Finduilas

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  1. Quote:
    Originally Posted by VP Research View Post
    I didn't see an acc/dam/end in erad, went acc/dam/rech instead. Pulled a slot from hasten and moved it to CoD for Kismet, but I'm not sure if that's a good idea.
    My mistake, I meant Acc/Dam/Rchg. (I *wish* Erad had another IO with end reduction besides the quad, it would make slotting much easier!)

    Where you take the slot from is really up to you and your priorities. But if you are indeed getting the Spiritual Alpha taking it from Hasten wouldn't be bad, IMO.

    Wherever you get the slot from, be sure to put the Kismet in a defense power that you're likely to use all or most of the time since the power needs to be active for you to get the bonus. In an earlier iteration of my Dark/Mace tank CoD was the only place I could put it, which was inconvenient since there were times when I didn't want or need to run CoD but I wanted to have the ToHit bonus. I have it in CJ in my current build, which I like much better.
  2. Quote:
    Originally Posted by TheProtector View Post
    If I came off as impolite, my apologies for that.
    No, no, I wasn't being sarcastic. I've seen people get *much* huffier than you did about no responses after just an hour.

    Quote:
    And thanks for the build critique, it looked like I insert a lot of unneccesary extras in a lot of my attacks.
    It's always nice to be to spend six slots on an attack, but I find that I rarely can. And since with sets you usually do more with less, you might as well take advantage of that.

    Quote:
    I probably did go overboard with the recharge, I just love Seismic Smash that much wanted it up asap haha.
    Understandable.

    Quote:
    One further question - Is the Widow from Soul Mastery bad? The idea of having another summon alongside Lore Pets interested me, but if it's a mindless null, then I can live without it.
    As Gavin said, it's not bad, just a bit squishy. My reasoning was now that much more powerful pets are available through the Incarnate system that's probably the way to go rather than an epic pet.
  3. Quote:
    Originally Posted by TheProtector View Post
    This is my first attempt of making a build since returning for my Stone/WP Brute , any feedback or improvements would be appreciated :

    Questions:
    1. Will this character be study enough defensively?
    2. Is there a more efficient way of slotting my attacks that may not require 6 slots, or use all 6 slots to more efficiency?
    3. Is there any key stats I'm missing or lacking in?
    Forgot to answer your questions!

    1) It should be quite sturdy as you've slotted it, but I think that the changes I suggested will help--especially the additional E/NE defense.

    2) Yes, as I mentioned above, I consider ST attacks to be fully slotted with just a KC set and a Mako's quad, especially since you are planning to take Spiritual for additional recharge. IME, you an get away with just five slots with most high-level attack sets.

    3) Your posted build isn't bad by any means, but personally I like more E/NE defense if I can get it. Energy is the most common damage type after S/L by a wide margin. YMMV of course.
  4. Well, since you asked so politely...

    Fault is excellent mitigation and can be slotted with sets that give very nice bonuses. I'd drop the Widow and take Fault instead.

    Regarding slotting:

    Your build is very focused on recharge bonuses which seems like a bit of overkill considering that you have the Spiritual Alpha and all those LotG +Recharges. I think you'd be better off trying to soft-cap E/NE as well as S/L, so my slotting suggestions will be geared toward that goal.

    You've almost no resistance enhancement at all except in MoB. I'd drop a couple of resistance commons into HPT and fully slot Tough for resistance--a Reactive Armor set would be perfect.

    I don't think you need two Mako's slots in the mallets and Seismic Smash. I'd go with 5 slots--the KC set and the Mako's quad, and use the 6th slots elsewhere. I'd put one slot in Stone Fist and use the others to add resistance slotting.

    I know you're using the Doctored Wounds sets for the recharge bonus, but you could get by with 3 or 4 Numina's instead if you need the slots elsewhere--and I think you do.

    WP doesn't need KB protection, I'd swap out the BotZ in SJ for a Winter's Gift.

    You could get 3.75% more E/NE defense by 6-slotting Gloom with Thunderstrike.

    The combination of an RA set in Tough and 4 slotting Fault with Mocking Beratement will allow you to drop both the Oblit set in Tremor and the RR set in Build Up. Instead, slot Tremor with 3 Eradication and 3 Cleaving Blow. With the Thunderstrikes in Gloom you'll be just over 1% away from E/NE softcap.

    Here's your build with the changes I recommended:

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Omen: Level 50 Magic Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Soul Mastery
    Villain Profile:
    Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(43)
    Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(5), Numna-Heal(36), ResDam-I(36), ResDam-I(37), S'fstPrt-ResDam/Def+(40)
    Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15)
    Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/EndRdx/Rchg(17)
    Level 6: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam/Rchg(45)
    Level 8: Fast Healing -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(46), Mrcl-Heal/Rchg(46)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
    Level 12: Fault -- Mocking-Taunt(A), Mocking-Taunt/Rchg(17), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(42)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
    Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(39), Numna-Heal(39)
    Level 18: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(23), Mako-Acc/EndRdx/Rchg(23)
    Level 20: Quick Recovery -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(36)
    Level 24: Tough -- GA-3defTpProc(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(43)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def(29)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 32: Tremor -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(34), C'ngBlow-Acc/Dmg(34), C'ngBlow-Dmg/EndRdx(34), C'ngBlow-Dmg/Rchg(43)
    Level 35: Build Up -- RechRdx-I(A)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39)
    Level 41: Super Jump -- Winter-ResSlow(A)
    Level 44: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
    Level 47: Dark Obliteration -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(50), Posi-Dam%(48), Posi-Acc/Dmg(48), Posi-Acc/Dmg/EndRdx(48)
    Level 49: Darkest Night -- EndRdx-I(A)
    Level 50: Spiritual Partial Core Revamp
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(5), Numna-Regen/Rcvry+(37)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), P'Shift-EndMod/Acc(3)
    ------------
    Set Bonus Totals:
    • 29.8% Defense(Smashing)
    • 29.8% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 16.6% Defense(Energy)
    • 16.6% Defense(Negative)
    • 6% Defense(Psionic)
    • 17.9% Defense(Melee)
    • 13.2% Defense(Ranged)
    • 6% Defense(AoE)
    • 3.6% Max End
    • 16% Enhancement(Accuracy)
    • 43.8% Enhancement(RechargeTime)
    • 14% FlySpeed
    • 320.5 HP (21.4%) HitPoints
    • 14% JumpHeight
    • 14% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 16%
    • 8% (0.13 End/sec) Recovery
    • 64% (4 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 14% RunSpeed

    Code:
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  5. Quote:
    Originally Posted by VP Research View Post
    I mainly put Oblit in for the +Acc, I was noticing disturbingly low numbers on my Acc as I was double checking my powers w/o Soul Drain on. Unless I'm overestimating how much Acc I need?

    I think you're probably right about the +End in SL, moved the slot to CJ for +Rec and changed the +Rec in Weave to a End/Rec. I considered an End/Def or a straight End, but I wanted the +9 Acc from using another LotG.
    Hmm, not sure why you'd want to change the slotting of Weave, it was at 41% end reduction, which should be sufficient. Maneuvers was only at about 20% end reduction and has a higher end cost.

    Instead of slotting for accuracy bonuses, you should consider finding a place for the Kismet +Accuracy, which gives a 6% ToHit bonus in a single slot. It can go in any defense power, so you might want to consider using that instead of the +Recharge in CJ if you can't scrounge up another slot.
  6. Finduilas

    WP/SS Tank

    Quote:
    Originally Posted by RMasters View Post
    I have just come back to the game after a year away and I am in the process of respecing my characters for the changes that have occured since I left. My current project is my WP/SS Tank:

    I have a few questions.

    1. With Fitness being an inherent ability now is Physical Presence the epic power set I should aim for if I am mostly concerned with mitigation?

    2. Currently I have tier 3 Alpha unlocked (and slotted with Spiritual Partial Core Revamp) would Cardiac be better for layering resistance or is the regen boost from Spiritual better)?

    3. Are there any slots/powers I can drop which will give me better overall mitigation? I have debated dropping Aid Self...but there are times it is useful and I haven't made up my mind yet.

    Any assistance that could be provided would be wonderful.
    Nice build.

    *Are* you concerned with mitigation? And if so, what exactly are your concerns? In general, soft-capped WP tanks are considered to be pretty darn sturdy.

    Physical Perfection (which is what I'm guessing you're referring to) just provides more regen and recovery, something a WP tank has in abundance. I suppose even more regen would provide a little more mitigation, but that's not the route I would go.

    Cardiac would give you more recovery, which you don't need, and a bit more resistance; with the Core Paragon you'd have around 77% S/L resistance instead of 70%. Is that worth giving up the recharge and regen benefits of Spiritual? In my opinion, definitely not.

    I personally wouldn't recommend dropping Aid Self, I don't know how often you use it, but it's another good mitigation tool and especially helpful for burst damage.

    What you might want to consider is an epic pool that provides control/debuffs instead. For instance, if you don't mind 'going villain' temporarily, the Soul Mastery pool on redside has some very nice debuffs. There are similar options on blue side, or you could go with more damage (always potent mitigation!) by picking up the Pyre Mastery pool.

    Hope that helps!
  7. Quote:
    Originally Posted by VP Research View Post
    @Finduilas: Your right, I was misunderstanding the ED cap, massive changes made to build.
    Much better, VP, I'll just recommmend a few additional changes.

    The Oblit set in Death Shroud is not a good choice; it's low in end reduction (DS is a high-end toggle) and IMO the 5% recharge bonus is *much* less beneficial than soft-capping E/NE. I'd go with Erad Damage, Acc/Dam/End, Acc/Dam/End/Rchg, and Scirocco's Dervish Dam/End and Acc/Dam/End. The two SD give a sizable regen bonus.

    I wouldn't bother slotting a ToE +End in Siphon Life, you're going to get a lot less benefit from it there than in Dark Regen since SL in single target. You could move that slot to CJ and add another LotG +Recharge.

    Maneuvers is still underslotted for end reduction and it uses more endurance than Weave does. Its base defense value is low, so it won't hurt much to underslot it, especially if you add +Recharge to CJ. I would swap out the LotG Defense for a Def/End/Rchg.

    If you end up deciding on the Cardiac Alpha it won't be so critical to slot Maneuvers for end reduction, so you could always change the slotting then if you wish. I'd still keep the Erad set in DS, though, since that allows you to soft-cap E/NE.

    Here's your build with those changes:

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Dea Demonica: Level 50 Science Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Dark Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Death Shroud -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(3), Erad-Acc/Dmg/EndRdx/Rchg:30(3), Sciroc-Dmg/EndRdx:35(5), Sciroc-Acc/Dmg/EndRdx:35(5)
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(7), KntkC'bat-Dmg/Rchg:35(9), Mako-Acc/Dmg:35(9)
    Level 2: Dark Embrace -- RctvArm-ResDam:35(A), RctvArm-ResDam/EndRdx:35(11), RctvArm-ResDam/Rchg:35(11), RctvArm-EndRdx/Rchg:35(13), S'fstPrt-ResDam/Def+:30(13), S'fstPrt-ResKB:30(15)
    Level 4: Shadow Maul -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(17), Erad-Acc/Dmg/Rchg:30(19), M'Strk-Acc/Dmg/EndRdx:35(19), Sciroc-Acc/Dmg/EndRdx:35(21)
    Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(21), RctvArm-ResDam/EndRdx/Rchg:35(23), RctvArm-ResDam:35(23), S'fstPrt-ResKB:30(25)
    Level 8: Dark Regeneration -- Nictus-Acc/EndRdx/Rchg:35(A), Nictus-Acc/EndRdx/Heal/HP/Regen:35(25), Dct'dW-Heal/EndRdx/Rchg:30(27), Theft-+End%:30(27), Theft-Acc/EndRdx/Heal:30(29)
    Level 10: Smite -- 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), Mako-Acc/Dmg:35(31)
    Level 12: Cloak of Darkness -- LkGmblr-Def/EndRdx:35(A), LkGmblr-Def:35(33), LkGmblr-Rchg+:35(33), LkGmblr-Def/EndRdx/Rchg:35(33)
    Level 14: Murky Cloud -- RctvArm-ResDam:35(A), RctvArm-ResDam/EndRdx:35(34), RctvArm-ResDam/Rchg:35(34), RctvArm-ResDam/EndRdx/Rchg:35(34)
    Level 16: Siphon Life -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(36), KntkC'bat-Dmg/Rchg:30(36), KntkC'bat-Dmg/EndRdx/Rchg:30(36), Mako-Acc/Dmg:35(37)
    Level 18: Cloak of Fear -- N'mare-Acc/EndRdx:35(A), Abys-EndRdx/Fear:35(37), Abys-Acc/EndRdx:35(39)
    Level 20: Taunt -- RechRdx-I:50(A)
    Level 22: Kick -- Acc-I:35(A)
    Level 24: Tough -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam:35(39), RctvArm-ResDam/Rchg:35(39), RctvArm-ResDam/EndRdx/Rchg:35(40)
    Level 26: Weave -- LkGmblr-Def/EndRdx:35(A), LkGmblr-Rchg+:35(40), LkGmblr-Def:35(40), LkGmblr-Def/EndRdx/Rchg:35(42)
    Level 28: Soul Drain -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(42), Erad-Dmg:30(42), Erad-Acc/Dmg/Rchg:30(43), Erad-Acc/Dmg/EndRdx/Rchg:30(43), M'Strk-Acc/Dmg/EndRdx:35(43)
    Level 30: Combat Jumping -- Krma-ResKB:30(A), LkGmblr-Rchg+:50(37)
    Level 32: Soul Transfer -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(45), Erad-Acc/Dmg/Rchg:30(45)
    Level 35: Dark Consumption -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Rchg:30(45), Erad-Acc/Dmg/EndRdx/Rchg:30(46), Efficacy-EndMod/Acc/Rchg:35(46)
    Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(46), KntkC'bat-Dmg/EndRdx:35(48), KntkC'bat-Dmg/Rchg:35(48), Mako-Acc/Dmg:35(48)
    Level 41: Conserve Power -- RechRdx-I:50(A)
    Level 44: Physical Perfection -- EndMod-I:50(A)
    Level 47: Maneuvers -- LkGmblr-Rchg+:35(A), LkGmblr-Def/EndRdx/Rchg:35(50), LkGmblr-Def/EndRdx:35(50)
    Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:35(50)
    Level 50: Reactive Radial Flawless Interface
    Level 50: Void Radial Final Judgement
    Level 50: Seers Partial Core Improved Ally
    Level 50: Ageless Radial Epiphany
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Acc-I:35(A)
    Level 1: Gauntlet
    Level 1: Sprint -- QckFt-EndRdx/RunSpd:35(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 2: Swift -- Run-I:35(A)
    Level 2: Health -- Mrcl-Heal:35(A), Mrcl-Rcvry+:35(15)
    Level 2: Hurdle -- Jump-I:35(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(17)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 24.9% Defense(Smashing)
    • 24.9% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 23.6% Defense(Energy)
    • 23.6% Defense(Negative)
    • 3% Defense(Psionic)
    • 13.9% Defense(Melee)
    • 13.3% Defense(Ranged)
    • 3% Defense(AoE)
    • 9% Max End
    • 2.75% Enhancement(Terrorized)
    • 18% Enhancement(Accuracy)
    • 30% Enhancement(RechargeTime)
    • 210.8 HP (11.3%) HitPoints
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Immobilize) 15.4%
    • 4% (0.07 End/sec) Recovery
    • 50% (3.9 HP/sec) Regeneration

    Code:
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  8. Quote:
    Originally Posted by Purus View Post
    A few pointers, i know I'm over softcapp for s/l but I want to compensate for lack of def debuff.
    Aid self is there as a get out of jail card as cascading defence failures concern me.
    I'll go over your build in more detail when I have time later.

    But for now, you really think that you need THREE HEALS, one of which is Dark Regen?!?

    {boggle} No. Just...no.
  9. Quote:
    Originally Posted by VP Research View Post
    I decided to leave "Chance for Energy Damage" since it does 3 times as much damage as the Aura itself and the difference between it and your suggestion is only about a 30% increase. If it activates every fifth hit then I'll be doing 137.8 damage instead of 88 damage (disregarding Soul Drain for both) with higher accuracy and one less slot.
    I don't think that's correct; look at the damage bar for Death Shroud in your build compared to mine. With the proc damage factored over time you'd be getting 13 points of E/NE damage, and my slotting of DS would give 17 points of NE damage per tic. Keep in mind, too, that NE damage is a lot less resisted than Energy. Not that including the proc is a bad idea, it's not, but I think you'd be better off fully slotting for damage first.

    Quote:
    I swapped the Endurance on Murky Cloud and Obsidian Shield for the Res/End/Rec, which maxed Res, but I'm not seeing what other toggle you're talking about that isn't at ED max for Res.
    I was working from LSK's version of your build, which also had DE underslotted for resistance. But in your current build, Tough is still underslotted.

    Quote:
    CoD is at ED max for Def, though that may have happened after I adjusted it for Auroxis' advice earlier, I'll repost the current build at the end of this post.
    It is? We have different standards then, because I consider 56% enhancement to be fully slotted for defense and resistance powers. That's the point at which diminishing returns kick in hard and additional slotting is not recommended. I see all three of your defense toggles to be at 48% enhancement. However, a much bigger problem though is that they're all underslotted for end reduction, which is a particular issue for Weave and Maneuvers.

    Quote:
    After making all the other changes, I realized I was over the soft cap on Neg/Eng so I eliminated the Acc/Fear from Nightmare in favor of Acc/End from GotA, which brings it down to the same cost/second as you but with one less slot.
    Good choice.

    Quote:
    Cloud Senses was in Shadow Maul for the End bonus, will I not need it as much as I thought? or is there somewhere else where I can pick up that bonus?
    Recovery bonuses are nice, sure, but the question is whether having an additional 2.25% recovery is worth giving up slotting a multi-target attack fully for damage. IMO, the answer is a definite 'no'.

    Quote:
    I chose not to use resistance for the forth slot on tough because it was already passed the ED cap.
    Hmm, I think I see where the problem is. Just because there has been some ED effect doesn't mean that you've reached the point that most people consider to be the ED limit. If you look here:

    http://wiki.cohtitan.com/wiki/Enhanc...iversification

    You'll see that there are three levels of diminishing returns on enhancement, and the first two are relatively modest. What most consider the "ED cap" is the third, very drastic level where you're only getting 15% of the enhancements value. That point is at 95% enhancement for schedule A enhancements (damage, accuracy, heal, etc.) and 56% for schedule B enhancements (defense, resistance, a few others) Mids' will inform you of *any* enhancement value loss, but when people talk about being at the ED cap, they're talking about being 'in the red', in other words, in that third, drastic level of diminishing returns.

    Quote:
    End reduction on Def/End/rchg is worse than Def/End, how would putting it in to Weave improve my End reduction?
    My fault, I typed Def/End instead of Def/Rchg. I corrected it in my post, but just after you looked at it.

    Quote:
    I left Gaussian Chance for Build Up in instead of Multistrike on Soul Drain, the attack will be a bit slower, but I should have a decent chance of stacking buildups when fighting in crowds.
    I don't think it's worth giving up that much damage enhancement is worth a measly 5% Chance for Build Up. I never use that IO unless I'm using a full set of Gaussian's for the def bonus.

    I think your attack slotting still needs work. All the attacks slotted with Kinetic Combat are underslotted for accuracy and damage, and all your AoEs underslotted for damage, and in some cases, end reduction.

    If you want to move slots, I'd take them out of Physical Perfection and Combat Jumping first--heal slotting in PP is quite optional, IMO. You could also shave a slot from Shadow Maul, Dark Regen and Siphon Life if you adjust your slotting accordingly.
  10. Quote:
    Originally Posted by VP Research View Post
    Should I pull out the other health slot from Physical Perfection to get that last 4 KB protection? or am I overestimating my self healing abilities through life drain?
    Life Drain? If you mean Siphon Life, given that you have Dark Regen I'd pull the Heal slots from SL and slot it as an attack. Look at the stats; SL will heal you for 12% of your HP, and Dark Regen 47% with one target in range.

    So no, I don't think you have to worry about slotting SL for Heal.
  11. Personally I'd characterize it as sacrificing attack slotting for recharge bonuses. For instance, Op Gloom does not need to be so heavily slotted, you could pull four of them and make a dent in slotting your AoEs properly. IMO, the recharge bonus is absolutely not worth having such lousy slotting in your AoEs.

    You should also consider moving the three slots of Cleaving Blow from DS to one of the AoEs, since as it is DS is really underslotted for end reduction. It won't be as much of a problem in another attack.

    Moving slots from Op Gloom will take care of two of the AoEs, but you'll need another two slots from elsewhere. My first choice would be to shave a couple of slots off the epic attacks, though that also might mean you'll lose the recharge bonus in Fossilize as well.

    Some other slotting issues:

    Dark Regen is very underslotted for end reduction, I'd use a couple of Hea/End or Heal/End/Rchg IOs instead of the Touch of the Nictus.

    Your resistance toggles are very overslotted for end reduction and underslotted for resistance. Drop the End IO for a Res/Rchg in DE and MC at least, though I'd do it in Tough as well.

    I think you should also consider dropping one of the epic powers (four seems like overkill) and pick up Hasten instead. That will more than make up for the lost recharge bonuses.

    Here's your build with the changes I recommended:

    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: Dark Armor
    Secondary Power Set: Battle Axe
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Earth Mastery
    Hero Profile:
    Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(3), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam/Rchg:40(11)
    Level 1: Beheader -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(15)
    Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(7), RctvArm-ResDam/Rchg:40(23)
    Level 4: Gash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(17), C'ngImp-Acc/Dmg:50(36)
    Level 6: Obsidian Shield -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(33), S'fstPrt-ResKB:30(34)
    Level 8: Dark Regeneration -- Theft-+End%:30(A), Numna-Heal/EndRdx/Rchg:50(9), Numna-Heal/EndRdx:50(9), Erad-Acc/Rchg:30(31), Erad-Acc/Dmg/EndRdx/Rchg:30(33), Erad-Acc/Dmg/Rchg:30(33)
    Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(11), Mocking-Taunt/Rchg/Rng:50(40), Mocking-Acc/Rchg:50(40)
    Level 12: Cloak of Darkness -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(13), LkGmblr-Def/EndRdx/Rchg:50(13), LkGmblr-Def/Rchg:50(46)
    Level 14: Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
    Level 16: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(37), RctvArm-ResDam:40(39), RctvArm-ResDam/Rchg:40(40)
    Level 18: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg:30(23), Erad-Acc/Dmg/Rchg:30(25), Sciroc-Dmg/EndRdx:50(25), Sciroc-Acc/Dmg/EndRdx:50(27)
    Level 20: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(21), LkGmblr-Rchg+:50(21), LkGmblr-Def/Rchg:50(46)
    Level 22: Combat Jumping -- Ksmt-ToHit+:30(A)
    Level 24: Swoop -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(27), KntkC'bat-Dmg/EndRdx:35(29), KntkC'bat-Dmg/Rchg:35(29), Mako-Acc/Dmg/EndRdx/Rchg:50(31)
    Level 26: Oppressive Gloom -- Stpfy-Acc/Stun/Rchg:50(A)
    Level 28: Whirling Axe -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Rchg:30(34), Erad-Acc/Dmg/Rchg:30(34), C'ngBlow-Acc/Dmg:50(36), C'ngBlow-Dmg/EndRdx:50(48), C'ngBlow-Dmg/Rchg:50(48)
    Level 30: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(31)
    Level 32: Super Jump -- Zephyr-ResKB:50(A)
    Level 35: Cleave -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(37), Erad-Acc/Dmg/EndRdx/Rchg:30(37), Sciroc-Dmg/EndRdx:50(45), Sciroc-Acc/Dmg/EndRdx:50(50)
    Level 38: Pendulum -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Sciroc-Dmg/EndRdx:50(46), Sciroc-Acc/Dmg/EndRdx:50(48)
    Level 41: Stone Prison -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(42), Enf'dOp-Acc/EndRdx:50(42), Enf'dOp-Immob/Rng:50(42)
    Level 44: Fossilize -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(45), BasGaze-Rchg/Hold:30(45)
    Level 47: Stalagmites -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(50), Posi-Dmg/Rng:50(50)
    Level 49: Quick Sand -- ImpSwft-Dam%:30(A)
    ------------
    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 -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(36)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(19), P'Shift-End%:50(19)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 28.6% Defense(Smashing)
    • 28.6% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 26.1% Defense(Energy)
    • 26.1% Defense(Negative)
    • 3% Defense(Psionic)
    • 15.8% Defense(Melee)
    • 14.6% Defense(Ranged)
    • 3% Defense(AoE)
    • 9% Max End
    • 18% Enhancement(Accuracy)
    • 3% Enhancement(Immobilize)
    • 15% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 217.9 HP (11.6%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 14.3%
    • 20% Perception
    • 7% (0.12 End/sec) Recovery
    • 62% (4.84 HP/sec) Regeneration
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 5% RunSpeed

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  12. There are a number of suggestions I'd make in addition to the ones in LSK's build.

    First of all, unless it takes you past the ED cutoff, there's absolutely no reason other than cost to use lower than level 50 common IOs. And if you're planning to get Kinetic Combat and LotG sets, the cost of level 50 commons is trivial. So do yourself a favor and replace the common IOs in Stamina, CP, etc. with level 50s. The same goes for single set IOs and or if you don't care about the bonuses.

    Slotting issues:

    Death Shroud is very underslotted for damage. I'd find at least one more slot for it, drop the Erad Acc/Rchg for the Damage, and add an Acc/Dam/End and Dam/End from either Scirocco's Dervish or Multi Strike.

    Your three Dark Armor toggles are very overslotted for end reduction and underslotted for resistance--their end cost is tiny compared to CoF, Death Shroud, Dark Regen, etc--use just the IOs with resistance.

    Dark Regen could use another slot; I'd use a Heal/End/Rchg from one of the Heal sets.

    The benefit of slotting Cloud Senses in Shadow Maul is minimal; you can slot it more conventionally with 5 slots and have one to use elsewhere. Four Eradication and a Multi Strike Acc/Dam/End works well if you want the 4-slot HP bonus.

    Cloak of Darkness is underslotted for defense, it has the same defense value as Weave. Add at least one slot--two would be better--and add an LotG Defense.

    Siphon Life is a superior damage attack and should be slotted like one. Save some slots and move the KC set in Boxing/Kick to SL with another couple of slots to provide accuracy and heal. You don't need Boxing or Kick as part of your attack chain, I wouldn't bother slotting it.

    CoF is underslotted for end reduction; if you want to keep the Nightmare set for the E/NE bonus, add another slot and add a set IO that provides accuracy and end reduction.

    Tough is overslotted for end reduction, give it the same treatment I recommended for DE, MC, etc.

    Weave is underslotted for end reduction; replace the LotG Def/Rchg with the Def/End/Rchg.

    Soul Drain is underslotted for end reduction, I'd drop the Erad Acc/Rchg for a Multi Strike Acc/Dam/End or Dam/End/Rchg.

    The Erad Acc/Dam/End/Rchg is the most expensive IO in the set, and Soul Transfer certainly doesn't need end reduction. Slot the three cheapest Erads you can get.

    The second recharge IO in CP would do much more for you in Hasten.

    Maneuvers' base defense value is pretty low; I'd move the 4th slot to CoD and slot it Def/End, Def/End/Rchg and +Recharge so it has sufficient end reduction.

    Here's the revised build; the stats are very similar to LSK's, but the improvement is in things that don't show up in the Totals box: attack damage is higher and end use is lower. That, and your resistance totals are a little higher too.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!
    Dea Demonica: Level 50 Science Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Dark Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Death Shroud -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(3), Erad-Acc/Dmg/EndRdx/Rchg:30(21), M'Strk-Dmg/EndRdx:50(33), M'Strk-Acc/Dmg/EndRdx:50(45)
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(23), KntkC'bat-Dmg/EndRdx/Rchg:35(34), Mako-Acc/Dmg/EndRdx/Rchg:35(42)
    Level 2: Dark Embrace -- RctvArm-ResDam:35(A), RctvArm-ResDam/EndRdx:35(5), RctvArm-ResDam/Rchg:35(21), RctvArm-ResDam/EndRdx/Rchg:35(48), S'fstPrt-ResDam/Def+:30(48), S'fstPrt-ResKB:30(50)
    Level 4: Shadow Maul -- Erad-Dmg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(5), Erad-Dmg/Rchg:30(7), Erad-Acc/Dmg/Rchg:30(15), M'Strk-Acc/Dmg/EndRdx:50(25)
    Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(7), RctvArm-ResDam:40(9), RctvArm-ResDam/EndRdx/Rchg:40(40), S'fstPrt-ResKB:30(40)
    Level 8: Dark Regeneration -- Nictus-Acc/EndRdx/Rchg:35(A), Nictus-Acc/EndRdx/Heal/HP/Regen:30(9), Theft-Acc/EndRdx/Heal:30(13), Theft-+End%:30(23), Dct'dW-Heal/EndRdx/Rchg:50(31)
    Level 10: Smite -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(33), Mako-Acc/Dmg/EndRdx/Rchg:50(37)
    Level 12: Cloak of Darkness -- LkGmblr-Rchg+:35(A), LkGmblr-Def/EndRdx:35(13), LkGmblr-Def:35(42)
    Level 14: Murky Cloud -- RctvArm-ResDam:35(A), RctvArm-ResDam/EndRdx:35(15), RctvArm-ResDam/Rchg:35(34), RctvArm-ResDam/EndRdx/Rchg:35(42)
    Level 16: Siphon Life -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(25), Nictus-Acc/Heal:50(27), Theft-Heal/Rchg:30(36)
    Level 18: Cloak of Fear -- N'mare-Acc/Fear:35(A), N'mare-EndRdx/Fear:35(19), N'mare-Acc/EndRdx:35(19), Abys-Acc/EndRdx:35(36)
    Level 20: Taunt -- Range-I:35(A)
    Level 22: Boxing -- Acc-I:35(A)
    Level 24: Tough -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(31), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:35(46)
    Level 26: Weave -- LkGmblr-Rchg+:35(A), LkGmblr-Def:35(27), LkGmblr-Def/EndRdx:35(34), LkGmblr-Def/EndRdx/Rchg:35(40)
    Level 28: Soul Drain -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(29), M'Strk-Acc/Dmg/EndRdx:50(29), Erad-Dmg/Rchg:30(43), Erad-Acc/Dmg/Rchg:30(43), Erad-Acc/Dmg/EndRdx/Rchg:30(43)
    Level 30: Combat Jumping -- Krma-ResKB:30(A)
    Level 32: Soul Transfer -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Rchg:30(33), Erad-Acc/Dmg/Rchg:30(46)
    Level 35: Dark Consumption -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Rchg:30(37), Erad-Acc/Dmg/EndRdx/Rchg:30(37), Efficacy-EndMod/Rchg:50(46)
    Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), Mako-Acc/Dmg/EndRdx/Rchg:50(45)
    Level 41: Conserve Power -- RechRdx-I:50(A)
    Level 44: Physical Perfection -- EndMod-I:50(A)
    Level 47: Maneuvers -- LkGmblr-Rchg+:35(A), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-Def/EndRdx:35(50)
    Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
    ------------
    Level 1: Brawl -- Acc-I:35(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I:35(A)
    Level 2: Swift -- Run-I:35(A)
    Level 2: Health -- Numna-Regen/Rcvry+:35(A), Mrcl-Rcvry+:35(36)
    Level 2: Hurdle -- Jump-I:35(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(31)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 24.9% Defense(Smashing)
    • 24.9% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 25.5% Defense(Energy)
    • 25.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 13.9% Defense(Melee)
    • 14.3% Defense(Ranged)
    • 3% Defense(AoE)
    • 9% Max End
    • 1.65% Enhancement(Terrorized)
    • 9% Enhancement(Accuracy)
    • 22.5% Enhancement(RechargeTime)
    • 253 HP (13.5%) HitPoints
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Immobilize) 15.4%
    • MezResist(Sleep) 1.65%
    • 1.5% (0.03 End/sec) Recovery
    • 40% (3.12 HP/sec) Regeneration


    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  13. Quote:
    Originally Posted by StarGeek View Post
    The Tanker forum would probably be a better place to ask.
    This. We give build advice all the time and don't bite.

    Okay, *seldom* bite.
  14. Quote:
    Originally Posted by Green Wind View Post
    Okay, questions:

    1. Should I be spending reward merits to get better IOs as I level, or should I bank them for when I hit 50?
    My recommendation--and this also falls under the "general tips" question, is to start planning your build now. Often some or many of the IOs you want will not be level 50, so there's no reason to wait until 50 to get them. Do you have enhancement storage? It's hugely helpful if you do then you can start acquiring the IOs you'll need as you level and storing them if necessary until you're a high enough level. But even if you don't have enhancement storage, planning your build early will help you identify which IOs you can make and slot immediately and which have to wait until later in the build.

    Quote:
    2. As I get to later levels, is there content that I should stay away from until I "gear up," or should I just jump into what is available.
    You'll have to be a little more wary around Psi enemies, defense debuffers (Cims, etc.) and foes with big ToHit bonuses (DE Quartz, for example) but all of the content is manageable. If you run into an enemy group that gives you a lot of trouble, post here and it's likely someone can give you tips on how to handle them.

    Quote:
    3. I just recently learned about Hero/Villain Merits. I assume that I need to complete 10 tip missions to get one. Is that right?
    As Klaw said, it's 50 merits the first time and 1 Hero merit thereafter, so at 5 tips a day that's a Hero merit every other day after the first one. Also keep in mind that if you have some influence reserve, you can buy Hero Merits with 50 regular merits and 20 million influence. That's actually a very good bargain in many cases.
  15. Finduilas

    WP/Axe feedback

    Quote:
    Originally Posted by New Dawn View Post
    I couldn't change from the controls in Earth Mastery for just Gloom. In some cases with secondary effects alone can "every ounce of damage be mitigated". If Darkest Night was thrown in with Gloom then maybe, I might think it worth the exchange.
    Do you really have that much control in every tanker build? I don't--the only one that approaches it is my Dark/Mace, and I can't say I really miss it in the others.

    A WP tank soft-capped to S/L/E/NE will be plenty sturdy, and it's not like Axe is lacking for damage mitigation since there's KD or KU in every attack.

    That's not to say that getting Darknest Night isn't a viable alternative, it is, and the OP could easily drop BU for it, though he'd have to find another source of S/L to stay soft-capped. But it's not like the build would be short on damage mitigation without it.
  16. Quote:
    Originally Posted by SinergyX_EU View Post
    Personaly the damage in Dark Consumption isnt really that usefull, the damage aint that high and putting in a 2nd endmod would give you a better gain even with few mobs. Same goes for Siphon life, this is your only heal power, going for 2acc/2heal/2recharge is imho better then slotting it with damage.

    Even with softcap, hits that will bypass your defense can still hurt, with a 50ish% SL resist freakshow bosses can hit pretty hard, having a solid heal i would prefer over a bitty more damage.
    As I said, this was a quick build, and I do agree that dropping the damage slotting in Dark Consumption wouldn't do any harm.

    However, I'm going to disagree about Siphon Life, since it's a superior damage attack as well as a heal. Going from the 66% damage enhancement in the build I posted to none will drop the damage almost 60 points. That's a non-trivial difference, especially in an attack you're going to use a lot.

    The good news is that with set IOs you can get a lot closer to fully slotting for both heal and damage, so I'd recommend going that route.
  17. Quote:
    Originally Posted by CaptainBrawl View Post
    actually...i havent looked at my slots since i hit 50 i forgot how bad it was..ok so maybe i need a lil more help then i said earlier..haha
    Yeah, definitely needs work. Your attacks are painfully underslotted for damage and end reduction and you have a ton of wasted slots in Phalanx Fighting, Stamina, Fly, AAO, and One with the Shield. I also hope this isn't leveling order because waiting until level 49 to get your mez protection must have been extremely painful.

    You didn't say what you're looking for, a SO/IO build or a full-blown set build, so here's a real quick SO build to give you a general idea of what you should be thinking of doing. If you want set IOs you'll want to move slots around some, so let us know. I dropped some of the epic attacks for Tough and Weave, and then dropped Smite and replaced Hover with Air Sup. I only used one set IO, the Steadfast +Def, and I'd recommend getting it even if you don't want to go for a full-fledged set IO build. As it is, it's a little less than 3% below the soft-cap for all positions, so you should be able to soft-cap with a few set bonuses.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    CaptainBrawl: Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Dark Melee
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Arctic Mastery
    Hero Profile:
    Level 1: Deflection -- EndRdx(A), DefBuff(3), DefBuff(3), DefBuff(5), ResDam(19), ResDam(21)
    Level 1: Shadow Punch -- Acc(A), EndRdx(5), Dmg(7), Dmg(27), Dmg(31)
    Level 2: Battle Agility -- EndRdx(A), DefBuff(7), DefBuff(9), DefBuff(9)
    Level 4: True Grit -- Heal(A), Heal(11), Heal(11), ResDam(13), ResDam(23), S'fstPrt-ResDam/Def+:30(25)
    Level 6: Air Superiority -- Acc(A), EndRdx(13), RechRdx(15), Dmg(15), Dmg(25), Dmg(40)
    Level 8: Shadow Maul -- Acc-I:50(A), EndRdx(17), RechRdx(17), Dmg(19), Dmg(27), Dmg(40)
    Level 10: Against All Odds -- EndRdx(A)
    Level 12: Active Defense -- RechRdx(A), RechRdx(31)
    Level 14: Fly -- Flight(A)
    Level 16: Hasten -- RechRdx(A), RechRdx(21), RechRdx(23)
    Level 18: Boxing -- Acc(A)
    Level 20: Phalanx Fighting -- DefBuff(A)
    Level 22: Siphon Life -- Acc(A), EndRdx(29), RechRdx(29), Heal(31), Dmg(33), Dmg(39)
    Level 24: Taunt -- Range(A)
    Level 26: Shield Charge -- Acc(A), EndRdx(33), RechRdx(34), Dmg(34), Dmg(34), Dmg(36)
    Level 28: Soul Drain -- Acc(A), EndRdx(36), RechRdx(36), Dmg(37), Dmg(37), Dmg(37)
    Level 30: Combat Jumping -- DefBuff(A), DefBuff(48)
    Level 32: Tough -- EndRdx(A), ResDam(33), ResDam(39), ResDam(39)
    Level 35: Dark Consumption -- Acc(A), RechRdx(40), RechRdx(42), Dmg(42), EndMod(42)
    Level 38: Midnight Grasp -- Acc(A), EndRdx(43), RechRdx(43), Dmg(43), Dmg(45), Dmg(45)
    Level 41: Weave -- EndRdx(A), DefBuff(45), DefBuff(48), DefBuff(48)
    Level 44: Chilblain -- Acc(A), RechRdx(50), Dmg(50)
    Level 47: One with the Shield -- ResDam(A)
    Level 49: Grant Cover -- EndRdx(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Heal(A), Heal(46), Heal(50)
    Level 2: Stamina -- EndMod(A), EndMod(46), EndMod(46)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Ranged)
    • 3% Defense(AoE)

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1454;584;1168;HEX;|
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    |-------------------------------------------------------------------|
  18. Finduilas

    WP/Axe feedback

    Hmm, you started asking about the damage potential on this build, and IMO the latest build goes very much in the wrong direction in that regard. Not only do you have fewer damaging attacks but the ones you have underslotted for damage.

    Is there a particular reason you chose the Earth Mastery pool? If you want damage, then Pyre Mastery or Soul Mastery on red side would be much better choices. Though honestly, if this were my build I'd drop all but say, one of the epic attacks and get more Axe attacks and Build Up. My Ice/Axe tank has everything in BA except Chop.

    Regarding the defense vs resistance question, what you really want to aim for if possible is layered damage mitigation. And since S/L is so predominant in the game having S/L both defense and resistance will make you *much* more survivable than one or the other alone. I think there's absolutely no question that adding S/L defense to WP will make your tanker much more survivable, but it doesn't have to be (and shouldn't, IMO) at the expense of damage capability.

    Here's an alternative build that takes more Axe attacks and slots them fully for damage. I also slotted to soft-cap S/L defense, and S/L resistance is a little higher as well. Regen is also a little higher. I dropped the Earth Mastery pool for Gloom from Soul Mastery since it'll take a Siphon Insight set, but there are other ways to get more S/L defense if you need it. I wasn't sure about your budget, so I left the defense powers with common IOs, but LotG are always nice there if you can afford them. The Kinetic Combats in the build are quite expensive, but worth it, IMO, and available with Hero merits.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Rosalind: Level 50 Science Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Battle Axe
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Soul Mastery
    Hero Profile:
    Level 1: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5)
    Level 1: Beheader -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(9)
    Level 2: Fast Healing -- Heal-I(A), Heal-I(9), Heal-I(11)
    Level 4: High Pain Tolerance -- Heal-I(A), Heal-I(11), Heal-I(13), ResDam-I(13), ResDam-I(15)
    Level 6: Gash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(15), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(43)
    Level 8: Indomitable Will -- EndRdx-I(A)
    Level 10: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(17), Numna-Heal(17), Taunt-I(19), Taunt-I(19)
    Level 12: Quick Recovery -- EndMod-I(A), EndMod-I(21), EndMod-I(23)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rchg(23), Mocking-Taunt/Rchg/Rng(25), Mocking-Taunt(25), Mocking-Acc/Rchg(27)
    Level 18: Heightened Senses -- EndRdx-I(A), DefBuff-I(21), DefBuff-I(27), DefBuff-I(29)
    Level 20: Swoop -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), RechRdx-I(46)
    Level 22: Kick -- Acc-I(A)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(36)
    Level 26: Combat Jumping -- DefBuff-I(A), DefBuff-I(29), Ksmt-ToHit+(42)
    Level 28: Whirling Axe -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dmg/EndRdx(34)
    Level 30: Weave -- EndRdx-I(A), DefBuff-I(34), DefBuff-I(36), DefBuff-I(39)
    Level 32: Strength of Will -- S'fstPrt-ResDam/Def+(A)
    Level 35: Cleave -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(37), Sciroc-Dmg/Rchg(37), Sciroc-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(39)
    Level 38: Pendulum -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Rchg(40), Erad-Dmg/Rchg(40), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Dmg/EndRdx(42)
    Level 41: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(42), RechRdx-I(43)
    Level 44: Maneuvers -- EndRdx-I(A), DefBuff-I(46), DefBuff-I(50)
    Level 47: Gloom -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(48), SipInsght-Acc/Rchg(48), SipInsght-ToHitDeb/EndRdx/Rchg(48), SipInsght-Acc/EndRdx/Rchg(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Heal-I(A), Heal-I(43)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(46)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 24.9% Defense(Smashing)
    • 24.9% Defense(Lethal)
    • 7.69% Defense(Fire)
    • 7.69% Defense(Cold)
    • 11.8% Defense(Energy)
    • 11.8% Defense(Negative)
    • 3% Defense(Psionic)
    • 13.9% Defense(Melee)
    • 7.38% Defense(Ranged)
    • 7.69% Defense(AoE)
    • 5.4% Max End
    • 18% Enhancement(Accuracy)
    • 4% FlySpeed
    • 203.8 HP (10.9%) HitPoints
    • 4% JumpHeight
    • 4% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 10.5%
    • 20% Perception
    • 42% (3.28 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 4% RunSpeed
    • 2% XPDebtProtection

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1365;690;1380;HEX;|
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    |-------------------------------------------------------------------|
  19. Quote:
    Originally Posted by CaptainBrawl View Post
    how do i do that? lol or do i gotta make it my self in mids? lol im still pretty new to the program
    Do you have Mids' installed? If so, the easiest way to get your build into it is to install Titan Sentinel and export your build in a Mids'-compatible format, which is done by selecting Tools -> Utilities -> User Profile. Once you have it in Mids' you can paste it in a forum message here.

    Both programs can be found here:

    http://www.cohtitan.com/

    Mids' is an option under "CoH Planners"

    Hope that helps.
  20. Quote:
    Originally Posted by Mr_Body View Post
    Actually, AAO is the taunt aura for Sheild which boosts your damage for each opponent surrounding you. I always leave it with the single default slot and put an endurance reduction in it.

    Active Defense is the click mez protection power for Shield. As such, I normally see people just 2 slot it for recharge reduction. Or put HO's in there but still just usually 2 slots. And normally this power is put on suto.
    Ooops, you're absolutely correct, I got the names mixed up. Thanks for the correction.

    Slotting Recap:

    Against All Odds - end reduction in the base slot
    Active Defense - two recharge commons or two Membrane Hami-Os
  21. Quote:
    Originally Posted by DrOctagon View Post
    I don't have much experience building a tank so I had a couple of quick questions that I couldn't find answers for. I've read a bunch of tanker guides (mostly the general ones about being a good tank). I have a Shield/Electric that's leveled to 39.

    1. With Shield/, you're working with 2 different types of defense, right? So can I soft cap all situational with an IO set, or would I have to use enhancements in other powers to meet it? Is it possible to get close to soft capping typed damage (lethal/smashing, etc)?
    Shield Defense only provides positional defense, so that's what you should concentrate on. You'll get some typed defense from pool powers and set bonuses, but by and large the two types are redundant. It may be possible to soft-cap some damage types on SD tank, but its DEFINITELY not worth it; don't try.

    Quote:
    2. Is there a guide that details what enemies do what type of damage? As a Shield/, what type of damage is a big weakness?
    One of the benefits of positional defense is that it covers almost all attacks you'll face in the game. The only exceptions that I know of are the few attacks without a positional tag, notably a few Psi attacks. But it's only a handful of specific attacks and not worth building in protection for them.

    Quote:
    3. I've seen that LotG is a really popular set. Is it that much worse to use, say, Red Fortune, or one of the other sets? I'd say maintaining aggro and being able to take damage are a lot bigger priorities than doing damage, for what I want to do with this toon post-50.
    Players like LotG because it has very nice bonuses, particularly the +Recharge IO. Any other defense set will work fine, though I wouldn't bother to use more than 4 slots per power. Gift of the Ancients is a good alternative, not nearly as expensive as LotG and it has good recovery and +end bonuses.

    Quote:
    4. Are there any tanker-, or Shield-specific, things I should know as far as slotting, damage types, situational defense, etc goes?

    Thanks in advance for any help!
    Hmm, well, two of the SD powers provide damage resistance as a secondary benefit--Deflection and True Grit. Although they should be slotted primarily for defense and heal respectively, it is worthwhile to put a couple of resistance slots in there as well.

    Also, SD is unusual in that it has click rather than toggle mez/KB protection--Against All Odds. All AAO really needs is a couple of recharge slots, but if you can afford a couple of Membrane Hami-Os it will actually increase your defense debuff resistance.

    Phalanx Fighting provides defense to the player as well as nearby allies. The 5% "self" defense is unenhanceable, so consequently most players don't slot PF very heavily.

    Lastly, Grant Cover is primarily a ally defense boost, but it does provide some defense debuff resistance to the player as well. For that reason, it's worth getting if you can fit it in.
  22. Quote:
    Originally Posted by SpikyShane View Post
    Money is no worry. I've probably got enough spread across my toons. I didn't go for taunt in Tremor. The taunt IO's are in Fault, which does no damage. I put the fourth recharge IO in Hasten because I'm stupid, and didn't notice it not doing anything lol. Where should I put that spare slot that I removed from Hasten?
    Even if you're rolling in influence, I'd say there's a lot wasted in this build.

    For instance, you can easily hard-cap S/L resistance, and adding 3% to the other damage resistance types will give very little real benefit, so the Shield Wall unique is an expensive waste. Also, most Invul tanks can soft-cap S/L/E/NE without the Glad Armor unique or Maneuvers, so I'd buy the GA IO for a build that really needs the extra defense--Invul doesn't.

    As I said, it's not too hard to soft-cap S/L/E/NE defense on an Invul tanker without Maneuvers, and most players concentrate on that rather than worry about F/C/Psi. However, if you really want to soft-cap F/C defense, Maneuvers will definitely help. Soft-capping Psi is unobtainable without making sacrifices that are IMO unacceptable. Most Invul tanks don't even try.

    I know this is a respec, but I'd strongly urge you to take your powers in something close to leveling order. Being locked out of Seismic Smash, and even worse, Invinc when you don't have to be would be crippling yourself unnecessarily.

    Here's a quick redo of your build without the two PvP uniques. I gave up a little recharge, but Tremor is slotted better and it's within 1% of soft-capping without Maneuvers, comfortably over with it.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Disturbed: Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Stone Melee
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Pyre Mastery
    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(27)
    Level 1: Stone Fist -- 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(5)
    Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(23), KntkC'bat-Dmg/EndRdx/Rchg:35(25), Mako-Acc/Dmg/EndRdx/Rchg:50(25)
    Level 4: Dull Pain -- Panac-Heal/EndRedux:50(A), Panac-EndRdx/Rchg:50(9), Panac-Heal/Rchg:50(11), Panac-Heal/EndRedux/Rchg:50(13), Panac-Heal:50(13)
    Level 6: Heavy Mallet -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(7), Hectmb-Dmg/EndRdx:50(7), Hectmb-Acc/Rchg:50(29), Hectmb-Dam%:50(31)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(19), RctvArm-ResDam/Rchg:40(27), RctvArm-ResDam/EndRdx/Rchg:40(29)
    Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(31), Mocking-Taunt/Rchg/Rng:50(33), Mocking-Acc/Rchg:50(33), Mocking-Taunt/Rng:50(33), Mocking-Rchg:50(34)
    Level 12: Boxing -- Acc-I:35(A)
    Level 14: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/EndRdx/Rchg:50(36), Aegis-ResDam:50(36)
    Level 16: Resist Physical Damage -- ResDam-I:50(A)
    Level 18: Invincibility -- HO:Enzym(A), LkGmblr-Def:50(43), LkGmblr-Rchg+:50(43)
    Level 20: Fault -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(21), Zinger-Taunt/Rchg/Rng:50(21), Zinger-Acc/Rchg:50(31)
    Level 22: Weave -- HO:Enzym(A), HO:Enzym(40), LkGmblr-Rchg+:50(42)
    Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(42)
    Level 26: Tough Hide -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(34), LkGmblr-Rchg+:50(37), Ksmt-ToHit+:30(39)
    Level 28: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(40)
    Level 30: Maneuvers -- LkGmblr-Rchg+:50(A), HO:Enzym(34), HO:Enzym(37)
    Level 32: Unstoppable -- S'fstPrt-ResDam/Def+:30(A)
    Level 35: Tremor -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(36), Erad-Acc/Dmg/EndRdx/Rchg:30(37), Sciroc-Dmg/EndRdx:50(40), Sciroc-Acc/Dmg/EndRdx:50(46)
    Level 38: Seismic Smash -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/Rchg:50(39), C'ngImp-Dmg/EndRdx/Rchg:50(43), C'ngImp-Dmg/EndRdx:50(48), C'ngImp-Dmg/Rchg:50(48)
    Level 41: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Rchg/Hold:30(42), Thundr-Acc/Dmg:50(45), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45)
    Level 44: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(46), Thundr-Acc/Dmg/EndRdx:50(46)
    Level 47: Resist Elements -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(48), Aegis-ResDam:50(50)
    Level 49: Resist Energies -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(50), Aegis-ResDam:50(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(15), Mrcl-Heal:40(19)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(15), P'Shift-EndMod/Acc:50(17), P'Shift-End%:50(17)
    ------------
    Set Bonus Totals:
    • 15.5% Defense(Smashing)
    • 15.5% Defense(Lethal)
    • 15.5% Defense(Fire)
    • 15.5% Defense(Cold)
    • 16.1% Defense(Energy)
    • 16.1% Defense(Negative)
    • 3% Defense(Psionic)
    • 9.25% Defense(Melee)
    • 9.56% Defense(Ranged)
    • 9.25% Defense(AoE)
    • 3.6% Max End
    • 72.5% Enhancement(RechargeTime)
    • 22% Enhancement(Accuracy)
    • 5% FlySpeed
    • 161.6 HP (8.63%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 9.9%
    • MezResist(Terrorized) 2.75%
    • 15.5% (0.26 End/sec) Recovery
    • 50% (3.9 HP/sec) Regeneration
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 20% RunSpeed

    Code:
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  23. Finduilas

    dark/fire -

    I have CoF on my Dark tank, but I use it mostly in situations like the ITF where the foes are highly stun-resistant. It's definitely not required; I think Op Gloom has a much better cost/benefit ratio.

    If you do decide to take CoF, it'll need three slots at absolute minimum. You can get decent levels of accuracy and end reduction by frankenslotting three Acc/End Red IOs from Fear sets.
  24. Not bad, though I think you could reach the E/NE soft-cap with a little work. The biggest problem I see is that you have several sets that are give primarily positional defense bonuses rather than typed (ToD, Scirocco's) and some sub-optimal slotting.

    If you're interested in the Pyre epic pool and the Cardiac alpha, that's what my Invul/EM tank has, and see below for his build on live for the sake of comparison. I don't have Fireball, but it would be easy enough to pick up by dropping Energy Punch or ResEl. The advantage of this combination is that with the Pyre pool you have ranged attack options that allow you to easily slot for E/NE bonus. And with the Cardiac alpha--besides not having to worry about endurance--RPD needs almost no slotting to reach the S/L resistance hard cap. On my build, I'm planning to move the second slot in RPD elsewhere and eventually replace the GotA sets and defense common with LotG sets.

    Hero Plan by Mids' Hero Designer 1.942
    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: Speed
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery
    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:36(A), RctvArm-ResDam/Rchg:38(3), RctvArm-ResDam/EndRdx/Rchg:38(3), RctvArm-ResDam:38(5)
    Level 1: Barrage -- S'ngH'mkr-Acc/Dmg:34(A), S'ngH'mkr-Dmg/EndRdx:34(5), S'ngH'mkr-Dmg/Rchg:33(7), S'ngH'mkr-Dmg/EndRdx/Rchg:30(7), Mako-Acc/Dmg/EndRdx/Rchg:50(9)
    Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:38(A), Dct'dW-EndRdx/Rchg:38(9), Dct'dW-Heal/Rchg:41(11), Dct'dW-Heal:38(11), Dct'dW-Rchg:36(13)
    Level 4: Energy Punch -- KntkC'bat-Acc/Dmg:27(A), KntkC'bat-Dmg/EndRdx:29(13), KntkC'bat-Dmg/Rchg:28(15), KntkC'bat-Dmg/EndRdx/Rchg:31(15), Mako-Acc/Dmg/EndRdx/Rchg:50(17)
    Level 6: Bone Smasher -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:30(17), KntkC'bat-Dmg/Rchg:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(19), Mako-Acc/Dmg/EndRdx/Rchg:50(21)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx:36(A), RctvArm-ResDam/Rchg:38(21), RctvArm-ResDam/EndRdx/Rchg:38(23), RctvArm-ResDam:38(23)
    Level 10: Taunt -- Mocking-Taunt:42(A), Mocking-Taunt/Rchg:42(25), Mocking-Taunt/Rchg/Rng:42(25), Mocking-Acc/Rchg:38(27), Mocking-Taunt/Rng:42(27), Mocking-Rchg:37(29)
    Level 12: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:30(34)
    Level 14: Fly -- Winter-ResSlow:50(A)
    Level 16: Whirling Hands -- Erad-Dmg:30(A), Erad-Dmg/Rchg:29(29), Erad-Acc/Dmg/Rchg:30(31), Sciroc-Dmg/EndRdx:50(31), Sciroc-Acc/Dmg/EndRdx:45(31)
    Level 18: Invincibility -- LkGmblr-Def/EndRdx:34(A), LkGmblr-Def/Rchg:50(33), LkGmblr-Def/EndRdx/Rchg:33(33), LkGmblr-Def:26(33)
    Level 20: Resist Physical Damage -- S'fstPrt-ResDam/Def+:10(A)
    Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34)
    Level 24: Boxing -- Acc-I:40(A)
    Level 26: Tough Hide -- LkGmblr-Def:45(A), LkGmblr-Rchg+:45(34), LkGmblr-Def/EndRdx:45(36), Ksmt-ToHit+:16(36)
    Level 28: Build Up -- Rec'dRet-Pcptn:18(A), RechRdx-I:50(36)
    Level 30: Tough -- RctvArm-ResDam/EndRdx:39(A), RctvArm-ResDam/Rchg:39(37), RctvArm-ResDam/EndRdx/Rchg:39(37), RctvArm-ResDam:35(37)
    Level 32: Weave -- GftotA-Def/EndRdx:30(A), GftotA-Def/Rchg:36(39), GftotA-Def/EndRdx/Rchg:40(39), GftotA-Def:36(39)
    Level 35: Energy Transfer -- C'ngImp-Acc/Dmg:43(A), C'ngImp-Acc/Dmg/Rchg:41(40), C'ngImp-Dmg/Rchg:43(40), C'ngImp-Acc/Dmg/EndRdx:44(40), C'ngImp-Dmg/EndRdx/Rchg:45(42)
    Level 38: Total Focus -- C'ngImp-Acc/Dmg:45(A), C'ngImp-Dmg/EndRdx:43(42), C'ngImp-Dmg/Rchg:45(42), C'ngImp-Acc/Dmg/EndRdx:36(43), C'ngImp-Acc/Dmg/Rchg:41(43)
    Level 41: Char -- Thundr-Acc/Dmg:43(A), Thundr-Dmg/EndRdx:45(43), Thundr-Dmg/EndRdx/Rchg:46(45), BasGaze-EndRdx/Rchg/Hold:27(45), BasGaze-Acc/Rchg:30(45)
    Level 44: Fire Blast -- Thundr-Acc/Dmg:45(A), Thundr-Dmg/EndRdx:46(46), Thundr-Acc/Dmg/Rchg:50(46)
    Level 47: Resist Energies -- Aegis-ResDam/EndRdx:43(A), Aegis-ResDam/Rchg:50(48), Aegis-ResDam:35(48)
    Level 49: Resist Elements -- Aegis-ResDam/EndRdx:47(A), Aegis-ResDam/Rchg:40(50), Aegis-ResDam:44(50)
    Level 50: Cardiac Partial Core Revamp
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I:45(A)
    Level 2: Rest -- RechRdx-I:45(A)
    Level 2: Swift -- Run-I:45(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Numna-Heal/EndRdx:32(A), Numna-Heal:43(46)
    Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(48), P'Shift-End%:50(50)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 18.6% Defense(Smashing)
    • 18.6% Defense(Lethal)
    • 12.4% Defense(Fire)
    • 12.4% Defense(Cold)
    • 17.4% Defense(Energy)
    • 17.4% Defense(Negative)
    • 3% Defense(Psionic)
    • 10.8% Defense(Melee)
    • 10.2% Defense(Ranged)
    • 7.69% Defense(AoE)
    • 5.4% Max End
    • 23% Enhancement(Accuracy)
    • 37.5% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 5% FlySpeed
    • 161.6 HP (8.63%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 15.4%
    • MezResist(Terrorized) 2.2%
    • 20% Perception
    • 6% (0.1 End/sec) Recovery
    • 52% (4.06 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 3.76% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 15% RunSpeed

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    If you decide to stay with the Energy Mastery epic, I'd recommend the Spiritual alpha for the additional recharge rather than Musculature. A couple of other things on your current build:

    Move that Reactive Armor set in RPD to Tough! Tough has a higher base resistance value and requires end reduction, which RPD does not.

    Dull Pain is a poor choice for a full Numina's set, you only get the benefit of the regen/recovery unique when DP is up. Put the Numina unique in Health instead and slot something else in DP--I like Doctored Wounds myself because it has a recharge bonus and comes close to fully slotting for Heal and Recharge with 5 slots.

    Move the Winter's Gift to SJ and slot CJ for defense.

    Also, Weave needs end reduction, it's a relatively high-end toggle. I'd pull two slots from Invinc and move at least one of them to Weave. 4-slotting with just about any defense set would be better than your current slotting.
  25. Finduilas

    My Fire/SS build

    I'm also surprised you don't have endurance issues with the current slotting, but there are still some changes I'd recommend to get more out of this build.

    First, I know this is probably a level 50 build already, but if you respec I'd reorder the powers so you can have KoB, Rage and Foot Stomp as soon as they're available. That way you'll have them more often if you exemp. I'd also take BA by the 20s at least, but that's more of a personal preference. Tough and Weave could be delayed a few levels, and Temp Protection can easily wait until the 40s.

    I'd also take Fiery Embrace; even if you just use it for hard targets I think it will be more useful than spending four slots on travel powers. Another option if you really don't want FE is to take Hasten.

    Slotting issues:

    Drop the End/Rchg IO in the Reactive Armor sets. You don't need the additional end reduction and the F/C bonus you get from it is pitiful. Besides, F/C defense should be a low priority anyway since you already have capped Fire resistance.

    Move the three slots you save from the RA sets to Jab, Punch and Haymaker. As is, they are underslotted for accuracy and damage. I like using the Mako's quad, but any IO with accuracy and damage will do.

    Instead of the Mako's Acc/Dam and Dam/Rchg, the Acc/Dam/Rchg and the Acc/Dam/End/Rchg will give you better numbers. Another alternative is the Pounding Slugfest Acc/Dam and Dam/Rchg, which will give you a nice regen bonus.

    Burn is very underslotted. It's a very critical power and should be slotted fully, IMO. I'd move the Oblit set you have in Blazing Aura to Burn, which will have the additional benefit of greatly reducing the end cost of BA once it's slotted with another set.

    To get the slots for Burn, I'd recommend two things: Drop the Steadfast Res/End in TP--you need the slot more than the HP bonus--and drop the Gaussian's set in Rage. Two Rectified Reticle in Rage plus a slot or two of recharge will give you more of a S/L def bonus and save a few slots.

    Here's a quick redo of your build, I ended up taking a slot from KoB to achieve some of the other goals. It's still soft-capped to S/L without Hover, but the end use and attack slotting is much better. A more radical change you could consider is picking up Maneuvers, which would allow you to drop some of the Oblit sets and might get you to 32% E/NE defense.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Natural Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Super Strength
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5)
    Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(5), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), Mako-Acc/Dmg/EndRdx/Rchg:50(9)
    Level 2: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(11), Mako-Acc/Dmg/EndRdx/Rchg:50(23)
    Level 4: Healing Flames -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(13), Dct'dW-Heal/Rchg:50(13), Dct'dW-Rchg:50(15), Dct'dW-Heal:50(15)
    Level 6: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(19), Mako-Acc/Dmg/EndRdx/Rchg:50(29)
    Level 8: Hover -- LkGmblr-Rchg+:50(A)
    Level 10: Consume -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(34), P'Shift-EndMod/Rchg:50(34)
    Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam:40(27), RctvArm-ResDam/EndRdx/Rchg:40(27)
    Level 14: Fly -- Zephyr-ResKB:50(A)
    Level 16: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(19), Zinger-Taunt/Rchg/Rng:50(21), Zinger-Acc/Rchg:50(21), Zinger-Taunt/Rng:50(33), Zinger-Dam%:50(33)
    Level 18: Burn -- Oblit-Acc/Rchg:30(A), Oblit-Dmg:50(31), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(46), Oblit-%Dam:50(48)
    Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(34), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36), Mako-Acc/Dmg/EndRdx/Rchg:50(42)
    Level 22: Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(46), KntkC'bat-Dmg/EndRdx/Rchg:35(46)
    Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(29), RctvArm-ResDam:40(25), RctvArm-ResDam/EndRdx/Rchg:40(50)
    Level 26: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(48), LkGmblr-Rchg+:50(31)
    Level 28: Rage -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(36), RechRdx-I:50(37), RechRdx-I:50(37)
    Level 30: Blazing Aura -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(37), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Sciroc-Dmg/EndRdx:50(39), Sciroc-Acc/Dmg/EndRdx:50(42)
    Level 32: Combat Jumping -- Zephyr-ResKB:50(A), LkGmblr-Def:50(45), LkGmblr-Rchg+:50(50)
    Level 35: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(48)
    Level 38: Foot Stomp -- Oblit-Dmg:50(A), Oblit-%Dam:50(39), Oblit-Acc/Rchg:50(43), Oblit-Dmg/Rchg:50(43), Oblit-Acc/Dmg/Rchg:50(43), Oblit-Acc/Dmg/EndRdx/Rchg:50(45)
    Level 41: Rise of the Phoenix -- RechRdx-I:50(A)
    Level 44: Temperature Protection -- S'fstPrt-ResKB:30(A), S'fstPrt-ResDam/Def+:30(45)
    Level 47: Conserve Power -- RechRdx-I:50(A)
    Level 49: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-End%:50(50)
    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: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 -- Run-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal/EndRdx:50(40), Numna-Heal:40(42)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(40), P'Shift-End%:50(40)
    ------------
    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)
    • 34.3% Defense(Smashing)
    • 34.3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 9.88% Defense(Energy)
    • 9.88% Defense(Negative)
    • 3% Defense(Psionic)
    • 24.3% Defense(Melee)
    • 6.44% Defense(Ranged)
    • 3% Defense(AoE)
    • 1.8% Max End
    • 4% Enhancement(Heal)
    • 18% Enhancement(Accuracy)
    • 42.5% Enhancement(RechargeTime)
    • 15% FlySpeed
    • 267.1 HP (14.3%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Immobilize) 17.1%
    • MezResist(Stun) 4.4%
    • MezResist(Terrorized) 4.95%
    • 20% Perception
    • 1.5% (0.03 End/sec) Recovery
    • 52% (4.06 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 15% RunSpeed

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