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Hyper, if TI, UY and Tough are all fully slotted RPD really doesn't need anything more than minimal slotting to reach the S/L hard cap.
I can't see any good reason to use a Reactive Armor set in one of the passives and common IOs in Tough, since Tough has a higher base value and needs end reduction.
Move the RA set from ResEn to Tough and three-slot ResEn with Aegis for the F/C defense bonus.
I'm not a big fan of Mako's Bite for E/NE def, a good combo for KoB that gives slightly more E/NE def is 4 Crushing Impact plus two Basilisk's gaze.
I'd also pull one of the slots from Haymaker to put a fifth slot in Jab; with Bruising you'll want to use Jab frequently so you might as well make the most of it.
Slotting single Scirocco's Dervish and Obliteration IOs doesn't do much for you in Foot Stomp; I'd either add one Erad and one Multi Strike for the Erad +HP bonus, or two Scirocco's Dervish for the regen bonus.
You could also pull the Def/Rchg slot from Tough Hide and move it to Taunt. You'll lose just a tiny bit of defense but gain the 7.5% defense bonus from the Mocking Beratement set. Here's what it would look like:
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Autotank: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Jab -- 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(50)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(13), Dct'dW-Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-EndRdx/Rchg(33)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(11)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx(34)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rng(13), Mocking-Acc/Rchg(29), Mocking-Rchg(33), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(36)
Level 12: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Boxing -- Acc-I(A)
Level 18: Invincibility -- LkGmblr-Rchg+(A), HO:Cyto(19), HO:Cyto(19), HO:Membr(21)
Level 20: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(25), C'ngImp-Dmg/EndRdx/Rchg(37), BasGaze-Acc/Rchg(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(50)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(31)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
Level 28: Rage -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-Rchg(31), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit(37), AdjTgt-ToHit/EndRdx(39)
Level 30: Resist Energies -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(43), Aegis-ResDam(43)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(46)
Level 35: Resist Elements -- ResDam-I(A)
Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(40), Erad-Dmg/Rchg(40), Erad-Dmg(42), M'Strk-Acc/Dmg/EndRdx(42), FrcFbk-Rechg%(42)
Level 41: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(43), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Rchg/Hold(45)
Level 44: Fire Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(46), Thundr-Acc/Dmg/Rchg(46)
Level 47: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(50)
Level 49: Stealth -- LkGmblr-Rchg+(A)
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 50: Cardiac Core Paragon
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
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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 -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(33)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(40)
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Set Bonus Totals:- 2% DamageBuff(Smashing)
- 2% DamageBuff(Lethal)
- 2% DamageBuff(Fire)
- 2% DamageBuff(Cold)
- 2% DamageBuff(Energy)
- 2% DamageBuff(Negative)
- 2% DamageBuff(Toxic)
- 2% DamageBuff(Psionic)
- 16.8% Defense(Smashing)
- 16.8% Defense(Lethal)
- 9.25% Defense(Fire)
- 9.25% Defense(Cold)
- 17.4% Defense(Energy)
- 17.4% Defense(Negative)
- 3% Defense(Psionic)
- 9.88% Defense(Melee)
- 10.2% Defense(Ranged)
- 6.13% Defense(AoE)
- 3.6% Max End
- 4% Enhancement(Heal)
- 68.8% Enhancement(RechargeTime)
- 34% Enhancement(Accuracy)
- 5% FlySpeed
- 196.8 HP (10.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 11%
- MezResist(Terrorized) 2.2%
- 9% (0.15 End/sec) Recovery
- 42% (3.28 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 10% RunSpeed
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Although I wouldn't put it quite so...bluntly, I do agree with Hyperstrike that Maneuvers isn't needed and isn't the best choice for a Invul tank trying to soft-cap for the reasons he listed. IMO it's a better choice for sets like Fire or Electric that unlike Invul don't have a substantial amount of defense to build on.
The only exception I an think of offhand is if you're trying to do a SO build or a really low-budget IO build for an Invul tank. Maneuvers would give helpful defense boost if you can't or aren't willing to spend the necessary influence on set IOs. But given some of the IOs the OP used in his build, that doesn't seem to be an issue. -
ClassH: I'll accept that some players may not consider an attack slotted to 87% damage enhancement to be underslotted, but I do. And I think that most players would consider Death Shroud and Whirling Mace to be underslotted for damage in the original build.
YoumuKonpaku: whether or not you agree with my reasoning for making the suggestions, please note I was able to improve your attack slotting considerably without making any significant sacrifices.
In addition, I think Focused Accuracy is a wasted power pick because of its end cost and because you can get most of its benefits by adding a couple of specialized IOs. Why not have the FA ToHit buff all the time instead of just when running a very high-end toggle? The fact that you have a full Gaussian's set slotted when there are more efficient ways to get defense bonuses is a factor too. Even if you decide to keep Focused Accuracy, I think you should consider dropping the Gaussian's set and use some of the slots in your attacks. As I noted above, Death Shroud and Whirling Mace are currently very poorly slotted and need some attention. -
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Oh, you'll definitely need Conserve Power on this build, considering that almost half of your attacks are underslotted for end reduction. You've overslotted your armor toggles for end reduction, but that's not going to help much considering that the three DA armors use very little end anyway.
Focused Accuracy is a huge end hog, and not needed. You'd be better off dropping it and slotting a Kismet +Acc if you think you need additional ToHit. I'd get Build Up or Jawbreaker instead.
All your attacks need at least another slot, and Whirling Mace needs two. I know you said you're not that interested in damage, though heaven knows why, but all your attacks are underslotted for either accuracy or end reduction as well. That's not good.
That Gaussian's set is sucking up a lot of slots that could better be used elsewhere; it's a great set for positional defense, but Rectified Reticle is a better choice for typed defense.
I'm also not sure why you chose to skip the fourth Reactive Armor in DE, since it would give you another easy 1.25% S/L def bonus.
Here's a quick redo of your build, with similar numbers for defense. The end drain shows as a little lower, but it's actually going to be much lower because the end use of your attacks is not reflected in that number. I chose to underslot Ob Shield a bit because resistance slotted there just affects Psi resistance. I also pulled a slot each from CJ and Maneuvers because the base value of those powers is much less than Weave or CoD, so it doesn't hurt your defense totals too much.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Pettanko: Level 50 Natural Tanker
Primary Power Set: Dark Armor
Secondary Power Set: War Mace
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(7), RctvArm-ResDam/EndRdx(9)
Level 1: Bash -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Acc/Dmg(33), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 2: Pulverize -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Acc/Dmg(7), KntkC'bat-Dmg/EndRdx/Rchg(17), KntkC'bat-Dmg/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(43)
Level 4: Murky Cloud -- S'fstPrt-ResKB(A), RctvArm-ResDam(11), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam/Rchg(34)
Level 6: Obsidian Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(9), Aegis-ResDam/EndRdx(19), TtmC'tng-ResDam/EndRdx(29)
Level 8: Dark Regeneration -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(21), Numna-Heal/EndRdx(23), Dct'dW-Heal/EndRdx(23), Theft-+End%(27)
Level 10: Taunt -- Mocking-Taunt/Rng(A), Mocking-Taunt(34), Mocking-Taunt/Rchg/Rng(34), Mocking-Taunt/Rchg(36)
Level 12: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(17)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15), Krma-ResKB(39)
Level 16: Boxing -- Empty(A)
Level 18: Cloak of Fear -- Abys-Acc/EndRdx(A), N'mare-Acc/EndRdx(46), U'spkT-Acc/EndRdx(48)
Level 20: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 22: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(29), Erad-Acc/Dmg/Rchg(36), Sciroc-Dmg/EndRdx(36), Sciroc-Acc/Dmg/EndRdx(43)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(25), RctvArm-ResDam/Rchg(27)
Level 26: Oppressive Gloom -- HO:Endo(A)
Level 28: Whirling Mace -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Dmg/Rchg(39), Erad-Dmg(45), M'Strk-Acc/Dmg/EndRdx(46)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(33)
Level 35: Shatter -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(40), Erad-Dmg/Rchg(46), Erad-Acc/Dmg/Rchg(50), M'Strk-Acc/Dmg/EndRdx(50)
Level 38: Crowd Control -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(40), Erad-Dmg/Rchg(45), Erad-Acc/Dmg/Rchg(48), M'Strk-Acc/Dmg/EndRdx(50)
Level 41: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(43)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-End%(A), EndMod-I(48)
Level 49: Soul Transfer -- RechRdx-I(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
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(3), EndMod-I(3)
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Quote:Yes, and at lower levels Hoarfrost is a modest heal on a very long recharge; Chilling Embrace can easily draw more aggro than a low level tanker can handle. We could argue the minutiae of which tanker primary is better and under what circumstances endlessly--it's certainly happened on this forum often enough--but that still provides no evidence that the devs are using this change to address a systemic weakness in positional defense.Your Ice tank will have Hoarfrost, Chilling Embrace, and a damage aura at the low levels to make up for that. And then at level 26 you get Energy Absorption to close the gap. It's not that big of a difference. Besides, some sets have better synergy with others, so while you can get close to the softcap earlier the Ice tanker can pick KM to stack -damage.
Purely anecdotally, I've played almost all the tanker primaries at low levels, and none of them has had as easy a time as the SR/MA tank sitting in Beta. Having 28% melee and ranged defense before level 10 makes much, much more difference than Hoarfrost or any of the other things you mentioned. Have *you* tried it?
Heck, I think players with positional defense characters other than MA should be ticked off that one secondary gets this huge boost and they don't.
Quote:I'd be a hypocrite to argue otherwise as my main tank(elec) sits at 32.5% positionals, but I'll just say that S/L is stupidly common IME and the holes aren't as significant.
I'm not assuming anything about what the devs think, I'm simply stating what's logical to me about their decision. Instead of focusing on what the devs may or may not think, what do YOU think? Is it ok for Inv and Ice tankers to have incarnate softcapping tools, while SD does not have that option?
The problem with going down that road is then you have to start asking why resistance set Y doesn't have a tool defense set Z has. If there is indeed a systemic problem with positional defense sets that needs to be addressed, it should be addressed systemically, not by giving what I consider to be an unbalancing boost to one secondary.
Quote:Strange, my experience is quite the opposite. People prefer to softcap themselves to S/L/E/N instead of going for 32.5% positionals.
But that's design choice that players make based on defense effectiveness in that particular situation, and does not in any way prove that positional defense is somehow inferior to typed defense.
Quote:If like you say there's no problem, then there's no need for a big AT-wide fix. This MA change gives a nice synergy option, but it doesn't tip the scales either way as MA is quite weak without it.
And it's too large, I think it gives way too much of a advantage to a certain sub-group of players. As I suggested earlier in the thread, halve it to 5% and make it apply to S/L/E/NE/F/C as well as M/R/A. That way, playing MA has unique advantage that adds a nice bit of extra survivability to most tank primaries. -
Quote:The additional advantage for positional defense sets is even more stark at the pre-IO level; my SR/MA can have 28% defense at level 3, my Ice tank will have around 18% S/L defense and 10% positional defense. That's a huge difference in survivability.Both Typed and Positional defense based tankers can reach the softcap without sacrificing too much, and they both need to do so without the assistance of MA. If you jump into a spawn and your SK misses, what do you fall back on? building for defense will still be needed for defense based sets either way, so my point is that whether it caters to typed or positional primaries more isn't really relevant at the IO level.
Quote:If you want to cover for the most common damage types, S/L, you just have to slot for S/L defense. If you want to cover for the next most common damage types, you have to slot for E/N defense. That's 2 instead of 3 to gain complete coverage for the most common damage types, or 1 instead of 3(which is the most popular). Note that while there are builds which softcap themselves to 4 damage types(and the rest gets covered by resists), there are none which even come close to softcapping themselves to all 3 positions.
Quote:I'm not pretending to understand the devs way of thinking, I'm just making sense of their decisions in what way I can.
Your Ice tank can incarnate softcap with saturated Energy Absorption, and so can your Inv tank with saturated Invincibility. Does your SD have an equivalent tool in its disposal?
Bottom line, I haven't seen any evidence that suggests that the devs consider positional defense to be lacking compared to typed defense, and without that, the argument that the MA change is designed to address it is unconvincing.
It's certainly not the common perception among players from what I've seen. IME, Positional defense is typically seen as better because it offers more complete coverage, an advantage at least somewhat offset by the lower cost of soft-capping the most common types.
Even if you're right and the Storm Kick defense buff is somehow designed to give positional def a needed boost, it strikes me as a remarkably ineffective one, since it will only be of assistance to players of one secondary of one AT. -
Quote:There are differences between the builds, but many more similarities. The key is that you should focus on getting at least 45% S/L/E/NE defense with one in range of Invinc. Getting F/C soft-capped is nice too, but a much lower priority.Thanks again. Getting ready to read a couple ivuln threads. It just seems like there are so many different sets and bonuses in my face that I dont see some obviously better routes. I'll surely get better at this eventually!
Some key sets to look for:
4 slots of Reactive Armor for your resistance powers; 3 slots of Aegis is also good once you're soft-capped to S/L/E/NE.
4 slots Kinetic Combat, plus another slot or two for accuracy and damage in your ST attacks. Smashing Haymaker is a cheaper alternative that has half the defense bonus of Kin Combat.
3-4 Eradication in your PBAoE attacks, (3 are needed for the E/NE bonus) plus another slot or two for damage and end reduction.
A full set of Mocking Beratement or Perfect Zinger for Taunt.
Other options, like using LotG in your Defense powers is a good choice but not essential for getting to the soft-cap.
Personally, I think Focused Accuracy is not worth a power pick and Gaussian's is not a good choice for a typed defense build. It takes too many slots for a relatively small return. I'd go with 2 slots of Retified Reticle plus a recharge in Build Up and drop FA for Conserve Power as well.
A more general question...have you costed out all the IOs you have in your original build? Between the purples and the PvP IOs it will be a hugely expensive build, and not any more effective than a less expensive build. I'd ditch both the Glad Armor and Shield Wall uniques first thing, and then use purples only when you've gotten your defense where you want it to be. Having perma Dull Pain and/or perma Hasten is a nice goal, but it doesn't add nearly as much survivability as soft-capped defense. -
Dawn, your link doesn't work and there's no data chunk.
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Quote:Though undoubtedly true, I don't see how it's relevant. Positional defense based tanker primaries have just as few, if not fewer issues reaching the soft-cap for all positions.With the exception of WP, the typed defense powersets all have a weakness to psi which the positional defense helps cover, and they(Inv,Stone,Ice) also have very few problems in reaching the S/L/N/E/F/C softcap with IO's.
Quote:As for the resistance based powersets, they build for typed defenses simply because it is easier(in terms of slots), and this MA change gives a very nice option to build for positional defenses, evening the playing field.
But I have a hard time believing that the the intended goal of this change was to encourage players with resistance based sets to slot for positional defense for two reasons: For one, why would the devs care whether players slot for positional or typed defense? It's not like it's somehow game-breaking for players to prefer typed defense.
Secondly, if that's the reason behind it, there's a significant UNintended consequence; it benefits positional defense sets much much more than typed defense sets.
For example, I have a Shield character that's sitting at around 47% defense to all positions. At 57% defense, this change will put her near the incarnate soft-cap pretty much constantly for all positions. It would be trivially easy for a SR/MA tanker to reach 60% defense to all positions.
On my Ice tank, the MA defense buff would yield no benefit whatsoever for S/L/E/NE defense--the types that comprise about 75% of the game's content--because adding the 10% is less than the typed defense she has already for those types. The way she's currently slotted, the 10% positional buff will increase her protection from F/C/Psi and Toxic to around 30%; nice, but not even *close* to the benefit my Shield tank gets from this change.
Instead of 10% positional defense, I'd like to see it give a smaller amount of defense--5% for instance--to S/L/E/NE/F/C as well as all positions. It would be a helpful buff, but not game changing, and positional defense would maintain its advantage as the defense category that covers Psi and Toxic when typed defense typically does not. -
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Quote:That's one way to put it.Checking the patch notes indicates that it's supposed to only grant positional defense. It's probably working as intended, though I think the intentions are... insufficient.
I know there's a precedent for this since Parry gives just Melee positional defense. But I think this is different for a couple of reasons.
First, although I haven't use the sword sets to any great degree, IIRC, the melee defense is Parry does stack with repeat applications, so it's a least conceivable that a typed defense character could get a fair amount of melee defense under some circumstances. The defense buff from Storm Kick does NOT stack on itself, so the only buff you're going to get is the 10%.
Second, the Parry buff is for one position and the Storm Kick buff is for all positions. That combined with the fact that it's non-stacking makes it hugely more advantageous for sets with positional def compared to those with typed defense since positional defense builds will have access to a constant 10% defense buff that stacks with their other defense powers. Having an additional 10% positional melee defense that does not stack with your typed defense is a lot less useful.
That seems very inequitable to me, and it's made even more so by the fact that if you're getting a fair proportion of your defense from sets you'll be better off than if you have a set like Ice, since you won't have as many 1/2 scale positional defense boosts that you get from set bonuses.
Don't get me wrong, it's a nice buff even for typed defense, but IMO it needs to be rethought to address the inequities in benefit between positional and melee defense sets. -
Quote:My SR/MA on Beta is getting the Storm Kick defense buff for all positions, but not types.Also - Martial Arts: Storm kick had its damage reduced, but added an all positions/types defense buff. It is now, for Tankers only, Parry Plus.
Granted, I didn't try *all* types, but it didn't show for Smashing and Energy defense.
I reported it as a bug, and I sincerely hope it isn't WAI. That would really suck for typed defense primaries. -
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Just played around with a SR/MA tank on beta, and though I don't know how it'll be at high levels, having 28% melee defense at level 3 is pretty awesome.
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I agree with LSK suggestions, and in addition you seem to be slotting sets that give primarily positional defense rather than typed--Gaussian's, BotZ etc.
I also think that Assault is a wasted pick, you'd be better off getting Incinerate instead. It's a good attack, and it'll give you another place to put a Kin Combat set.
From the top:
HPT needs more Heal slotting to maximize the HP boost. Move the Steadfast +Def to another power, SoW would be a good choice.
Fire Sword and Scorch each need another slot so they're slotted adequately for accuracy and damage. I like the Mako's quad as a fifth slot, but any IO with accuracy and damage will do.
Why take Air Sup if you're not going to slot it? If you really want it slot it with another set of Kin Combat and a fifth slot, otherwise just take Hover instead.
Drop the Aegis set in MoB and slot Reactive Armor there instead. Another option if you can soft-cap S/L without the RA set in HPT is to put the Aegis set there, but skip the Psi/Status IO.
Resistance slotting in IW only increases Psi resists--not a high priority. If you need slots elsewhere that would be a good place to take them from.
The BotZ defense bonus are pitiful for typed defense. Pull everything but the base slot and slot a Winter's Gift instead. WP does not need additional KB protection.
Oblit is not a great set for typed defense builds because the defense bonus is pretty small for six slots and it's low in end reduction, but I really don't see the point in 5 slotting an attack with it when you're not soft-capped to S/L. If you can soft-cap without it, consider using Eradication or Scirocco's Dervish instead.
The Red Fortune bonuses aren't that great. If you don't want to use another LotG set, consider Gift of the Ancients instead.
Quick Recovery is underslotted for end mod. If you can't afford another slot, consider replacing the End Mod/Rchg with an End Mod common.
Heightened Senses has a higher defense value than CJ, so you should be slotting it more heavily. Also, be sure to use both the Def/End and Def/End/Rchg so it has sufficient end reduction.
Maneuvers is a high-end toggle with a low base defense value--lower than CJ. If you can't afford to give it another slot go with Def/End, Def, and Def/End/Rchg and move the +Recharge elsewhere.
As LSK suggested, try a Rectified Reticle set in Build Up instead of the Gaussian's. You'll get slightly more S/L defense and it'll save a lot of slots.
SoW doesn't need to be slotted so heavily to hard cap S/L resistance. I'd put the Steadfast +Def in the base slot and leave it at that.
Greater Fire Sword needs another slot; again, a Kin Combat set would do more for you there.
Here's my rework of your build, it's now soft-capped to S/L/E/NE and 41% F/C defense. I ended up keeping Assault and dropping Air Sup for Incinerate, but you can switch that if you wish. (Keep in mind it'll be hard finding slots for Air Sup if you keep Incinerate.) I'd really prefer to have Hasten, but you don't have any power pools free.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
WP/Fire Defense Build: Level 50 Mutation Tanker
Primary Power Set: Willpower
Secondary Power Set: Fiery Melee
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Hero Profile:
Level 1: High Pain Tolerance -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(3), Aegis-ResDam:50(15), Numna-Heal/EndRdx:50(23), Numna-Heal:50(34), Numna-Heal/Rchg:50(37)
Level 1: Scorch -- KntkC'bat-Dmg/EndRdx/Rchg:35(A), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Acc/Dmg:35(21), Mako-Acc/Dmg/EndRdx/Rchg:50(33)
Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(50)
Level 4: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(21), Mako-Acc/Dmg/EndRdx/Rchg:50(33)
Level 6: Combustion -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(17), Erad-Acc/Dmg/Rchg:30(17), Erad-Acc/Dmg/EndRdx/Rchg:30(27), M'Strk-Acc/Dmg/EndRdx:50(33)
Level 8: Fast Healing -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(9), Numna-Heal/Rchg:50(9)
Level 10: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(11), LkGmblr-Def:50(15), Ksmt-ToHit+:10(31)
Level 12: Rise to the Challenge -- Numna-Heal/EndRdx/Rchg:50(A), Numna-Heal/Rchg:50(13), Numna-Heal:50(13), Numna-Heal/EndRdx:50(34)
Level 14: Hover -- LkGmblr-Rchg+:50(A)
Level 16: Fly -- Winter-ResSlow:50(A)
Level 18: Quick Recovery -- EndMod-I:50(A), P'Shift-EndMod:50(19), P'Shift-End%:21(19)
Level 20: Combat Jumping -- LkGmblr-Rchg+:50(A), DefBuff-I:50(27)
Level 22: Taunt -- Zinger-Dam%:50(A), Zinger-Taunt/Rng:50(23), Zinger-Taunt:40(29), Zinger-Acc/Rchg:50(36), Zinger-Taunt/Rchg/Rng:50(46), Zinger-Taunt/Rchg:50(46)
Level 24: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(25), LkGmblr-Def/EndRdx:50(25), LkGmblr-Def/EndRdx/Rchg:40(42)
Level 26: Kick -- Acc-I:50(A)
Level 28: Fire Sword Circle -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(29), Erad-Acc/Dmg/Rchg:30(31), Erad-Acc/Dmg/EndRdx/Rchg:30(31), M'Strk-Acc/Dmg/EndRdx:50(34)
Level 30: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(45), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45)
Level 32: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:40(36), LkGmblr-Def:50(36), LkGmblr-Rchg+:50(48)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(46), Mako-Acc/Dmg/EndRdx/Rchg:50(50)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), Mako-Acc/Dmg/EndRdx/Rchg:40(50)
Level 41: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-ToHit:20(43), RechRdx-I:50(43)
Level 44: Strength of Will -- S'fstPrt-ResDam/Def+:30(A)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx/Rchg:50(A), LkGmblr-Def:50(48), LkGmblr-Def/EndRdx:50(48)
Level 49: Assault -- EndRdx-I:50(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Radial Paragon
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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 2: Swift -- Run-I:50(A)
Level 2: Health -- RgnTis-Regen+:10(A), Mrcl-Rcvry+:20(37), Mrcl-Heal:40(40), Numna-Regen/Rcvry+:30(40), Numna-Heal:50(42)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:21(A), P'Shift-EndMod/Rchg:50(37), P'Shift-EndMod:50(40)
Level 4: Ninja Run
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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)
- 25.5% Defense(Smashing)
- 25.5% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 11.8% Defense(Energy)
- 11.8% Defense(Negative)
- 3% Defense(Psionic)
- 14.3% Defense(Melee)
- 7.38% Defense(Ranged)
- 4.56% Defense(AoE)
- 3.6% Max End
- 18% Enhancement(Accuracy)
- 6% Enhancement(Heal)
- 42.5% Enhancement(RechargeTime)
- 10% FlySpeed
- 421.7 HP (22.5%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Immobilize) 13.2%
- MezResist(Terrorized) 2.75%
- 2.5% (0.04 End/sec) Recovery
- 98% (7.65 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 15% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1451;723;1446;HEX;| |78DA6553594F135114BE339D025D584A170AB4A5652B2D50DAC8B3268824189A944| |D9E4C33CA958E36D33A1D5CDEFC0DFAE083FE3C3714D43F60EA99F35DCA2434997E| |67CEFDE63BEBADBFD98E0AF1EE9ED0A2F7DB66AFD73C32ED17D219A99FBBA66B75E| |CE4496363C772647E5B3E93764FE6B7CEADF6E9B010220D66531D544EAC76BBDB79| |2D9DEB83BA6C4B59D9B1A4F316766CD76E4947DA6EE5DA88343A9D7665A76D9DB5D| |C28DB7BD2EC5AF6D9280E3C3FBD8D5F1F9D4AA7D7B2BA99075DEB6965CB39776573| |4FBEB24CB765DACDBAD97329569A722BD3F325447F1A3DA21F1455326A42AF318C6| |D32A4F6190AC70C8B870CB1B050BFBE210E09E68571C030B4CF906830E49F0B8FFE| |9582680812D0726414853EC7102E30D4E619264936A064035030A03704F5C4A15F3| |64EF4A0A2072F7421B262E217E09261E68A21EF32FD1B65318C2CF461943382E246| |50D5772284549AA109768593E8458221F78FCE42E207F1225C4F3F1039E2932814A| |2902D4036440B308AFCC4288422E41A57AEF1D980E7BA20B5984A2B96E74C27DFEB| |0C1F09122245DFC441D0E29099C9312F410D48422D98ECF13729872163EB5E43175| |EF2DB7A17D061F84901A7549953D04BA3BE348A2EC531228A3BAD729D9EE1805314| |7056757C161DCFA0E339743C878E17D0F100296455A42C46BC86F1AF61FC6B18BF4| |1BC39C59B430E0BC86101896DA834C3DEF4117E1EFB51C27E94B11FEBD88F1AF663| |9AE84B8ABE04FA32E8CBA02FFBE8459122FA0AE8FACA67AA232ECA9F00ABAC77498| |D5B550D59F53A981531CABCA286578923579532EA9824421504512DB04CC6185C1E| |21D0D79231B885FDB2FFB84F3F51F57B4294D198A8DD22DDB9E5D9BCE5D9F37BD63| |972C35081C9A5A1CCABF0E0B60A0DAC3F372E43BBAB799760F1A1E6B5A6B8CB732A| |3EE27694B0FFBFFD0A2BACF0F7C6A56BD8EBC50FBC8E452C7B686270F7FB8D3067C| |8F6639F6DFAEC273EFB20EE29C0FE0FADB1DC8B| |-------------------------------------------------------------------|
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Quote:It's not a target tab, it's the line described as "Target" on the Shortcut tab--it's shown in your picture.Uhh so I've been following the guide to run Beta with the NCsoft launcher, but...I've had some problems with that. When I'm told to go to a target tab, I seem to lack one.
Uploaded with ImageShack.us
Any clue what to do? Any alternatives? -
LSK, I disagree with slotting additional end red in the toggles. You *might* make a case for it with Tough and Weave, but I don't think it's needed with Physical Perfection. It's certainly not needed for FS and PS--they are not high endurance toggles. The end use of attacks is a much bigger problem, which is why I'd suggest putting a end red in Burn as well --most likely it will be used frequently.
Also keep in mind that two-slotting recharge with SOs is very different than common IOs. Two level 50 recharge commons will get you in spitting distance of the ED cut-off; two SOs will not. Consequently, I'd stick with 3 slotting recharge in Hasten, Build Up, etc. If the OP changes to set IOs he/she is going to have to move slots around anyway, so he might as well slot his SO build optimally.
Here's what I would do with OOB's build:
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield -- EndRdx(A), ResDam(5), ResDam(5), ResDam(25)
Level 1: Scorch -- Acc(A), EndRdx(7), Dmg(17), Dmg(31), Dmg(43)
Level 2: Fire Sword -- Acc(A), EndRdx(7), Dmg(15), Dmg(23), Dmg(42)
Level 4: Healing Flames -- Heal(A), Heal(9), Heal(17), RechRdx(34), RechRdx(34), RechRdx(34)
Level 6: Combat Jumping -- Krma-ResKB:30(A)
Level 8: Blazing Aura -- Acc(A), EndRdx(9), EndRdx(15), Dmg(23), Dmg(40), Dmg(43)
Level 10: Consume -- Acc(A), RechRdx(11), RechRdx(11), RechRdx(40)
Level 12: Plasma Shield -- EndRdx(A), ResDam(13), ResDam(13), ResDam(21)
Level 14: Super Jump -- Zephyr-ResKB:50(A)
Level 16: Taunt -- Taunt(A)
Level 18: Burn -- Acc(A), EndRdx(19), Dmg(19), Dmg(31), Dmg(37), RechRdx(43)
Level 20: Build Up -- RechRdx(A), RechRdx(21), RechRdx(46)
Level 22: Temperature Protection -- S'fstPrt-ResKB:30(A)
Level 24: Hasten -- RechRdx(A), RechRdx(25), RechRdx(31)
Level 26: Fiery Embrace -- RechRdx(A), RechRdx(27), RechRdx(27)
Level 28: Fire Sword Circle -- Acc(A), EndRdx(29), Dmg(29), Dmg(33), Dmg(37), RechRdx(45)
Level 30: Boxing -- Acc(A)
Level 32: Tough -- EndRdx(A), ResDam(33), ResDam(33), ResDam(50)
Level 35: Incinerate -- Acc(A), EndRdx(36), Dmg(36), Dmg(36), Dmg(37), RechRdx(46)
Level 38: Greater Fire Sword -- Acc(A), EndRdx(39), Dmg(39), Dmg(39), Dmg(40), RechRdx(46)
Level 41: Conserve Power -- RechRdx(A), RechRdx(42), RechRdx(42)
Level 44: Physical Perfection -- EndMod(A), EndMod(45), Heal(45)
Level 47: Weave -- EndRdx(A), DefBuff(48), DefBuff(48), DefBuff(48)
Level 49: Rise of the Phoenix -- RechRdx(A)
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Level 1: Brawl -- Acc(A)
Level 1: Gauntlet
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A), Heal(50), Heal(50)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(3), EndMod(3)
Level 4: Ninja Run
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Set Bonus Totals:- Knockback (Mag -12)
- Knockup (Mag -12)
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HeroStats will certainly work for testing accuracy in-game. However, I haven't used it for a while, so I'm not certain whether it runs on Win 7 or a Mac.
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Quote:You're welcome, glad to help.Hey Finduilas,
I had read some of your replies helping others and to be honest I was hoping you would see mine and help me as well. Thank you so much for taking the time to rework and fix my build for me. =) I also appreciate you taking the time to teach me something about why the changes were made and what they do. My hat is off to you sir.
I was left with only one question. Would it make that much of a difference to take the last purple set off? If its there will I see a dramatic improvement or maybe something else would work just fine? What do you think?
Regarding the purples in Haymaker, since you're soft-capped already the main trade off you can make is the value of non-defense bonuses vs. cost. Purples are popular because they offer good bonuses, and with your Hecatomb slotting you're getting large recovery, accuracy and recharge bonuses. Whether they're worth the billions you'll have to spend to get them is up to you.
Here are some options, in order of (greatly) decreasing cost:
1) Stick with the Hecatombs and enjoy those bonuses!
2) Replace them with a non-purple set with similar bonuses. Five slots of Crushing Impact won't give you a recovery bonus, but it will give you accuracy and recharge bonuses at about half the level of the Hecatombs.
3) Four slots of Smashing Haymaker have half the S/L defense bonus of Kinetic Combat, at a fraction of the cost. You could replace the Kin Combat set in Punch with Smashing Haymaker and put a set in Haymaker as well. That way you'd still be soft-capped to S/L and would only have to buy one set of Kin Combat. You lose the recharge and other bonuses that way, but it would be *much* less expensive.
Does that help? -
Quote:The usual recommendation is to either get 4 points of KB protection, in other words, one KB IO, or 3 for 12 points of protection. (There aren't a lot of situations where 8 is better than 4.)Thanks for the advice. Honestly, once I hit 30+ I'm probably going to start throwing in a few IO's here and there, and I'll definatly run straight for the knockback ones. Would a Blessing of the Zephyr Knockback global and a Steadfast Protection Knockback global provide enough -knockback? The steadfast seems easy to get via merits, and the zephyr could be gotten with alignment merits.
For a tank, 3 KB IOs is ideal, but if you can't find the slots try going with one and see if that provides adequate protection. -
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Let me introduce you to a concept called Enhancement Diversification, here:
http://wiki.cohtitan.com/wiki/Enhanc...iversification
Bottom line, it says that enhancing a single attribute beyond a certain point means that very severe diminishing returns kick in. Because of ED, you have several powers in your current build that are horribly overslotted. Mouse over Invinc, for instance; the defense number in red (59.91%) is the enhancement value you are getting, and the number in parentheses next to is the value you have slotted. (86.06%) So in essence, you have almost 30% of defense slotting that's just wasted. The same is true of RPD, ResEn, Health and Stamina.
I can see why you're having endurance issues, you've barely enough recovery to run your toggles without Unstop or Conserve Power running. You've got some attacks and several toggles--including some high cost ones--that are underslotted or completely unslotted for end reduction.
Those really tough Invul tanks you've seen are probably have soft-capped defense to at least some damage types. That's what you should aim for too, IMO, to soft-cap S/L/E/NE def with one in range of Invinc.
To that end. drop Maneuvers, Assault, and Focused Accuracy for the Fighting Pool. Tough and Weave will do MUCH more to add survivability than the Leadership Pool. FA is a huge end hog and just not necessary, especially for a SS tank. You probably won't need Unstop much once you're soft-capped, so I'd consider dropping it and picking up Combat Jumping. CJ has a tiny end cost and gives a nice defense boost.
The resistance passives (RPD, ResEn, ResEl) have zero end cost and a relatively low base resistance value, so they can be taken later and slotted more lightly. I'd take RPD in the 20s or 30s, the others can wait until the 40s.
From the top:
Unless you're slotting for a set bonus, RPD doesn't need more than two slots; once TI, UY and Tough are fully slotted you'll hit the S/L resistance cap easily. Pull the Steadfast +Def from TI and put it in RPD, ditch the other two Steadfast slots; Invul does NOT need additional KB protection.
Slot TI, UY, and Tough with 4 pieces of Reactive Armor, everything but the End and End/Rchg. RA has small but useful S/L/E/NE bonuses.
Jab and Punch are underslotted; I'd go with 4 Kinetic Combat for the S/L defense and a Mako's quad in each to round out the slotting.
Dull Pain is underslotted for recharge. Try 5 Doctored Wounds (everything but the Heal/End/Rchg) instead. Five slots gives you a decent recharge bonus.
Try four slots of LotG in Invinc, Weave and Tough Hide, though you can drop TH down to three slots if you like since it doesn't need end reduction.
Instead of Adjusted Targeting in Rage, I'd go with two Retified Reticle for the S/L def bonus and two recharge commons.
IMO, the benefit of soft-capping S/L/E/NE outweighs the bonuses in purples, so I think you should consider skipping the purples in Foot Stomp for slotting that gives defense bonuses, like an Erad set. Likewise, I'd drop a couple of the Crushing Impacts in KoB for something that gives E/NE def. Hurl can be slotted with Thunderstrike for the same reason.
If recovery is an issue, I'd slot Physical Perfection with end mod rather than heal.
Here's my rework of your build, unfortunately, I wasn't able to keep a lot of the slotting, though I did retain the purple set in Haymaker. I dropped Unstop for CJ so E/NE could be soft-capped. If you want Unstop instead, switch the Mocking Beratement set back to Perfect Zinger and you'll still be soft-capped to S/L defense. Alternatively, you could keep CJ and Unstop and drop ResEl--it's considered to be the least useful of the resistance passives. The Kinetic Combat sets will be very expensive, but probably not as much as the Armageddon set in Foot Stomp would have been. You can certainly recover some of your influence by respecing and pulling the most valuable IOs.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Solo Tanker: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx/Rchg:40(17), RctvArm-ResDam:40(19)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(13), Mako-Acc/Dmg/EndRdx/Rchg:50(15)
Level 2: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(42), KntkC'bat-Dmg/EndRdx/Rchg:35(42), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(9), Dct'dW-Heal/Rchg:50(31), Dct'dW-Heal:50(31), Dct'dW-Rchg:50(33)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(36)
Level 8: Haymaker -- Hectmb-Dmg:50(A), Hectmb-Dmg/EndRdx:50(11), Hectmb-Dmg/Rchg:50(19), Hectmb-Acc/Dmg/Rchg:50(21), Hectmb-Acc/Rchg:50(36)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(21), Mocking-Taunt/Rchg/Rng:50(23), Mocking-Taunt/Rng:50(23), Mocking-Acc/Rchg:50(25), Mocking-Rchg:50(25)
Level 12: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(36), RctvArm-ResDam:40(40)
Level 14: Super Speed -- Run-I:50(A)
Level 16: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(17)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(27), LkGmblr-EndRdx/Rchg:50(27), LkGmblr-Def/EndRdx/Rchg:50(29)
Level 20: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(45), C'ngImp-Dmg/Rchg:50(46), C'ngImp-Acc/Dmg/Rchg:50(46), BasGaze-Acc/Rchg:30(46), BasGaze-EndRdx/Rchg/Hold:30(48)
Level 22: Boxing -- Acc-I:50(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam:40(40)
Level 26: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(29), LkGmblr-Def:50(33)
Level 28: Rage -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(33), RechRdx-I:50(34), RechRdx-I:50(45)
Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(34), LkGmblr-Def/EndRdx/Rchg:50(37), LkGmblr-Def:50(42)
Level 32: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(37)
Level 35: Hurl -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(37), Thundr-Dmg/Rchg:50(43), Thundr-Acc/Dmg/EndRdx:50(43)
Level 38: Foot Stomp -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), M'Strk-Dmg/EndRdx:50(40), FrcFbk-Rechg%:50(45)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-End%:50(50)
Level 47: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam:40(48)
Level 49: Resist Elements -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(50), RctvArm-ResDam:40(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Heal-I:50(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(7), Numna-Regen/Rcvry+:50(9)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(3), EndMod-I:50(3)
------------
Set Bonus Totals:- 18.6% Defense(Smashing)
- 18.6% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 17.4% Defense(Energy)
- 17.4% Defense(Negative)
- 3% Defense(Psionic)
- 10.8% Defense(Melee)
- 10.2% Defense(Ranged)
- 4.56% Defense(AoE)
- 3.6% Max End
- 4% Enhancement(Heal)
- 45% Enhancement(RechargeTime)
- 47% Enhancement(Accuracy)
- 10% FlySpeed
- 217.9 HP (11.6%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 13.2%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 6% (0.1 End/sec) Recovery
- 52% (4.06 HP/sec) Regeneration
- 3.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 10% RunSpeed
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