4% Enhancement(Heal)
- 18% Enhancement(Accuracy)
- 60% Enhancement(RechargeTime)
- 16% FlySpeed
- 147.6 HP (7.88%) HitPoints
- 16% JumpHeight
- 16% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 13.8%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 2.2%
- 8% (0.13 End/sec) Recovery
- 62% (4.84 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 1.26% Resistance(Fire)
- 6.26% Resistance(Cold)
- 68.5% RunSpeed
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A couple of things I noticed:
Lightning Field is slotted for 95% recharge, which seems unnecessary to say the least. I'd swap out the CB Dam/Rchg for a Dam/End.
If you two-slot Rectified Reticle in Soul Drain it will replace the S/L def bonus from the Oblit set. Then you could 3-slot Eradication plus a slot from another set if you wish. You'd lose the 5% recharge bonus from the Oblit set, but it would increase your E/NE def to within a small purple of soft-capping. I think the change would be worth it. -
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Then there's the question so obvious that I'm almost afraid to ask it. If you want Psi def, why not take Minerals and slot it instead of slotting for all those bonuses? Minerals slotted to the ED cap and the Steadfast +Def gives you 42% Psi def anyway, so simply taking Weave or Maneuvers would soft-cap you.
I know a lot of Stone tanks don't take Minerals, but it's *got* to be more useful than Team Teleport.
/boggle -
Quote:That's really a different problem than needing more *damage* mitigation, which is what I thought you were talking about. And a pretty surprising problem for a WP tank.I guess the major issue I am seeing is having my Recovery Rate zeroed out on Incarnate Trials. Now that may be a function of the fact I am only +1 currently; however, I am having issues keeping toggles up when I have no recovery for 10+ seconds.
If that issue goes away when I get to +3 then I probably don't need to worry about mitigation; however, currently it is very frustrating.
What is causing your recovery to bottom out? Are you using endurance so fast your recovery rate can't keep up? Are you being hit with attacks that reduce your recovery rate?
If you're using endurance too fast, then more end reduction and more recovery is the obvious answer. In that case picking up Physical Perfection would be a good idea.
If you're getting hit with a lot of recovery debuffing attacks, the higher ToHit in Itrials might be part of the problem. You might want to consider picking up Barrier to give you a temporary defense/resistance boost for those times when you're struggling.