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The two main problems I see with this build are end reduction and all the slots you're spending using Boxing and Brawl as mules.
Are you planning to use Boxing and Brawl as part of your attack chain? If not, there's absolutely no reason to five-slot them. Get the four lowest level, cheapest KC IOs you can find and skip the fifth slot.
In addition, Siphon Life is a Superior damage attack and should be slotted primarily as an attack and not a heal. Move the KC set you have slotted in Brawl to Siphon Life and add another couple of slots for accuracy and heal. You can try the ToE +End, but I don't know how helpful it will be in a ST attack. (It's very desirable in Dark Regen because it has a lot more chances to hit.)
While many of your attacks are underslotted for end reduction, your FA toggles and Tough are overslotted for it. Drop the Reactive Armor End IO and replace it with the Res/Rchg. (Static Shield has both the RA End and End/Rchg, which I really don't understand. You don't need either.)
The attacks slotted with Erad are very underslotted for end reduction and damage, which is particularly a problem in Lightning Field. Shadow Maul, Soul Drain and Lightning Field should have a least 5 slots each. Dark Consumption is okay as is since it has a very low endurance cost. You can do four Erad and one Multi-Strike in Soul Drain and Shadow Maul, but I'd use three Erad and two Scirocco's in Lightning Field since it needs more end reduction. Also, drop the Acc/Rchg for a Dam/Rchg.
Another option for Soul Drain is to two-slot it with Retified Reticle for the S/L defense bonus. With three Erad, one Multi Strike and the two RR it'll be a little underslotted for damage, but the trade-off might be worth it.
Since you've got Power Sink already, I think you should consider dropping Dark Consumption for Midnight Grasp. That way, you could move the KC set in Boxing to MG, free up some slots, and still stay soft-capped to S/L.
If you can find another slot for Char, try two Basilisk's Gaze and three Thunderstrike, which will give you a little more E/NE def.
One last thing you might want to consider is to move something else to 49 so you can take Fireball at 47. This will allow you to add a fifth slot of PB in Fireball for the recharge bonus. You don't need the fourth slot in Fire Blast for the E/NE def bonus, so that might be the place to take it from if you don't mind giving up some damage there.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Ele/dark tank: Level 50 Mutation Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(3), RctvArm-ResDam/Rchg:40(5)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(7), Mako-Acc/Dmg/EndRdx/Rchg:50(9)
Level 2: Conductive Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(11), RctvArm-ResDam/Rchg:40(11)
Level 4: Shadow Maul -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(13), Erad-Acc/Dmg/Rchg:30(13), Erad-Acc/Dmg/EndRdx/Rchg:30(15), M'Strk-Acc/Dmg/EndRdx:50(43)
Level 6: Static Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam:40(17), RctvArm-ResDam/EndRdx/Rchg:40(17)
Level 8: Grounded -- S'fstPrt-ResDam/Def+:30(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(19), LkGmblr-Def:50(21)
Level 12: Energize -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(21), Dct'dW-Heal/EndRdx/Rchg:50(23), Dct'dW-Heal:50(23), Dct'dW-EndRdx/Rchg:50(25)
Level 14: Super Jump -- Winter-ResSlow:50(A)
Level 16: Lightning Field -- Erad-Dmg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(33), Erad-Acc/Dmg/Rchg:30(33), Sciroc-Dmg/EndRdx:50(34), Sciroc-Acc/Dmg/EndRdx:50(43)
Level 18: Siphon Life -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx/Rchg:35(19), KntkC'bat-Dmg/EndRdx:30(25), KntkC'bat-Dmg/Rchg:30(27), Mako-Acc/Dmg/EndRdx/Rchg:50(27), Heal-I:50(43)
Level 20: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(29), Zinger-Taunt/Rchg/Rng:50(31), Zinger-Acc/Rchg:50(31), Zinger-Taunt/Rng:50(31), Zinger-Dam%:50(33)
Level 22: Lightning Reflexes -- Run-I:50(A)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34)
Level 26: Power Sink -- P'Shift-EndMod/Rchg:50(A), P'Shift-EndMod/Acc/Rchg:50(29), Efficacy-EndMod/Rchg:50(34)
Level 28: Soul Drain -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(37), Erad-Acc/Dmg/EndRdx/Rchg:30(40), M'Strk-Dmg/EndRdx:50(40), Rec'dRet-ToHit/Rchg:20(45), Rec'dRet-Pcptn:20(46)
Level 30: Boxing -- Acc-I:35(A)
Level 32: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(36), RctvArm-ResDam/EndRdx/Rchg:40(36), RctvArm-ResDam:40(36)
Level 35: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(42), LkGmblr-Def:50(42)
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(40)
Level 41: Char -- BasGaze-Acc/Rchg:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(45), Thundr-Acc/Dmg:50(45), Thundr-Dmg/EndRdx:50(46), Thundr-Dmg/Rchg:50(46)
Level 44: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/EndRdx:50(48), Thundr-Dmg/EndRdx:50(48)
Level 47: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(50), Posi-Dmg/EndRdx:50(50), Posi-Dmg/Rng:50(50)
Level 49: Power Surge -- RechRdx-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(37)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(37)
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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)
- 24.3% Defense(Smashing)
- 24.3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 24.9% Defense(Energy)
- 24.9% Defense(Negative)
- 3% Defense(Psionic)
- 13.6% Defense(Melee)
- 13.9% Defense(Ranged)
- 3% Defense(AoE)
- 5.4% Max End
- 4% Enhancement(Heal)
- 18% Enhancement(Accuracy)
- 31.3% Enhancement(RechargeTime)
- 5% FlySpeed
- 168.7 HP (9%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 12.7%
- MezResist(Terrorized) 4.95%
- 20% Perception
- 6.5% (0.11 End/sec) Recovery
- 40% (3.12 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 5% RunSpeed
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Not bad for a first try, though I'd recommend some changes.
Blazing Aura needs a second end reduction slot, it's a high-endurance toggle.
You need some accuracy and end mod in Consume as well as recharge. I'd add one slot of each.
Taunt is auto-hit except in PvP. Drop the accuracy and use recharge, taunt duration or range enhancement depending on your preference.
I'd pull some of the slots from Physical Perfection and Conserve Power to add slots to BA and Consume. CP doesn't need more than a recharge in the base slot.
I'm of two minds on Weave; normally I'd recommend it unreservedly in a set IO build that's building for defense. However, in an SO build I'm not sure that going from just 3-10% defense is worth the power selection and slots. If you do keep it, try to find another defense slot for it--you might as well get the most out of it.
Here's your build reworked a bit. I pulled a slot from FE rather than single-slotting PP, but that's your call. I'd really like to see an end red slot in Scorch and Burn as well, but you can try it like this and see it your recovery is manageable.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Blazing Phoenix: 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(33)
Level 1: Scorch -- Acc(A), Dmg(9), Dmg(34), Dmg(43)
Level 2: Fire Sword -- Acc(A), EndRdx(7), Dmg(19), Dmg(34), Dmg(43)
Level 4: Healing Flames -- Heal(A), Heal(9), Heal(15), RechRdx(31), RechRdx(43), RechRdx(45)
Level 6: Combustion -- Acc(A), EndRdx(7), Dmg(15), Dmg(31), Dmg(42), RechRdx-I:50(45)
Level 8: Combat Jumping -- DefBuff(A)
Level 10: Blazing Aura -- Acc(A), EndRdx(11), EndRdx(11), Dmg(23), Dmg(27), Dmg(37)
Level 12: Plasma Shield -- EndRdx(A), ResDam(13), ResDam(13), ResDam(34)
Level 14: Super Jump -- EndRdx(A)
Level 16: Consume -- Acc(A), EndMod(17), RechRdx(17), RechRdx(42), RechRdx(42)
Level 18: Burn -- Acc(A), Dmg(19), Dmg(23), Dmg(37), RechRdx(50)
Level 20: Build Up -- RechRdx(A), RechRdx(21), RechRdx(21)
Level 22: Taunt -- Taunt-I:50(A)
Level 24: Hasten -- RechRdx(A), RechRdx(25), RechRdx(25)
Level 26: Fiery Embrace -- RechRdx(A), RechRdx(27)
Level 28: Fire Sword Circle -- Acc(A), EndRdx(29), Dmg(29), Dmg(31), Dmg(40), RechRdx(46)
Level 30: Boxing -- Acc(A)
Level 32: Tough -- EndRdx(A), ResDam(33), ResDam(33), ResDam(37)
Level 35: Incinerate -- Acc(A), EndRdx(36), Dmg(36), Dmg(36), Dmg(40), 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)
Level 44: Physical Perfection -- EndMod(A), EndMod(45)
Level 47: Weave -- EndRdx(A), DefBuff(48), DefBuff(48), DefBuff-I:50(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:
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Postagulous, the new build is better, but I think your slotting still leaves something to be desired.
First of all, you've got four wasted slots in FA and GA. IMO, the recharge bonuses in Red Fortune are not worth sucking up four slots that would give you more benefit elsewhere. Yes, that means you'll have to respec, but I think it would definitely be worth it.
Other issues:
If you replace the Heal/End/Rchg in Doctored Wounds for the Recharge, you'll be very close to the ED cut-off for both Heal and Recharge.
I agree that Energy Absorption is very underslotted. More defense would be useful there in case of defense debuffs, or if you're facing foes that have a higher base ToHit. I'd add two to three slots to EA and slot it as close to the ED cut-off as possible for Defense, End Mod and Recharge.
Siphon Life is a high damage attack; I'd slot it with more damage and end reduction than you have currently.
Many of your attacks and toggles are underslotted for end reduction. Believe me, you don't want to be *that* reliant on EA. Specifically:
Use the same slotting in Smite that you have in Shadow Punch. Recharge will be a little less, but at least you'll have sufficient end reduction.
Use the Aegis Res/End/Rchg in Tough instead of the Res/Rchg. I'd also use at least level 30s instead of 25s...how often are you going to respec below level 25 anyway?
Shadow Maul has no end reduction at all, which is not good. I'd use the following slotting: Erad Dam, Dam/Rchg, Acc/Dam/End/Rchg; CB Acc/Dam, Dam/End, Acc/Rchg.
FYI, the Kismet +Acc will only be active if the power its slotted in is active. I'd put it in one of the Ice defense toggles or CJ and add a LotG Def/End/Rchg to Weave so it has sufficient end reduction.
I'd use three Erad in Soul Drain--you might as well get the defense bonus. It could stand to be slotted more heavily for damage as well.
As others have said, the recharge IO in Hibernate is not doing anything for you; replace it with End Mod or Heal.
Looking at your Stamina slotting, there is absolutely no reason to slot lower level common IOs unless you're at the ED cut-off already. Replace the lower level common with 50s.
Here's a rework of your build; I left one slot available to use in whatever you take at 49 if you wish.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Toro Frio: Level 50 Science Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Dark Melee
Power Pool: Fighting
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leaping
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Def/EndRdx:27(A), LkGmblr-Def/EndRdx/Rchg:27(3), LkGmblr-Def:27(3), LkGmblr-Rchg+:27(5)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:27(A), KntkC'bat-Knock%:28(7), KntkC'bat-Dmg/Rchg:28(9), KntkC'bat-Dmg/EndRdx/Rchg:27(9), P'ngS'Fest-Acc/Dmg:27(11), P'ngS'Fest-Dmg/EndRdx:27(11)
Level 2: Smite -- KntkC'bat-Acc/Dmg:27(A), KntkC'bat-Dmg/Rchg:30(5), KntkC'bat-Knock%:30(7), KntkC'bat-Dmg/EndRdx/Rchg:27(13), P'ngS'Fest-Dmg/EndRdx:30(13), P'ngS'Fest-Acc/Dmg:30(15)
Level 4: Chilling Embrace -- EndRdx-I:50(A)
Level 6: Wet Ice -- EndRdx-I:25(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(15)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:30(17), RechRdx-I:50(23)
Level 12: Hoarfrost -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(25), Dct'dW-Heal/Rchg:50(25), Dct'dW-Rchg:50(27), Dct'dW-Heal:50(27)
Level 14: Boxing -- Empty(A)
Level 16: Siphon Life -- Dct'dW-Heal/Rchg:50(A), Numna-Heal/Rchg:50(29), C'ngImp-Dmg/EndRdx:40(29), C'ngImp-Acc/Dmg:50(31), Mako-Acc/Dmg:50(31), Mako-Dmg/EndRdx:50(31)
Level 18: Glacial Armor -- LkGmblr-Def/EndRdx:27(A), LkGmblr-Def/EndRdx/Rchg:27(33), LkGmblr-Def:27(33), LkGmblr-Rchg+:27(33), Empty(34)
Level 20: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam/EndRdx/Rchg:30(23), Aegis-ResDam/EndRdx:30(40), Aegis-ResDam:30(36)
Level 22: Icicles -- Sciroc-Acc/Dmg:27(A), Sciroc-Acc/Dmg/EndRdx:27(36), M'Strk-Dmg/EndRdx:50(37), M'Strk-Acc/EndRdx:50(37), Erad-%Dam:30(40), C'ngBlow-Dmg/EndRdx:50(46)
Level 24: Shadow Maul -- C'ngBlow-Acc/Dmg:27(A), C'ngBlow-Acc/Rchg:27(37), C'ngBlow-Dmg/EndRdx:27(39), Erad-Dmg:27(39), Erad-Dmg/Rchg:27(39), Erad-Acc/Dmg/EndRdx/Rchg:27(40)
Level 26: Energy Absorption -- LkGmblr-Rchg+:27(A), LkGmblr-Def/Rchg:30(34), LkGmblr-Def:30(36), Efficacy-EndMod:50(42), Efficacy-EndMod/Rchg:50(42), Efficacy-EndMod/Acc/Rchg:30(43)
Level 28: Soul Drain -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(42), Erad-Dmg:30(43), Sciroc-Acc/Dmg/EndRdx:50(46), GSFC-ToHit/Rchg:50(48), AdjTgt-ToHit/Rchg:50(48)
Level 30: Weave -- LkGmblr-Def/EndRdx/Rchg:35(A), LkGmblr-Rchg+:30(34), LkGmblr-Def:35(48), LkGmblr-Def/EndRdx:35(50)
Level 32: Hibernate -- Heal-I:50(A)
Level 35: Taunt -- Acc-I:50(A)
Level 38: Midnight Grasp -- P'ngS'Fest-Acc/Dmg:30(A), P'ngS'Fest-Dmg/EndRdx:30(43), P'ngS'Fest-Dmg/Rchg:30(45), P'ngFist-Acc/Dmg:25(45), P'ngFist-Acc/Dmg/Rchg:25(45), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(46)
Level 41: Super Speed -- Clrty-Stlth:50(A)
Level 44: Recall Friend -- RechRdx-I:50(A)
Level 47: Permafrost -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(50), Aegis-ResDam/Rchg:30(50)
Level 49: [Empty]
Level 50: Spiritual Total Core Revamp
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:33(A), Mrcl-Heal:40(17), RgnTis-Regen+:30(19), Heal-I:40(19)
Level 2: Stamina -- P'Shift-End%:24(A), EndMod-I:50(21), EndMod-I:50(21)
Level 1: Gauntlet
Level 4: Ninja Run
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Set Bonus Totals:- 10.5% Defense(Smashing)
- 10.5% Defense(Lethal)
- 9.25% Defense(Fire)
- 9.25% Defense(Cold)
- 13% Defense(Energy)
- 13% Defense(Negative)
- 3% Defense(Psionic)
- 6.75% Defense(Melee)
- 8% Defense(Ranged)
- 6.13% Defense(AoE)
- 3.6% Max End
- 4% Enhancement(Heal)
- 27% Enhancement(Accuracy)
- 42.5% Enhancement(RechargeTime)
- 161.6 HP (8.63%) HitPoints
- MezResist(Immobilize) 11%
- MezResist(Sleep) 3.85%
- MezResist(Terrorized) 2.2%
- 5% (0.08 End/sec) Recovery
- 74% (5.78 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 10% RunSpeed
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Quote:Grounded has 15 points of KB protection, higher than most other tank primaries, which have 10 points. However, according to City of Data, here:Grounded gives you a little over 15 KB protection there is no need to take them unless you want a hover tank. It is the second best KB power protection. Only one higher is the kehlds dwarf form.
http://tomax.cohtitan.com/data/power...Armor.Grounded
Grounded has no KB resistance, unlike most other tank primaries. I'm not sure exactly how many attacks with resistable KB have a mag of more than 15, but it has to be a tiny number. In practical terms, however, I believe that the difference will be that it is possible for KB from multiple attacks to stack and and overwhelm Grounded, but it would be very rare. KB protection powers that also high levels of KB resistance will not have that issue. -
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Rangle, I don't think the Cytos in Grant Cover add any additional defense debuff resistance, if that was the intention. I'd pull the LotG +Recharge from Phalanx Fighting and slot it in GC, and put a Kismet +Acc in PF. That'll free up two slots.
I'd probably also use Crushing Impact instead of the Mako's sets, but that's more of a personal preference thing. -
Quote:Yes, that was intentional. If you use another LotG in CJ you'll be past the "Rule of 5" for 10% regen bonuses, which is really the only reason you'd want an LotG there. Since a defense common has the same enhancement value as a LotG Defense IO of the same level, you might as well save a pile of inf and use a common instead.Thanks for the replies. Finduilas, was the combat jumping in the build you posted meant to to have one lotg and one IO?
One thing I forgot to ask, what should I aim for regarding my alpha slot?
I have a second build for low-levels, so exemping down isn't going to be an issue with this build.
I agree with LSK that Spiritual is probably the way to go for your Alpha, since recharge will be useful and with QR and Stamina the Cardiac end reduction won't be needed.
Regarding exemping, it's up to you, but as long as you're keeping the same powers, I've never understood the rationale behind changing power selection order to anything other than leveling order. It doesn't buy you anything, and it makes the build useful in fewer situations. -
Quote:I believe Fireball was presented as an exception to the general rule that if an attack does "X" kind of damage, it is 'typed' for that damage. In most cases, it is true that the if an attack does a certain kind of damage, that defense type will be effective against it.Because, dear lady, you told me to...
If the example with Fireball is true (and I have little reason to doubt your expertise in this matter), then, on what basis should I assume that something typed AoE would be blocked by S/L ???
I'm not sure why you think that a AoE attack couldn't or wouldn't be typed S/L. In the case of Fireball, it's not, but that is not the general rule.
Last estimate I saw was that about 65-70% of attacks in the game are typed Smashing or Lethal. They are probably weighted more heavily to melee attacks, but that doesn't mean there couldn't be a number of Ranged or AoE attacks that are typed S/L.
Arcana's point about AoE damage is an important one; a ranged character with high Ranged defense is still going to be at risk from cone or PBAoE damage of any type. S/L defense would protect against whatever proportion of those attacks are typed S/L. Whether that number is sufficient to make S/L better protection for a ranged character would take a more detailed analysis to determine for certain. -
One more thing: unless you're really attached to Recall Friend, I'd drop it and pick up Hasten, I think it would be more beneficial. It may be difficult to find a second slot for it, but even one slotted it will be useful.
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Quote:Most of what you recommended I agree with, but this isn't quite correct. For single-attribute enhancements like SOs or common IOs, it's true that slotting more than three of a single type provides almost no benefit, but that's not the case for set IOs that enhance more than one attribute. The benefit of four slotting (besides the set bonus) is that the power will be slotted to 56% (the big ED cut-off for defense and resistance powers) and have sufficient end reduction. That being said, you do probably want to aim for more defense enhancement in a power with a high base def/res value like HS or Weave rather than Maneuvers or CJ.You also have to remember that if you have something slotted more then 3 slots the 4th will do you almost no good. IE having the LoTG 4 slotted for the def only 3 of them count, same with the numa Heal ones.
Ienilya, in addition to what LSK mentioned, Clobber is your highest damaging attack, take it as soon as it's available and fully slot it. I'd use another KC set and a Mako's quad.
Shatter and Crowd Control should also be taken as soon as they're available, so you're less likely to lose them when exemping. Also, take Weave before Maneuvers.
Shatter and Crowd Control are poorly slotted, they need another slot each. Replace the Erad Acc/Rchg with a Erad Damage and add a Multi Strike Acc/Dam/End.
Your current build has Health more fully slotted for Heal than QR, which is not a good strategy since QR has a higher base regen value. Put the Numina and Miracle uniques in Heal and slot QR more heavily for Heal.
Here's a rework of your build, keeping all the attacks but moving things around a bit. It's soft-capped to S/L/E/NE/F/C and the attacks are better slotted than they were.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Peppermint Green Tea: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: War Mace
Power Pool: Leaping
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Leadership
Hero Profile:
Level 1: High Pain Tolerance -- Aegis-ResDam/EndRdx:40(A), Aegis-ResDam/Rchg:40(3), Aegis-ResDam:40(3), Heal-I:50(5), Heal-I:50(7)
Level 1: Bash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(5), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(9), Mako-Acc/Dmg/EndRdx/Rchg:50(9)
Level 2: Mind Over Body -- S'fstPrt-ResDam/Def+:30(A), RctvArm-ResDam:40(11), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx/Rchg:40(13)
Level 4: Pulverize -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(15), KntkC'bat-Dmg/Rchg:35(17), Mako-Acc/Dmg/EndRdx/Rchg:50(17)
Level 6: Indomitable Will -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(19), LkGmblr-Def/EndRdx/Rchg:50(19)
Level 8: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(21), Numna-Heal/Rchg:50(23), Numna-Heal/EndRdx/Rchg:50(23), Taunt-I:50(25)
Level 10: Jawbreaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(25), KntkC'bat-Dmg/Rchg:35(27), KntkC'bat-Dmg/EndRdx/Rchg:35(27), Mako-Acc/Dmg/EndRdx/Rchg:50(36)
Level 12: Taunt -- Mocking-Taunt:50(A), Mocking-Rchg:50(29), Mocking-Taunt/Rng:50(29), Mocking-Taunt/Rchg/Rng:50(31), Mocking-Acc/Rchg:50(31), Mocking-Taunt/Rchg:50(37)
Level 14: Fast Healing -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(33), Numna-Heal/Rchg:50(33)
Level 16: Quick Recovery -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(34), EndMod-I:50(34)
Level 18: Heightened Senses -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(37), LkGmblr-Def/Rchg:50(39), LkGmblr-Def/EndRdx/Rchg:50(39)
Level 20: Clobber -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(21), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(43), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
Level 22: Combat Jumping -- LkGmblr-Def:50(A), DefBuff-I:50(31)
Level 24: Boxing -- Acc-I:50(A)
Level 26: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(36), RctvArm-ResDam/EndRdx/Rchg:40(36), RctvArm-ResDam/Rchg:40(37)
Level 28: Whirling Mace -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(39), Sciroc-Acc/Rchg:50(40), Sciroc-Dmg/Rchg:50(40), Sciroc-Acc/Dmg/EndRdx:50(50)
Level 30: Resurgence -- RechRdx-I:50(A)
Level 32: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(42), LkGmblr-Def/Rchg:50(42), LkGmblr-Def/EndRdx/Rchg:50(42)
Level 35: Shatter -- Erad-Dmg/Rchg:30(A), Erad-Dmg:30(43), Erad-Acc/Dmg/Rchg:30(45), Erad-Acc/Dmg/EndRdx/Rchg:30(45), M'Strk-Acc/Dmg/EndRdx:50(46)
Level 38: Crowd Control -- Erad-Dmg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(40), Erad-Dmg/Rchg:30(46), Erad-Acc/Dmg/Rchg:30(46), M'Strk-Acc/Dmg/EndRdx:50(48)
Level 41: Strength of Will -- ResDam-I:50(A)
Level 44: Recall Friend -- Winter-ResSlow:50(A)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-Def:50(48)
Level 49: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(50)
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(45), Mrcl-Rcvry+:40(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-End%:50(34)
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Set Bonus Totals:- 24.9% Defense(Smashing)
- 24.9% Defense(Lethal)
- 10.8% Defense(Fire)
- 10.8% Defense(Cold)
- 11.8% Defense(Energy)
- 11.8% Defense(Negative)
- 3% Defense(Psionic)
- 13.9% Defense(Melee)
- 7.38% Defense(Ranged)
- 9.25% Defense(AoE)
- 5.4% Max End
- 6% Enhancement(Heal)
- 7.5% Enhancement(RechargeTime)
- 27% Enhancement(Accuracy)
- 372.5 HP (19.9%) HitPoints
- MezResist(Held) 2.75%
- MezResist(Immobilize) 13.2%
- 86% (6.72 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 3.13% Resistance(Negative)
- 5% RunSpeed
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Quote:Both positional and typed defense? No, that's definitely not the general consensus. Having both typed and positional defense is redundant, because with a very few exceptions attacks have both a damage type (or types), and a position. The highest defense of either kind will apply and they do NOT stack.doesnt a bit of both help tho? that was the general consensus when going for defense, i still think its a solid build no doubt
You are much better off trying to soft-cap *either* positional or typed defense; trying to get a little of both offers much less protection. -
LSK's build is a big improvement, but I'd recommend some changes. Specifically:
12 points of KB protection is a good idea, but moving the Steadfast KB IO to DE with the Steadfast +Def will give a small recovery bonus and cost no more slots.
Frost is underslotted, try to find three more slots for it if possible to get the PB recharge bonus.
Dark Regen is underslotted for end reduction, it needs at least 50-60%. I'd also try to work in 3 slots of Erad for the E/NE bonus.
Move the Karma KB IO to CJ since it doesn't need to be slotted as heavily as Weave.
Keep the BotZ KB IO but drop the second slot in SJ, the E/NE bonus isn't worth slotting for.
Op Gloom is way over slotted, there are better ways to get E/NE defense; drop it down to one or two slots.
Frozen Aura needs more damage slotting. Replace the Acc/Rchg with a Acc/Dam/Rchg and the Multi Strike Acc/End with an Acc/Dam/End.
Death Shroud is underslotted and needs more end reduction. I'd also take it much earlier than 49.
If the OP doesn't want to take Energy Mastery, he/she should strongly consider take the Cardiac Alpha at 50. I have both Energy Mastery and Cardiac on my Dark/WM, and don't regret it at all.
Although I'm not a big fan of Maneuvers, in this case it can get the OP to within 1% of the soft-cap for S/L/E/NE. One option is to drop Soul Transfer for it. Just make sure to slot Maneuvers well for end reduction.
Here's LSK's build with the changes I'd recommend.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
DARK ICE: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Ice Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(15), RctvArm-ResDam/Rchg(17), S'fstPrt-ResKB(45), S'fstPrt-ResDam/Def+(45)
Level 1: Frozen Fists -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(21)
Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 4: Frost -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(7), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(34)
Level 6: Obsidian Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(11), GA-3defTpProc(46)
Level 8: Dark Regeneration -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(9), Numna-Heal/EndRdx(11), Dct'dW-Heal/EndRdx(31), Theft-+End%(33)
Level 10: Ice Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(15), Mocking-Acc/Rchg(23), Mocking-Taunt/Rng(29)
Level 14: Death Shroud -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(23), Erad-Dmg(25), Sciroc-Dmg/EndRdx(29), Sciroc-Acc/Dmg/EndRdx(31)
Level 16: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(17), Ksmt-ToHit+(19), Krma-ResKB(19)
Level 18: Super Jump -- Zephyr-ResKB(A)
Level 20: Ice Patch -- RechRdx-I(A)
Level 22: Kick -- Mako-Acc/Dmg/EndRdx/Rchg(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam(36), RctvArm-ResDam/EndRdx/Rchg(40)
Level 26: Oppressive Gloom -- Stpfy-Acc/Stun/Rchg(A)
Level 28: Freezing Touch -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(34), P'ngFist-Acc/Dmg/EndRdx/Rchg(34), P'ngS'Fest-Acc/Dmg(37), P'ngS'Fest-Dmg/EndRdx(40), P'ngS'Fest-Dmg/Rchg(42)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(31), LkGmblr-Def(33), LkGmblr-Def/EndRdx/Rchg(43)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 35: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(36), LkGmblr-Def(36), LkGmblr-Def/EndRdx/Rchg(42)
Level 38: Frozen Aura -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Dmg/Rchg(39), M'Strk-Acc/Dmg/EndRdx(40)
Level 41: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(42)
Level 44: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rng(48)
Level 47: Ball Lightning -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(48)
Level 49: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Rchg+(50), LkGmblr-Def(50)
Level 50: Nerve Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(43), P'Shift-End%(43)
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Set Bonus Totals:- 21.6% Defense(Smashing)
- 21.6% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 21.6% Defense(Energy)
- 21.6% Defense(Negative)
- 6% Defense(Psionic)
- 13.8% Defense(Melee)
- 13.8% Defense(Ranged)
- 6% Defense(AoE)
- 7.2% Max End
- 42.5% Enhancement(RechargeTime)
- 45% Enhancement(Accuracy)
- 5% FlySpeed
- 161.6 HP (8.63%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Held) 2.75%
- MezResist(Immobilize) 8.8%
- MezResist(Sleep) 2.2%
- 9% (0.15 End/sec) Recovery
- 58% (4.53 HP/sec) Regeneration
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 10% RunSpeed
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sypher, I don't have time to do a complete review/rebuild for you, but two things jump out besides the need for accuracy in Dark Regen.
1. Get Death Shroud. It's a great AoE; NE is very rarely resisted and it does a surprising amount of DOT.
2. Your end use is unsustainable. You've got several high-end toggles underslotted for end reduction as well as some attacks. You're going to have to fix that if you want to fight for more than a few minutes at a time.
Oh, one more thing; Greater Ice Sword is a horrible attack, DPE-wise. You'd be better off dropping it and taking Ice Sword instead. -
Quote:I agree with most of this, in particular the need for accuracy in Dark Regen. Having DR miss at a critical time is a good way to get very dead.Just want to say, da/ice is a very strong tanktroller set. I will make one comment. I notice you going for SL defense (reactive) and positional (melee). Choose one or the other. I recommend melee/range/aoe. I fiddled with it some and got 47.5% aoe, and 43% range/melee.
freezing touch and electric fences are poorly slotted for your major attacks (freezing touch is your best dps), but ... those bonuses you selected are sooooo sweet, I couldnt figure out what else to put in there.
Dark regen, has NO accuracy. In an AV fight, if you miss ... lost endurance, no heal, you will die.
As a defensive team tank, the build looks pretty good (except dark regen, and you should concentrate on typed or positional defenses. reactive for position is only .63%. you'd get more slotting one side as aegis and a defense as red fortune).
I would consider dual build, one more solo friend with more damage sets.
But I disagree about choosing positional defense over typed. Building for S/L/E/NE defense will take a lot fewer slots than M/R/A and will defend against something like 75% of attacks. Given that you have to slot for three different types of defense rather than two, and that most positional defense bonuses take 5 or 6 slots instead of 3 or 4, the OP will get more 'bang for the buck' with typed defense. -
Not bad for a first try, but I think you could do a lot more with it without breaking the bank.
First of all, I'd drop Maneuvers. Energy Mastery is by no means required, but with Maneuvers, Tough and Weave you have three high-end toggles. Maneuvers has the highest end cost and least benefit of the three, and you don't need it to soft-cap. You could pick up ResEl, Punch, or another epic attack if you wish.
Secondly, even if the plan is to mainly use this for S/L farms, I'd try to soft-cap E/NE as well, since it'll make this character significantly more durable.
Your power order is fine, though I'd probably switch the order of RPD and ResEn.
Okay, slotting:
Using two slots of Pounding Slugfest with Smashing Haymaker is a good choice since the regen bonus is nice, but don't be afraid to pull a slot if you need it elsewhere. I like using the Mako's quad if I'm five-slotting an attack with SH or Kin Combat.
CJ is underslotted, and there's really no purpose to slotting it with a single-attribute IO like an LotG Defense. The LotG defense has the same value as a defense common and you're not getting a bonus from it. Either use a defense common or two slot with LotG--LotG Def and the +Recharge is a good choice if you can afford it.
Try to scrounge up a 6th slot for Taunt so you can get the recharge bonus from Mocking Beratement. IMO, that's a far better use of a slot than the 6% regen bonus from the Pounding Slugfests, if it comes to that.
I'd use a Winter Gift Slow Resistance in SJ instead of the IO you have. See my comments on CJ; if you just want jump enhancement, use a common IO.
The Taunt IO in Invinc is unnecessary, it's plenty "taunty" without it. I'd also recommend defense sets in Invinc and Weave. As it is, they're overslotted for defense with 3 level 50 commons. Four Gift of the Ancients is a good choice if you can't afford LotG.
Tough Hide is underslotted, it has the same defense value as Weave and should be slotted close to the ED cut-off. I'd 3 or 4 slot it with a defense set.
Rectified Reticle would be a good choice for Rage, it gives a 1.88% S/L def bonus with just two slots and gives you some +perception as well. Add enough recharge to 'perma' it.
Cleaving Blow is an okay choice for Foot Stomp, but Eradication would be better. You could either do 3 Cleaving Blow and 3 Erad (be sure to get everything with end reduction) or 3 Erad, 2 Scirocco's Dervish and the Force Feedback +Recharge.
If you can soft-cap S/L def without the RA set in RPD, drop it back to two slots, you'll still be over hard cap for S/L resistance.
Use another 3 slots of Thunderstrike in Chilblain to get as close to the E/NE def soft-cap as possible.
Health and Stamina are both underslotted. If you can't afford the Regen/Recovery uniques that's fine. but you should at least slot them both close to the ED cut-off. Putting a couple of Heal commons in Health will do much more for you than the 6% regen bonuses from the Pounding Slugfests. And if you're going to use an end mod set in Stamina, use one that provides enough enhancement--those level 20s certainly don't.
Here's a rework of your build with ResEl instead of Maneuvers. It's soft-capped for S/L/E/NE with one in range of Invinc and has significantly more regen, recovery and recharge than you original build. If you can't afford the LotGs, any high-level defense set or defense commons would be fine for CJ and Tough Hide.
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: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(3), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(27)
Level 1: Jab -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(11), S'ngH'mkr-Dmg/Rchg:35(11), S'ngH'mkr-Dmg/EndRdx/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:50(25)
Level 2: Dull Pain -- Dct'dW-Heal:50(A), Dct'dW-Heal/Rchg:50(3), Dct'dW-Heal/EndRdx:50(7), Dct'dW-Heal/EndRdx/Rchg:50(17), Dct'dW-Rchg:50(21)
Level 4: Haymaker -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(5), S'ngH'mkr-Dmg/Rchg:35(5), S'ngH'mkr-Dmg/EndRdx/Rchg:35(15), P'ngS'Fest-Acc/Dmg:30(21), P'ngS'Fest-Dmg/EndRdx:30(37)
Level 6: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(43)
Level 8: Unyielding -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-EndRdx:40(17)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rng:50(36), Mocking-Acc/Rchg:50(40), Mocking-Taunt/Rchg:50(42), Mocking-Rchg:40(45), Mocking-Taunt/Rchg/Rng:50(48)
Level 12: Boxing -- Acc-I:20(A)
Level 14: Super Jump -- Winter-ResSlow:50(A)
Level 16: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(34), RctvArm-ResDam/EndRdx/Rchg:40(40), RctvArm-EndRdx:40(43)
Level 18: Invincibility -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(19), GftotA-Def:40(19), GftotA-Run+:40(27)
Level 20: Knockout Blow -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(23), S'ngH'mkr-Dmg/Rchg:35(23), S'ngH'mkr-Dmg/EndRdx/Rchg:35(25), P'ngS'Fest-Acc/Dmg:30(37), P'ngS'Fest-Dmg/EndRdx:30(50)
Level 22: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(31), GftotA-Def:40(43), GftotA-Run+:40(45)
Level 24: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:40(29)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(34), LkGmblr-Def:50(36)
Level 28: Rage -- Rec'dRet-Pcptn:20(A), Rec'dRet-ToHit/Rchg:20(29), RechRdx-I:50(31), RechRdx-I:40(33)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31)
Level 32: Resist Energies -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam/Rchg:40(34)
Level 35: Hurl -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/EndRdx:50(36), Thundr-Dmg/Rchg:50(42), Thundr-Dmg/EndRdx:50(50)
Level 38: Foot Stomp -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Sciroc-Dmg/EndRdx:50(39), Sciroc-Acc/Dmg/EndRdx:50(40), FrcFbk-Rechg%:50(42)
Level 41: Chilblain -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(46)
Level 44: Shiver -- TmpRdns-Acc/Slow:50(A), TmpRdns-Dmg/Slow:50(46), TmpRdns-Acc/EndRdx:50(46)
Level 47: Resist Elements -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-EndRdx:40(50)
Level 49: Ice Storm -- RechRdx-I:40(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 -- Heal-I:50(A), Heal-I:50(37)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(13), EndMod-I:50(13)
Level 4: Ninja Run
------------
Set Bonus Totals:- 19.3% Defense(Smashing)
- 19.3% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 17.4% Defense(Energy)
- 17.4% Defense(Negative)
- 3% Defense(Psionic)
- 11.1% Defense(Melee)
- 10.2% Defense(Ranged)
- 4.56% Defense(AoE)
- 7.2% Max End
- 1.5% Enhancement(JumpSpeed)
- 7% Enhancement(Accuracy)
- 1.5% Enhancement(JumpHeight)
- 27.5% Enhancement(RechargeTime)
- 1.5% Enhancement(FlySpeed)
- 1.5% Enhancement(RunSpeed)
- 4% Enhancement(Heal)
- 5% FlySpeed
- 84.3 HP (4.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 12.1%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 9.5% (0.16 End/sec) Recovery
- 46% (3.59 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 6.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 20% RunSpeed
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Quote:OwtS really isn't a "godmode" power like Power Surge or Unstop, the benefits are smaller and the crash is correspondingly much milder.I didn't add in OwtS cuz i don't usually mess with most T9 "godmode" powers much. ...Of course i say this and my lvl 50 elec/elec brute DOES have Power Surge...
Quote:And after checking out the build you drew up in mids, Fin....yeah...you definitely whooped me there. Seems a much better build than what i came up with.
I really need to work out the kinks in my build making...but that's what i have you guys for. Still learning how to do all of this IO and Mids crap (i'm still stuck in the SO/Generic IO generation). -
Quote:No, Foot Stomp can't be used while flying or hovering, and IIRC, Hurl can't either.I do have a question for the flying tanks. Can you Foot Stomp while hovering? I can't remember, but that could be a problem where you'd have to use a macro to turn off hover, and foot stomp. If so, I might rework it to add maneuvers back instead of Assault.
FWIW, all my tanks have Fly but not Hover. IMO it'd be more trouble than it's worth to have to toggle off Hover every time you wanted to use Foot Stomp. -
First off, I agree with LSK, you should take One with the Shield if possible. And since you have a good ranged attack in Focused Burst, I'd drop LBE and get OwtS instead.
I don't think you can call any build that has five LotG +Recharges "budget", but admittedly the rest of the sets aren't super-expensive. Honestly, though, I think you can do much better and still not spend a lot of influence. (I can't recall seeing anyone use Volley Fire in a level 50 build before, so at least it has the merit of novelty.)
Slotting issues:
None of your armor toggles is slotted for end reduction, which is a problem, especially for Tough and Weave since they're relatively high-end toggles. I'd add a slot to Weave, two to Tough, and add end reduction or a set with sufficient end reduction. Deflection and BA are overslotted for defense, so you could pull a defense common and replace it with end red with very little loss of defense. Alternatively, if you don't want to 4-slot LotG there, consider another defense set like Gift of the Ancients or Serendipity.
Quick Strike is underslotted, and in general the slotting of ST attacks isn't doing much for you. Since you don't need defense bonuses, I'd 5-slot Crushing Impact instead since it's relatively cheap and has good bonuses. Procs give the most benefit in quick recharging ST attacks, so consider moving the full ToD set to Quick Strike.
You'll save a slot by moving the LotG +Recharge from Phalanx Fighting to Grant Cover, since you don't benefit from defense enhancement in PF.
Focused Accuracy is a huge end hog and not needed if you plan to slot a Kismet +Acc. I'd drop FA for Conserve Power and move the Gaussian's set to Power Siphon.
There's no good reason to five slot Eradication in Burst, drop back to four slots (I'd recommend Dam/Rchg, Acc/Dam/Rchg, Acc/Dam/End/Rchg and the proc) plus two Scirocco's Dervish, Dam/End and Acc/Dam/End.
Just about any set would be better than Volly Fire in Focused Burst. Decimation would be my first choice, but if that's out of your price range, Thunderstrike, Ruin or Entropic Chaos would be good too.
Are the level 21 Efficacy Adaptors in Stamina a mistake? The set is fine, but you should use at least level 35 or 40 if you want a decent level of end mod enhancement.
Also, you've taken many of your attacks too late, IMO. I'd probably take both Body Blow and Smashing Blow early, but you should take at least one of them before level 10. Be sure to take Power Siphon, FB and CS as soon as they're available, too. Putting off Grant Cover until late would be a better choice than delaying attacks.
Here's a redo of your build with CP instead of FA and OwtS replacing LBE. I also reordered the powers a bit and changed a lot of the slotting. I used GotA for the defense powers, but any defense set with good bonuses that you can afford will do fine.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Devon Trace: Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Kinetic Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(3), GftotA-Def:40(3), LkGmblr-Rchg+:50(9), ResDam-I:50(13), ResDam-I:50(17)
Level 1: Quick Strike -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(17), T'Death-Dmg/Rchg:40(21), T'Death-Acc/Dmg/EndRdx:40(33), T'Death-Dmg/EndRdx/Rchg:40(34), T'Death-Dam%:40(36)
Level 2: Body Blow -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(5), C'ngImp-Dmg/Rchg:40(5), C'ngImp-Acc/Dmg/Rchg:40(36), C'ngImp-Dmg/EndRdx/Rchg:40(36)
Level 4: Battle Agility -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(11), GftotA-Def:40(34), LkGmblr-Rchg+:50(15)
Level 6: True Grit -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(7), Aegis-ResDam/Rchg:40(7), Mrcl-Heal/EndRdx:40(9), Mrcl-Heal:40(11), Mrcl-Heal/Rchg:40(48)
Level 8: Against All Odds -- EndRdx-I:50(A)
Level 10: Taunt -- Taunt-I:50(A)
Level 12: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(13)
Level 14: Combat Jumping -- DefBuff-I:50(A), DefBuff-I:50(34), LkGmblr-Rchg+:50(15)
Level 16: Smashing Blow -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(19), C'ngImp-Dmg/Rchg:40(19), C'ngImp-Acc/Dmg/Rchg:40(37), C'ngImp-Dmg/EndRdx/Rchg:40(37)
Level 18: Phalanx Fighting -- Ksmt-ToHit+:30(A)
Level 20: Power Siphon -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(21), GSFC-ToHit/Rchg/EndRdx:50(25), GSFC-Rchg/EndRdx:50(45), GSFC-ToHit/EndRdx:50(46), GSFC-Build%:50(46)
Level 22: Boxing -- Acc-I:50(A)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25)
Level 26: Shield Charge -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(27), Sciroc-Dmg/Rchg:50(27), Sciroc-Acc/Rchg:50(37), Sciroc-Acc/Dmg/EndRdx:50(39), RechRdx-I:30(39)
Level 28: Burst -- Erad-%Dam:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Erad-Dmg/Rchg:30(40), Erad-Acc/Dmg/Rchg:30(40), Sciroc-Dmg/EndRdx:50(43), Sciroc-Acc/Dmg/EndRdx:50(50)
Level 30: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(31), ImpArm-ResDam/EndRdx/Rchg:40(33), ImpArm-ResDam:40(45)
Level 32: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:35(33), GftotA-Def:40(42), LkGmblr-Rchg+:50(42)
Level 35: Focused Burst -- Thundr-Acc/Dmg:35(A), Thundr-Dmg/EndRdx:35(42), Thundr-Dmg/Rchg:35(45), Thundr-Acc/Dmg/Rchg:35(46), Thundr-Dmg/EndRdx/Rchg:40(48), Thundr-Acc/Dmg/EndRdx:35(50)
Level 38: Concentrated Strike -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(40), C'ngImp-Dmg/Rchg:40(43), C'ngImp-Acc/Dmg/Rchg:40(43), C'ngImp-Dmg/EndRdx/Rchg:40(48)
Level 41: Grant Cover -- LkGmblr-Rchg+:50(A)
Level 44: One with the Shield -- S'fstPrt-ResDam/Def+:30(A)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- P'Shift-End%:40(A), Heal-I:40(50)
Level 50: Cardiac Core Paragon
Level 50: Rebirth Radial Epiphany
Level 50: Reactive Radial Flawless Interface
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(29), Numna-Heal:50(31), Mrcl-Heal:40(31)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%:50(A), Efficacy-EndMod/Acc:35(23), Efficacy-EndMod/EndRdx:35(23), Efficacy-EndMod:35(29)
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Set Bonus Totals:- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 6.13% Defense(Smashing)
- 6.13% Defense(Lethal)
- 8.94% Defense(Fire)
- 8.94% Defense(Cold)
- 11.1% Defense(Energy)
- 11.1% Defense(Negative)
- 4.88% Defense(Psionic)
- 9.25% Defense(Melee)
- 10.8% Defense(Ranged)
- 10.2% Defense(AoE)
- 4.05% Max End
- 37% Enhancement(Accuracy)
- 52.5% Enhancement(RechargeTime)
- 9% FlySpeed
- 224.9 HP (12%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 9.35%
- 19.5% (0.33 End/sec) Recovery
- 32% (2.5 HP/sec) Regeneration
- 7.5% Resistance(Fire)
- 3.13% Resistance(Negative)
- 14% RunSpeed
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Sorry I couldn't make it, I was returning from a conference and my plane was delayed because of weather. Sounds like you guys had fun.
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Not bad, though I'd recommend some changes.
RPD doesn't need to be taken so early. I'd take Temp Invul first, work CJ in earlier and take RPD in the teens or twenties.
Weave and Maneuvers are underslotted for end reduction. I'd find another slot for Weave to add the LotG Def/End/Rchg and change Maneuvers' slotting to LotG +Recharge, Def/End and Def/End/Rchg. (I'm not a big fan of Maneuvers for Invul in any case, but if you take it you do need to slot it for end reduction.)
The Hami-O's in Hurl are doing very little for you--there's no recharge or end reduction and no set bonuses. I'd find another slot for Hurl and 3-slot Thunderstrike for the E/NE bonus, which will take you comfortably over the soft-cap.
Heal is overslotted. I'd take at least one slot and use it in Weave or Hurl. It wouldn't hurt to pull a slot from Physical Perfection either.
EDIT: If you want to check for bonuses that are over the "Rule of 5", go to Window-> Sets and Bonuses in Mids. Bonuses over the cap will be highlighted in red. Also, if you have the level 40 RAs already, I'd keep them. But in the future keep in mind that lower level set IOs are often nearly as good as the top level ones and in some cases, much, much cheaper. -
Quote:If Rage overlaps--easy enough to do with a couple of high level recharge IOs--the defense debuff never gets applied.No one has mentioned it, but there is a downside to shield/ss
Rage is a great power (base +80% damage, +20% to hit!), that can be made perma.
But, during a rage crash, your damage is -99999%, -25 end, and -20% def for 10 seconds.
I consider it well worth it, and you can monitor your damage (when red, rage crash), but understand, as a defense (partial) toon, -20% def drop for 10 seconds can hurt.
It won't prevent the 10 second damage debuff, but if you have vet attacks they'll do damage during the debuff period. -
Personally, I don't like the idea of slotting two attacks purely as set mules when the slots would actually have some use in Taunt, but that is an option, and it would put the OP well above the soft-cap for S/L.
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Quote:According to City of Data, here:My understanding is this: with Stealth from the power pool you will lose all your stealth in combat, and at least 1/2 your defenses will be suppressed.
So far my search foo is weak and I haven't found anything stating this directly. Mids does indicate something along these lines, but no specific numbers.
http://tomax.cohtitan.com/data/power...bility.Stealth
Tankers get 2.5% base defense from Stealth that suppresses in combat, and 2.5% that does not.