Finduilas

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  1. Finduilas

    Stone/Stone

    Is this a Granite only build, or are you planning to do missions without Granite? Personally, I think building to the point where you can do many missions out of Granite is the way to go.

    Either way, I have some concerns, first and foremost of which is that even in Granite you're not soft-capped to any damage types, and only close on S/L. It's not that difficult to soft-cap Granite for S/L/E/NE at least, and I think that should be your goal.

    I also don't think taking the whole leadership pool is a good idea. Going with Fighting and taking Tough and Weave would do much more for you, and make it much easier to soft-cap defense.

    I think endurance is going to be a problem too, considering you have the three leadership toggles and Mud Pots--all high-end toggles--either unslotted or underslotted for end reduction. If you're going to keep them I'd aim for 60% end reduction in Mud Pots (the Oblit set is a bad idea for Mud Pots in general) and at least 40% in Maneuvers, Tactics and Assault. Using a full set of Oblit in Tremor means that it's underslotted for end reduction too.

    I'll echo some of New Dawn's comment: the Psi resistance is pointless, you're not going to get enough of it to matter. Drop the KB proc in the Kin Combat sets and slot something that adds accuracy and damage.

    You'd also get a lot more +RunSpeed by adding slots to Swift--I wouldn't bother with the Regen Tissue bonuses. Consider slotting 2xLotG plus 2xGotA in your defense toggles and including the GotA +RunSpeed.

    The Stupefy set is not a great choice for Stagmites, they don't enhance damage at all and the KB proc is very undesirable. I'd put the Stupefy (minus the KB proc) in Fault for the recharge bonus.

    Also, I'd move the Miracle +Recovery to Health so you have the benefit of it even when Rooted isn't running.

    Oh, and very important--add the Steadfast +Def to Stone Skin or Tough!

    You also might want to consider picking up Crystal Armor for the E/NE defense, which would give you a lot more durability outside of Granite.

    Here's a re-do of your build with a lot more defense and runspeed. It'll be much easier on endurance, too. If you don't want Crystal Armor one of the Leadership toggles--Maneuvers for instance, would be a good alternative.

    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: Stone Armor
    Secondary Power Set: Stone Melee
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Fighting
    Ancillary Pool: Earth Mastery
    Hero Profile:
    Level 1: Rock Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(37), GftotA-Def/EndRdx:40(40), GftotA-Run+:40(43)
    Level 1: Stone Fist -- KntkC'bat-Dmg/EndRdx/Rchg:35(A), KntkC'bat-Acc/Dmg:35(3), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(5), Mako-Acc/Dmg/EndRdx/Rchg:50(5)
    Level 2: Stone Skin -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(7), Aegis-ResDam/Rchg:50(43)
    Level 4: Earth's Embrace -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Rchg:50(13), Dct'dW-EndRdx/Rchg:50(29), Dct'dW-Heal/Rchg:50(31), Dct'dW-Heal:50(31)
    Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(43)
    Level 8: Stone Mallet -- KntkC'bat-Knock%:35(A), KntkC'bat-Acc/Dmg:35(9), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(11), Mako-Acc/Dmg/EndRdx/Rchg:35(11)
    Level 10: Recall Friend -- Winter-ResSlow:50(A)
    Level 12: Mud Pots -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(13), Erad-Acc/Dmg/EndRdx/Rchg:30(15), M'Strk-Dmg/EndRdx:50(15), M'Strk-Acc/Dmg/EndRdx:50(17)
    Level 14: Teleport -- Jnt-EndRdx/Rng:50(A)
    Level 16: Heavy Mallet -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Dmg/Rchg:50(17), C'ngImp-Acc/Dmg/Rchg:50(19), C'ngImp-Acc/Dmg:50(19), C'ngImp-Dmg/EndRdx:50(21)
    Level 18: Taunt -- Zinger-Dam%:50(A)
    Level 20: Rooted -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(21), Numna-Heal/EndRdx/Rchg:50(23)
    Level 22: Fault -- Stpfy-Acc/Rchg:50(A), Stpfy-Acc/EndRdx:50(23), Stpfy-Stun/Rng:50(25), Stpfy-Acc/Stun/Rchg:50(37), Stpfy-EndRdx/Stun:50(45)
    Level 24: Crystal Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(31), GftotA-Def/EndRdx:40(34), GftotA-Run+:40(42)
    Level 26: Minerals -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(27), GftotA-Run+:40(40), GftotA-Def/EndRdx:40(42)
    Level 28: Boxing -- Acc-I:50(A)
    Level 30: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam/EndRdx:50(46), Aegis-ResDam/EndRdx/Rchg:50(46), Aegis-ResDam:50(46)
    Level 32: Granite Armor -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(33), Aegis-ResDam/Rchg:50(33), LkGmblr-Rchg+:50(33), LkGmblr-Def:50(34), LkGmblr-Def/EndRdx:50(34)
    Level 35: Tremor -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(36), Erad-Acc/Dmg/Rchg:30(36), Erad-Acc/Dmg/EndRdx/Rchg:30(36), M'Strk-Acc/Dmg/EndRdx:50(37)
    Level 38: Seismic Smash -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/Rchg:50(39), C'ngImp-Dmg/Rchg:50(39), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Acc/Dmg:50(40)
    Level 41: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(42), GftotA-Run+:40(45), GftotA-Def/EndRdx:40(45)
    Level 44: Stone Prison -- TotHntr-Acc/Rchg:50(A), TotHntr-Dam%:50(48)
    Level 47: Fossilize -- Thundr-Dmg/EndRdx:50(A), Thundr-Dmg/Rchg:50(48), Thundr-Acc/Dmg:50(48)
    Level 49: Stalagmites -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(50), Posi-Dmg/Rchg:50(50), Posi-Dmg/Rng:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A), Run-I:50(25)
    Level 2: Health -- Numna-Regen/Rcvry+:30(A), Mrcl-Rcvry+:40(27)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(7), EndMod-I:50(29)
    ------------
    Set Bonus Totals:
    • 10.5% Defense(Smashing)
    • 10.5% Defense(Lethal)
    • 12.4% Defense(Fire)
    • 12.4% Defense(Cold)
    • 11.8% Defense(Energy)
    • 11.8% Defense(Negative)
    • 3% Defense(Psionic)
    • 6.75% Defense(Melee)
    • 7.38% Defense(Ranged)
    • 7.69% Defense(AoE)
    • 3.6% Max End
    • 3% Enhancement(Stun)
    • 5% Enhancement(Immobilize)
    • 4% Enhancement(Heal)
    • 23% Enhancement(Accuracy)
    • 58.8% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 231.9 HP (12.4%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 9.9%
    • MezResist(Sleep) 1.65%
    • MezResist(Terrorized) 2.2%
    • 15% (0.25 End/sec) Recovery
    • 62% (4.84 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 2.84% Resistance(Fire)
    • 2.84% Resistance(Cold)
    • 50% RunSpeed

    Code:
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  2. Quote:
    Originally Posted by pandabear1 View Post
    Fin, any way you can get in touch with me on justice sir? @s.gonzo or Xx FREEDOM xX ( my tank )

    appreciate it sir. heard you and rangel are the gurus of builds
    Well, I'm no 'sir', but thank you.

    I plan to do the Tanker Tuesday on Defiant this afternoon, but I'll probably be on Justice later tonight if you want to chat in-game.

    By the way, there's nothing at all odd with Shield/SS, it's a very common--and very effective--combo. The only thing that's a bit of a pain about it is that you'll have two powers you want to "perma", Active Defense and Rage. But many, many players have managed to get around that little obstacle.
  3. Honestly, I don't think slotting for the Incarnate soft-cap is worth the effort considering how plentiful defense buffs are on Incarnate teams.

    Here's a build with around 50% defense to all positions plus plenty of recharge, regen, etc.

    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: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(3), LkGmblr-Def:50(7), LkGmblr-Rchg+:50(15), ResDam-I:50(15), ResDam-I:50(17)
    Level 1: Jab -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Dmg/Rchg:50(17), C'ngImp-Acc/Dmg/Rchg:50(19), C'ngImp-Dmg/EndRdx/Rchg:50(21), T'Death-Dam%:40(48)
    Level 2: Punch -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(5), Mako-Dmg/Rchg:50(9), Mako-Acc/EndRdx/Rchg:50(23), Mako-Acc/Dmg/EndRdx/Rchg:50(23), Mako-Dam%:50(50)
    Level 4: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(5), LkGmblr-Rchg+:50(11), LkGmblr-Def/EndRdx/Rchg:50(25)
    Level 6: True Grit -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(7), Numna-Heal/Rchg:50(11), ResDam-I:50(25), ResDam-I:50(31)
    Level 8: Haymaker -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(9), C'ngImp-Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/Rchg:50(31), C'ngImp-Dmg/EndRdx/Rchg:50(33)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(13)
    Level 12: Against All Odds -- EndRdx-I:50(A)
    Level 14: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(33)
    Level 16: Super Jump -- Winter-ResSlow:50(A)
    Level 18: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(19), Mocking-Taunt/Rchg/Rng:50(46), Mocking-Acc/Rchg:50(46), Mocking-Taunt/Rng:50(46), Mocking-Rchg:50(48)
    Level 20: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(21), C'ngImp-Dmg/Rchg:50(34), C'ngImp-Acc/Dmg/Rchg:50(34), C'ngImp-Acc/Dmg/EndRdx:50(40)
    Level 22: Phalanx Fighting -- Ksmt-ToHit+:30(A)
    Level 24: Boxing -- Acc-I:50(A)
    Level 26: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(39), Oblit-%Dam:50(40)
    Level 28: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(29), GSFC-ToHit/Rchg/EndRdx:50(29), GSFC-ToHit/EndRdx:50(36), GSFC-Rchg/EndRdx:50(39), GSFC-Build%:50(39)
    Level 30: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(31), Aegis-ResDam:50(33), Aegis-EndRdx/Rchg:50(36), Aegis-ResDam/EndRdx/Rchg:50(36)
    Level 32: One with the Shield -- S'fstPrt-ResDam/Def+:30(A)
    Level 35: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(37), LkGmblr-Rchg+:50(37), LkGmblr-Def/EndRdx/Rchg:50(37)
    Level 38: Foot Stomp -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(40), Erad-Acc/Dmg/Rchg:30(42), Erad-Acc/Dmg/EndRdx/Rchg:30(42), M'Strk-Acc/Dmg/EndRdx:50(42), FrcFbk-Rechg%:50(45)
    Level 41: Grant Cover -- LkGmblr-Rchg+:50(A)
    Level 44: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48)
    Level 47: Conserve Power -- RechRdx-I:50(A)
    Level 49: Physical Perfection -- Heal-I:50(A), P'Shift-EndMod:50(50), P'Shift-End%:50(50)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Gauntlet
    Level 1: Sprint -- ULeap-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(43), Mrcl-Heal:40(45), Mrcl-Rcvry+:40(45)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(43), P'Shift-End%:50(43)
    ------------
    Set Bonus Totals:
    • 8.5% DamageBuff(Smashing)
    • 8.5% DamageBuff(Lethal)
    • 8.5% DamageBuff(Fire)
    • 8.5% DamageBuff(Cold)
    • 8.5% DamageBuff(Energy)
    • 8.5% DamageBuff(Negative)
    • 8.5% DamageBuff(Toxic)
    • 8.5% DamageBuff(Psionic)
    • 8.63% Defense(Smashing)
    • 8.63% Defense(Lethal)
    • 12.1% Defense(Fire)
    • 12.1% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 10.5% Defense(Melee)
    • 10.8% Defense(Ranged)
    • 11.8% Defense(AoE)
    • 3.6% Max End
    • 57% Enhancement(Accuracy)
    • 65% Enhancement(RechargeTime)
    • 15% FlySpeed
    • 246 HP (13.1%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • MezResist(Held) 6.05%
    • MezResist(Immobilize) 9.9%
    • MezResist(Stun) 2.2%
    • 5% (0.08 End/sec) Recovery
    • 64% (5 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 20% RunSpeed
    • 2.5% XPDebtProtection

    Code:
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  4. Finduilas

    Stone/DM Build

    Quote:
    Originally Posted by Madadh View Post
    Thank you for the input. Already made several changes based on your suggestions, and am now trying to find a way to get Siphon Life into the mix. Would you swap Dark Consumption out to add Siphon Life in?
    Unless you've already decided on getting Cardiac for your Alpha, I'd say no. An endurance recovery power is just too darn useful to give up unless there's no alternative.

    Before you do that, there are some other options. As I mentioned in my first post, I'm skipping Brimstone Armor on my tank. Without it my Stone tank has comparable mitigation numbers to Ice Armor outside of Granite, but without the capped Cold resistance and with a heck of lot more Psi defense. Fire and Cold are rare enough that Granite should be a more than adequate backup for those times when I'm facing those damage types.

    I'm also not a big fan of Assault, the bonus isn't that great given its high endurance cost. However, it's a single slot power and if you want Siphon Life you'll need to find slots for it.

    Another possibility is dropping one of your epic attacks; unless there's a specific upper tier attack like Fireball that you really want, two should probably be enough.

    But it's really dependent on your preferences and priorities. I have many characters that don't have any epic powers, for instance, so reducing the number is pretty painless for me.
  5. Finduilas

    Stone/DM Build

    By the way, currently you have Granite Armor slotted very poorly for resistance. I'd recommend the following:

    LotG: +Recharge, Def/End, Defense
    Imperv Armor: Res/End, Res/Rchg, Resistance

    If you want a little more end reduction, replace the Res/Rchg with a Res/End/Rchg, though I don't think it's necessary.

    Endurance use is likely to be more of a problem out of Granite than in it, so I'd try to scrounge up another slot each for Weave and Crystal Armor. You're well past the soft-cap with your current slotting of Minerals, so I suggest slotting it +Recharge, Def/End, Def/End/Rchg. That'll keep you above the soft-cap and slot it sufficiently for end reduction as well.

    Tough is also underslotted for resistance and doesn't need that much end reduction; drop the RA End for a Res/Rchg.

    P.S. Shadow Maul and Mud Pots are also underslotted for end reduction, which is particularly a problem for Mud Pots considering it's a high-end toggle. I'd adjust the slotting for more end reduction and more damage--I think you're giving up too much damage for the sake of recharge in both of them.
  6. Finduilas

    Stone/DM Build

    Looks like a solid build, but I do think skipping Stone Skin and especially Siphon Life is not the best idea.

    Having Stone Skin means that you don't have to run Tough for soft-capped S/L resistance in Granite, and Siphon Life is a Superior Damage attack as well as a heal. I think both are particularly useful if you plan to spend much time out of Granite.

    I think Hasten is definitely work getting, since even though Granite will slow its recharge, your overall recharge rate will be much, much higher when it's on. Also, you'd get much more benefit out of it if you 2 or 3 slot it for recharge.

    I put together my own Stone/DM build a short time ago, and it's fairly similar to yours although a made a few different choices. For instance, took Stone Skin and Siphon Life but skipped Brimstone Armor. My plan is to use Granite on those rare occasions that I run into heavy Fire/Cold damage. I also took more DM powers and just one epic attack--Gloom from Soul Mastery.

    Probably the biggest difference between the two builds is that you have higher S/L/E/NE defense in Granite and my build does a lot more to offset the run speed debuffs in Rooted and Granite.

    Anyway, here's my build for comparison purposes:

    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: Stone Armor
    Secondary Power Set: Dark Melee
    Power Pool: Flight
    Power Pool: Teleportation
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery
    Hero Profile:
    Level 1: Rock Armor -- GftotA-Run+:40(A), GftotA-Def/EndRdx:40(3), LkGmblr-Rchg+:50(3), LkGmblr-Def/EndRdx:50(5)
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(9), KntkC'bat-Dmg/Rchg:30(15), KntkC'bat-Dmg/EndRdx/Rchg:30(15), Mako-Acc/Dmg/EndRdx/Rchg:50(17)
    Level 2: Earth's Embrace -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal:50(7), Dct'dW-Rchg:50(9)
    Level 4: Shadow Maul -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(17), Erad-Acc/Dmg/Rchg:30(19), Sciroc-Dmg/EndRdx:50(19), Sciroc-Acc/Dmg/EndRdx:50(21)
    Level 6: Fly -- Winter-ResSlow:50(A)
    Level 8: Rooted -- Numna-Heal:50(A), Numna-Heal/EndRdx/Rchg:50(43), Numna-Heal/EndRdx:50(43)
    Level 10: Smite -- 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(13), Mako-Acc/Dmg/EndRdx/Rchg:50(13)
    Level 12: Teleport -- EndRdx-I:50(A)
    Level 14: Taunt -- Zinger-Dam%:50(A)
    Level 16: Siphon Life -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(29), C'ngImp-Dmg/Rchg:50(29), C'ngImp-Acc/Dmg/Rchg:50(31), C'ngImp-Dmg/EndRdx/Rchg:50(31)
    Level 18: Crystal Armor -- GftotA-Def/EndRdx:40(A), GftotA-Run+:40(21), LkGmblr-Def/EndRdx:50(23), LkGmblr-Rchg+:50(25)
    Level 20: Stone Skin -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(34)
    Level 22: Touch of Fear -- Abys-Acc/Rchg:50(A), Abys-Fear/Rng:50(23), Abys-Dam%:50(25), Abys-EndRdx/Fear:50(46), Abys-Acc/EndRdx:50(46)
    Level 24: Mud Pots -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(34), Erad-Acc/Dmg/EndRdx/Rchg:30(37), Sciroc-Dmg/EndRdx:50(27), Sciroc-Acc/Dmg/EndRdx:50(27)
    Level 26: Hasten -- RechRdx-I:50(A), RechRdx-I:50(45), RechRdx-I:50(45)
    Level 28: Soul Drain -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(31), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(33)
    Level 30: Boxing -- Acc-I:50(A)
    Level 32: Granite Armor -- GftotA-Run+:40(A), LkGmblr-Rchg+:50(34), Aegis-ResDam/Rchg:50(36), Aegis-ResDam/EndRdx:50(36), Aegis-ResDam:50(36)
    Level 35: Dark Consumption -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(37), Erad-Acc/Dmg/EndRdx/Rchg:30(39), M'Strk-Acc/Dmg/EndRdx:50(39)
    Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(40), Mako-Acc/Dmg/EndRdx/Rchg:50(42)
    Level 41: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(42), Aegis-ResDam/EndRdx/Rchg:50(42), S'fstPrt-ResDam/Def+:30(43)
    Level 44: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Run+:40(46), LkGmblr-Rchg+:50(48), LkGmblr-Def/EndRdx:50(48)
    Level 47: Gloom -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(48), Decim-Dmg/Rchg:40(50), Decim-Acc/Dmg/Rchg:40(50), Decim-Acc/EndRdx/Rchg:40(50)
    Level 49: Minerals -- LkGmblr-Rchg+:40(A)
    Level 50: Musculature Total Radial Revamp
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- ULeap-Stlth:50(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A), Run-I:50(45)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(37), EndMod-I:50(39)
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 12.4% Defense(Smashing)
    • 12.4% Defense(Lethal)
    • 9.25% Defense(Fire)
    • 9.25% Defense(Cold)
    • 12.4% Defense(Energy)
    • 12.4% Defense(Negative)
    • 3% Defense(Psionic)
    • 7.69% Defense(Melee)
    • 7.69% Defense(Ranged)
    • 6.13% Defense(AoE)
    • 7.65% Max End
    • 2.75% Enhancement(Terrorized)
    • 25% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 65% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 189.7 HP (10.1%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 12.7%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 2.2%
    • 6% (0.1 End/sec) Recovery
    • 62% (4.84 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 50% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  7. Quote:
    Originally Posted by Dr_Pathos View Post
    DR is not an issue because I rarely have to click it. As I mentioned atm DS is only being run with CP running.

    I designed the build around the Alpha slot. Even without the Alpha, end is quite managable, but it requires a little more attention than an average build.

    Sorry I didnt want to give the impression that I was looking for advice, I just wanted to add my 2 cents to the potential for these powersets
    Well, if you post a build you'll find that often people have something to say about it, whether that was your intention or not.

    In this particular case I think you've made some very poor slotting choices, and although they are your choices to make, I'd rather not leave readers with the impression that they represent standard slotting.

    By the way, building with the assumption that Death Shroud will only be used in conjunction with Conserve Power is an especially poor design choice. DS should be an "always on" power when in a mission, and if you don't have enough endurance to run it that way pre-Alpha slot, that's a big problem, IMO.
  8. Quote:
    Originally Posted by Auroxis View Post
    Crowd Control?
    That works for me. I also hate "meat-shield".

    By the way, Strato, shouldn't Scrappers have "Very High" damage? I thought the one of the complaints about Blasters is that Scrappers do similar levels of damage with much more mitigation.

    I think it makes sense to leave Brutes at "High" since it takes buffs or a high sustained level of Fury to reach Scrapper levels, where Scraps get their damage "out of the box".

    Other than that, great write up.
  9. Quote:
    Originally Posted by Colossal View Post
    Hmmm some interesting ideas there. I really don't want to substitute tremor in though because it's such a slow attack (nearly a 3.5 second animation time with Arcanatime) and has meh damage. I do much rather like your slotting of the attacks however and am going to try to fit in those extra slots.
    Hmm, I'd almost always take an AoE attack over a ST one unless the AoE is really terrible, and Tremor is not.

    Quote:
    One other thing, the chance for knockback proc in fault would be rather annoying, I don't want 20% of the group to go flying away from me.
    Darn it, you're right, I forgot the 6th Stupfy is the KB proc. I wouldn't want that either.

    Well something like this would work with Tremor:

    Code:
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    If you really want Stone Mallet instead, this would work, though it requires pulling the 6th slot from Taunt and losing the 7.5% recharge bonus. Of course, you could get the slot from someplace else. (Stone Mallet's at 35 because I was too lazy to move it.)

    Code:
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  10. Colossal, the only big problem I see with that build is that Deflection needs to be slotted for resistance. Slotting two level 50 commons there will raise the available S/L resistance to 46%. Since you can pull a slot from Smashing Blow and one from Grant Cover for that purpose with no serious repercussions, I think that would definitely be worthwhile.
  11. Quote:
    Originally Posted by Colossal View Post
    Huh? I'm not sure where your getting those numbers from but in Mids with that build I'm showing 2.81 end recovered/sec and 2.16 end used/sec (maybe you had stamina turned off?) This is before you account for the cardiac alpha and +end from accolades. Plus that on top of the ability to use Power Sink every 25ish seconds and this guy will be a marathon runner.

    EDIT: Not to mention the endurance discount given by energize.
    The endurance used number does not include endurance used in your attacks, it's just toggles. Since attacks are by far the biggest endurance users you have, less than 1 end/sec is really too small a margin for sustained attacking. The fact that you have Energize and Power Sink will definitely help, but many players would prefer to have a bigger spread between those numbers. With the Cardiac you should be okay, though.

    I reworked your build, replacing Stone Mallet with Tremor, adding slots to Stone Fist and Heavy Mallet (they were underslotted for accuracy and damage) and made a few other minor changes. It now has over 32% S/L/E/NE defense and IMO the attacks are slotted better.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Magic Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Stone Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery
    Hero Profile:
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(5)
    Level 1: Stone Fist -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:30(9), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/EndRdx/Rchg:30(11), Mako-Acc/Dmg/EndRdx/Rchg:50(50)
    Level 2: Conductive Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(5), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(7)
    Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/EndRdx/Rchg:30(13), KntkC'bat-Dmg/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:30(15)
    Level 6: Static Shield -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/EndRdx/Rchg:50(9), Aegis-ResDam:50(31)
    Level 8: Grounded -- S'fstPrt-ResDam/Def+:30(A)
    Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(48)
    Level 12: Energize -- Dct'dW-EndRdx/Rchg:50(A), Dct'dW-Heal/Rchg:50(21), Dct'dW-Heal/EndRdx/Rchg:50(21), Dct'dW-Heal:50(34), Dct'dW-Rchg:50(34)
    Level 14: Super Jump -- Winter-ResSlow:50(A)
    Level 16: Lightning Field -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(17), Erad-Dmg:30(17), Sciroc-Acc/Dmg/EndRdx:50(19), Sciroc-Dmg/EndRdx:50(19)
    Level 18: Lightning Reflexes -- Run-I:50(A)
    Level 20: Fault -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(39), Stpfy-KB%:30(39), Stpfy-Acc/EndRdx:50(40), Stpfy-Stun/Rng:50(40), Stpfy-Acc/Stun/Rchg:50(40)
    Level 22: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(23), Mocking-Taunt/Rchg/Rng:50(23), Mocking-Acc/Rchg:50(25), Mocking-Taunt/Rng:50(27), Mocking-Rchg:50(27)
    Level 24: Build Up -- Rec'dRet-Pcptn:20(A), Rec'dRet-ToHit/Rchg:20(25)
    Level 26: Power Sink -- Efficacy-EndMod/Acc/Rchg:50(A), Efficacy-EndMod/Rchg:50(29), Efficacy-Acc/Rchg:50(29), Efficacy-EndMod:50(31)
    Level 28: Boxing -- Acc-I:50(A)
    Level 30: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam/EndRdx:40(45), RctvArm-ResDam/Rchg:40(45)
    Level 32: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def/Rchg:50(33), LkGmblr-Def/EndRdx/Rchg:50(33)
    Level 35: Tremor -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(36), Erad-Acc/Dmg/Rchg:30(36), Erad-Acc/Dmg/EndRdx/Rchg:30(36), M'Strk-Acc/Dmg/EndRdx:50(43)
    Level 38: Seismic Smash -- 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), C'ngImp-Dmg/EndRdx/Rchg:50(48)
    Level 41: Gloom -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(43)
    Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx:50(A), DarkWD-Rchg/EndRdx:50(46), DarkWD-ToHitdeb/Rchg/EndRdx:50(50), DarkWD-ToHitDeb:50(50)
    Level 47: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(48)
    Level 49: Power Surge -- RechRdx-I:50(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- 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-Heal/EndRdx:50(34), Numna-Regen/Rcvry+:50(37), RgnTis-Regen+:30(37)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(37), Efficacy-EndMod/EndRdx:50(39)
    ------------
    Set Bonus Totals:
    • 18.6% Defense(Smashing)
    • 18.6% Defense(Lethal)
    • 9.25% Defense(Fire)
    • 9.25% Defense(Cold)
    • 18.3% Defense(Energy)
    • 18.3% Defense(Negative)
    • 3% Defense(Psionic)
    • 10.8% Defense(Melee)
    • 14.9% Defense(Ranged)
    • 6.13% Defense(AoE)
    • 5.4% Max End
    • 4% Enhancement(Heal)
    • 3% Enhancement(Stun)
    • 23% Enhancement(Accuracy)
    • 43.8% Enhancement(RechargeTime)
    • 4% FlySpeed
    • 281.1 HP (15%) HitPoints
    • 4% JumpHeight
    • 4% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 11%
    • MezResist(Terrorized) 2.2%
    • 20% Perception
    • 10% (0.17 End/sec) Recovery
    • 62% (4.84 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 9% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  12. Quote:
    Originally Posted by Grouchybeast View Post
    Redside does give you access to the ITF and LGTF, both of which are excellent for acquiring shards, and will give you one of the components for crafting Alpha enhancements.

    This week, the ITF is also the Weekly Task Force TF, and that will give you a Notice of the Well, which you need for crafting higher level Alpha components.
    This.

    Even if you get the rest of your shards solo--doable, but tedious, do the Weekly Strike Target to get the Notice of the Well you'll need for your Tier 3 Alpha. I don't remember how many shards it takes to craft a Notice, but it's a lot. A whole lot. Finding a PUG TF is much, much easier and quicker.

    I have 5 Alpha-slotted 50s at this point, and I'm mostly a solo player. When I want shards I watch the global channels on my server to catch TFs when they form. An ITF is usually good for around 8 shards, and if it's the WST like it is this week, so much the better because you'll get a Notice.

    One more piece of advice; unless you really end up loving the process of collecting shards, think long and hard before you decide to go for Tier 4 Alpha. The level shift comes with the T3, and the T4 is only marginally better but requires more than twice as many shards as the T3.
  13. Quote:
    Originally Posted by Infini View Post
    You can always go back :-) Besides, Gloom is that good and Dark Oblit is a decent AoE. I would rather go with DN for a little extra mitigation, though.
    Depending on your character concept and comfort level with your character acting villainous, the fact that it's temporary can be irrelevant. I never RP, but my character concepts are important enough to me that I wouldn't have the really heroic ones turn villain just to get a epic attack. I had enough trouble getting through the villain alignment missions on my Brute.

    So yeah, I'm with LSK, that's not an option for everyone.
  14. Quote:
    Originally Posted by Dr_Pathos View Post
    Death Shroud/Dark Regen/Soul Transfer/Frozen Aura: 4 slotted with Eradication PbAOE: total 12,52 to e/n def.
    If you try to run all those powers with just four Eradication, your end bar is going to die a quick and painful death. IME, DS and DR should have at least 60% end reduction, and FA at least 40%.

    Quote:
    Of course I wll be getting the Cardiac Alpha so I can run Death Shroud without Conserve Power.
    Proper slotting would help as much, or more.

    Quote:
    Biggest drawback for this build is damge, sitting between 85-93% damage.
    It's hard to make specific recommendations without seeing the build in Mid's, but again, with better slotting it should be possible to have your attacks fully slotted for damage and maintain the defense bonuses you want. The Kinetic Combat sets, for instance, all need another slot to have sufficient accuracy and damage. (Except Boxing if it's being used as a set mule.)

    Unless you have a Mac and can't use Mids', you should export your build to Mids' using Titan Sentinel and work on it that way. It's *much* easier than trying to track it on paper.
  15. Quote:
    Originally Posted by Sun_Runner View Post
    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Pure Generic IO Build: Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery
    Umm, the OP said he didn't want SS.
  16. I've never understood the appeal of Glad Armor; sure, the +Def is great if you can afford it, but the set bonuses aren't even that good. And they'd have to be damn good for me to want to spend that kind of influence.
  17. Is this a leveling build or a respec build for an existing tank?

    IMO, waiting until 47 and 49 to add any KB protection is a very bad idea--KB is a particular problem for Dark Armor since Dark Regen has to have foes nearby for the heal to work. Even if this is a respec build, as you have it slotted you will lose all your KB protection if you ever exemp below level 44.

    Other issues:

    The three attacks slotted with Kinetic Combat and Dark Regen are underslotted for accuracy. I'm guessing you're depending on Rage for accuracy, but if you ever exemp below Rage level it could be a problem. Besides, it's a trivially easy problem to fix, just use a CI Acc/Dam/Rchg instead of a Dam/Rchg. You'll lose a tiny bit of recharge but almost double the accuracy slotting.

    The Hecatomb damage proc would be better slotted in Jab than in Haymaker. For procs, you want use ST attacks that are as quick-recharging as possible.

    For Dark Regen, I'd replace the recharge common with a TotN Acc/End/Rchg. Given your global recharge you'll lose only about a second off the recharge time.

    Death Shroud is underslotted for end reduction, which won't be a concern once you have Cardiac slotted, but before then could be a problem. I generally slot DS with at least 60% end reduction.

    You could get very near the soft-cap for E/NE in this build by 3-slotting Eradication in Foot Stomp and 3-slotting Thunderstrike in Gloom, but you'd lose the recharge bonuses from the purple sets. Given that even without those sets the level of recharge is still quite high, I'd take the E/NE def, but YMMV.
  18. Quote:
    Originally Posted by Sailboat View Post
    Well, I have read that the prevailing wisdom on the Scrapper forum seems to be "Soft-capping a Shield Scrapper [with high recharge and other fancy gear] will be expensive." But that's a Scrapper, not a Tanker, and you aren't contemplating loading up on +recharge either if you're looking for affordability. People were probably just repeating what they'd heard about Scrappers.
    Yes, I wondered whether that might be a reason why the OP was told that. Soft-capping Shield Defense on a Brute or Scrapper would be much more expensive than on a Tank.

    There also sometimes seems to be the attitude on the forums that if you don't build for high recharge and all the other extras you might as well stay home.
  19. Quote:
    Originally Posted by Infini View Post
    Waaaaay too much investment in defense from IOs when all you needed to do is slot your toggles better. And no CE? CE is the 2nd more important power in the set after EA, if not the most important because it is your taunt aura. Taunt only hits 5 targets at a time. CE hits, what, 10? On top of that, the -rech/dmg in CE is there to help out with damage types you have no resistances for. I can understand not taking Hibernate, but most certainly not CE.
    This. There's no {insert expletive here} way an Ice Tank needs the GA +Def to soft-cap, and I'm boggled that someone would slot Combat Jumping for more defense enhancement than the main Ice armors. Simply adding a LotG defense each to GA and FA would soft-cap for S/L/E/NE without the GA +def.

    And skipping Chilling Embrace? Monumentally bad idea.
  20. Quote:
    Originally Posted by Netphenix5 View Post
    Doesn't an alt need to be a certain level to join a SG?
    No, not to join. To create a SG, IIRC you have to be level 10.
  21. Quote:
    Originally Posted by Bowntez View Post
    Alrighty, Well I enjoy the WillPower and Invulnerability primaries alot. The Shield I was told was going to be expensive. I like the stone defense but people say the slowness and recharge aren't worth it. Though I really want to make a Solid willpower since it has alot of goodies in it like a minor health and a minor stamina to stack ontop of Health and Stamina lol.
    I don't know who told you that Shield Defense would be expensive to make effectively, but IMO they're dead wrong. High-end builds for sets that have little or no defense tend to be expensive because you need specific very desirable recipes to soft-cap. Primarily defense sets like Shield and Ice are inexpensive to soft-cap, but since it's not possible to add much additional resistance to a defense set you won't be able to improve their survivability significantly with sets. Of course, you can spend tons on influence on purples and unique IOs, but most of those will benefit all primaries equally.

    In any case, a cheap effective WP build is quite possible, it just won't reach the really ridiculous levels of durability that a high-end WP defense build would. Just be aware that it tends to be more difficult to hold aggro with WP tanks because their aggro aura is a lot less effective than the ones in other sets. So if you plan this to be a team-only tank WP might not be the best choice.

    Quote:
    My secondary, well Im not doing the over used SS or Mace or Axe, but trying out the Energy melee since that will pair well with Willpower. Plus energy is almost all AoE. But I want to know which can be done cheaply cause as I said i don't have alot of Inf.
    I don't think you mean Energy Melee since it has almost no AoE. *Electric* Melee perhaps? I think that would be a much better choice than Energy. (Energy had the animation on its single biggest attack lengthened considerably a while ago, and many people are unhappy with the set.)

    As I mentioned in my first post, cost-wise the secondary is mostly irrelevent if you're not planning to use set IOs. Pick the one that you like.
  22. Your primary is going to be the biggest variable in cost and effectiveness, IMO, since attacks all use the same basic slotting.

    You can make an effective tank on common IOs/SOs with any primary, but if for instance you are looking for a tank that could soft-cap defense with just commons/SOs, Shield Defense or Ice Armor can both get to within 1% of soft-capping. Of course Stone Armor can be exceptionally sturdy with no set IOs; you could get reach around 43% defense and 80% resistance in Granite and about 41% defense outside of Granite.

    The other sets would be fine too, but they use different forms of mitigation rather than primarily defense. For instance, Invul can hard-cap S/L resistance and gets a substantial amount of defense on just SOs, which is very effective. Electric Armor can hard-cap Energy resistance and get around 79% S/L resistance, which isn't bad either.

    Why don't you tell us what primary or primaries you're interested in and we can discuss what the pluses and minuses are for them using just SOs. Most tanks can be built cheaply and effectively so we'll need a little more guidance on what you'd like.
  23. Here's a quick re-do of your build, dropping Fire Sword for Incinerate and Hover/Fly for SJ and Hasten. I also put in the Musculature Alpha, since Invul really doesn't need both the Cardiac Alpha and Physical Perfection as long as everything is reasonably slotted for end reduction. I'm not a fan of Mako's Bite and Red Fortune for a typed defense build, but you seem to want the damage bonuses so I left them in. I also dropped Focused Accuracy and slotted the Kismet +Acc in CJ to compensate. If you would rather have Hover/Fly, that would work too. The Kismet +Acc can go in CJ, Hover or Tough Hide, but keep in mind that if you put it in a toggle the toggle has to be on to get the ToHit bonus.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Owl's Flight (Set IO Build): Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Fiery Melee
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(5)
    Level 1: Scorch -- 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(19), T'Death-Dam%:40(45)
    Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(9), Dct'dW-Heal/Rchg:50(9), Dct'dW-Rchg:50(11), Dct'dW-Heal:50(11)
    Level 4: Combustion -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(15), Erad-Acc/Dmg/Rchg:30(17), Erad-Acc/Dmg/EndRdx/Rchg:30(17), Sciroc-Acc/Dmg/EndRdx:50(19), Sciroc-Dmg/EndRdx:50(29)
    Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(36)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(21), RctvArm-ResDam/EndRdx/Rchg:40(21), RctvArm-ResDam:40(23)
    Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(23), Mocking-Taunt/Rchg/Rng:50(25), Mocking-Acc/Rchg:50(25), Mocking-Taunt/Rng:50(27), Mocking-Rchg:50(27)
    Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), Ksmt-ToHit+:30(33)
    Level 14: Super Jump -- Winter-ResSlow:50(A)
    Level 16: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:40(29)
    Level 18: Invincibility -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(31), RedFtn-Def/EndRdx/Rchg:50(31), RedFtn-Def:50(33)
    Level 20: Boxing -- Acc-I:50(A)
    Level 22: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam:40(34)
    Level 24: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(42), RedFtn-Def/EndRdx/Rchg:50(42), RedFtn-Def:50(42)
    Level 26: Tough Hide -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(36), RedFtn-Def/EndRdx/Rchg:50(37), RedFtn-Def:50(37)
    Level 28: Fire Sword Circle -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(37), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Erad-Dmg/Rchg:30(39), Sciroc-Acc/Dmg/EndRdx:50(39), Sciroc-Dmg/EndRdx:50(40)
    Level 30: Resist Elements -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(40), Aegis-ResDam:50(40)
    Level 32: Resist Energies -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(34), Aegis-ResDam:50(36)
    Level 35: Incinerate -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(43), Mako-Dmg/Rchg:50(43), Mako-Acc/EndRdx/Rchg:50(43), Mako-Acc/Dmg/EndRdx/Rchg:50(45)
    Level 38: Greater Fire Sword -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(45), Mako-Dmg/Rchg:50(46), Mako-Acc/EndRdx/Rchg:50(46), Mako-Acc/Dmg/EndRdx/Rchg:50(46), Mako-Dam%:50(48)
    Level 41: Conserve Power -- RechRdx-I:50(A)
    Level 44: Physical Perfection -- P'Shift-End%:50(A), P'Shift-EndMod:50(48), EndMod-I:50(48)
    Level 47: Maneuvers -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(50), RedFtn-Def/EndRdx/Rchg:50(50), RedFtn-Def:50(50)
    Level 49: Assault -- EndRdx-I:50(A)
    Level 50: Musculature Core Paragon
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Gauntlet
    Level 1: Sprint -- EndRdx-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(13)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(13), EndMod-I:50(15)
    ------------
    Set Bonus Totals:
    • 14% DamageBuff(Smashing)
    • 14% DamageBuff(Lethal)
    • 14% DamageBuff(Fire)
    • 14% DamageBuff(Cold)
    • 14% DamageBuff(Energy)
    • 14% DamageBuff(Negative)
    • 14% DamageBuff(Toxic)
    • 14% DamageBuff(Psionic)
    • 13% Defense(Smashing)
    • 13% Defense(Lethal)
    • 12.4% Defense(Fire)
    • 12.4% Defense(Cold)
    • 14.9% Defense(Energy)
    • 14.9% Defense(Negative)
    • 3% Defense(Psionic)
    • 8% Defense(Melee)
    • 11.8% Defense(Ranged)
    • 7.69% Defense(AoE)
    • 5.4% Max End
    • 20% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 10% FlySpeed
    • 168.7 HP (9%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 9.35%
    • MezResist(Immobilize) 21.5%
    • MezResist(Terrorized) 2.2%
    • 42% (3.28 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 6.3% Resistance(Fire)
    • 6.3% Resistance(Cold)
    • 20% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  24. Hmm, well, if you're worried about endurance use adding Focused Accuracy, Maneuvers and Assault to your build seems like a questionable strategy to me. FA in particular is a huge end hog.

    It also seems strange to me that if you want to maximize your damage you'd skip Build Up and Hasten. Personally, I'd take both. Incinerate is a good attack and worth taking too, IMO; you can use it and move to another target knowing that Incinerate will finish them off.

    In your quest for damage bonuses you have some sub-optimal slotting; for instance, I think the 1% damage bonus in Cleaving Blow is not worth the trade-off since you could get much more E/NE def by slotting Eradication instead. If you could soft-cap without Maneuvers you could pick up something more useful like Incinerate or Hasten or Build Up.

    Also, are you planning to Hover-tank? You'll need to fight with Hover on to get the defense bonus from it. If that's what you have in mind I'd slot it with a defense IO instead of a end reduction since Hover takes almost no end to run. Honestly, if you have City Traveller I'd skip the Fly prereq altogther and take something else. Similarly, CJ has a low end cost so you'd be better served by slotting defense there, too.

    Another option is to slot a proc in Scorch. I'd actually add two slots, it's currently underslotted for accuracy and damage, so add a Mako's quad plus some damage proc like the ToD chance for negative damage.

    Without Hasten you don't have much recharge in this build, which is one of the keys to doing a lot of damage. Most players slot for recharge using LotG in defense powers rather than the rather minor damage bonuses in Red Fortune. If you're determined to keep the RFs I'd at least pick up Hasten.

    You're missing the Steadfast +def BTW, that's a must-have for any soft-capped build.

    Have you considered building for fewer damage bonuses and picking up the Musculature alpha instead? The T3 and T4 will add a fair bit of damage to all your attacks.
  25. Quote:
    Originally Posted by Zeus77 View Post
    I finally figured out the IOs and set bonuses. Gotta say, It's easier than I thought. Just requires some explaining and experimenting. Although I noticed that most of my set bonuses say "tiny increase to dam/acc, etc." Is this because the IOs are a lower level? For example getting an impervium armor level 45 to impervium armor level 50?
    No, the bonuses are the same regardless of the IO level you're slotting. In general, drop rarity determines how large the bonuses are for a particular set.

    I'm not sure whether you've seen this page on PW, but I've found it useful in the past, especially for finding sets with larger bonuses:

    http://wiki.cohtitan.com/wiki/Invent...hancement_Sets

    Keep in mind that drop rarity is not always directly correlated to the price for a particular recipe at Wentworth's or the BM. How much players are willing to pay for a recipe is more dependent on how desirable the set bonuses are and how many players can use it. So, for example, a Melee Damage set with desirable is likely to much more expensive than say an Slow or Intangible set with the same bonus.

    Likewise, a set of a commonly used type won't be popular if none of the bonuses are very useful--Focused Smite is a good example of this. Of course, sets like that are great for frankenslotting, since they're cheap and set bonuses aren't the point of frankenslotting.