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I agree with New Dawn, it's a good build overall. And I also agree that taking the Karma Def/End out of CJ and slotting it in Stonefist would be a good idea.
The other issues I see are that Dark Regen and Tremor are underslotted for end reduction. DR is a very high-end power and I recommend at least 60% end reduction in it. Keep the ToE +End, but replace the other two ToE slots with say, a Heal/End and a Heal/End/Rchg from Numina or Doctored Wounds. That'll give you sufficient end reduction and high recharge.
Tremor is an easy fix, just swap out the Cleaving Blow Dam/Rchg for a Dam/End--I'd slot something higher than level 35s, as well. I understand why you want high recharge in your attacks, but high recharge and low end reduction is a bad combination, especially for Dark/Stone.
In Death Shroud, swap out the Erad Acc/Rchg for a Damage and the Multi Strike Dam/End for a Scirocco's Acc/Dam/End. That way, DS will be fully slotted for Damage but you'll still have sufficient end reduction.
You don't need the E/NE def from the 6th slot of Stupfy--and I really wouldn't recommend using the KB proc either. If the proc hits it's going to do KB instead of KD; not good for a Dark tank. I'd pull that slot and use it in Cloak of Fear for a Acc/End IO from another set.
Op Gloom will have great synergy with the stun attacks in Stone Melee, so I'd definitely take it well before level 49.
Dark/Stone is a *very* high-end combo, and since you don't need the Mocking Beratement S/L def bonus to soft-cap, I think you should consider pulling some of those slots to better slot Stamina and Physical Perfection. If that's not an option, I would definitely recommend the Cardiac alpha with this build, otherwise there could be serious endurance problems.
Here's the build with the changes I recommended:
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Dark Tank mk4: Level 50 Science Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Death Shroud -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(5), Erad-Acc/Dmg/EndRdx/Rchg:30(21), Sciroc-Acc/Dmg/EndRdx:50(23), Sciroc-Dmg/EndRdx:50(40)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(33), Mako-Acc/Dmg/EndRdx/Rchg:50(48)
Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(25), Mako-Acc/Dmg/EndRdx/Rchg:50(37)
Level 4: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(13), RctvArm-ResDam:40(31), S'fstPrt-ResKB:30(43), S'fstPrt-ResDam/Def+:30(48)
Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx/Rchg:40(15), RctvArm-ResDam:40(27), GA-3defTpProc:50(33)
Level 8: Dark Regeneration -- Numna-Heal/EndRdx/Rchg:50(A), Numna-Heal/EndRdx:50(9), Erad-Acc/Rchg:30(9), Erad-Acc/Dmg/Rchg:30(11), Erad-Acc/Dmg/EndRdx/Rchg:30(19), Theft-+End%:30(19)
Level 10: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam/EndRdx/Rchg:40(15), RctvArm-ResDam:40(34)
Level 12: Taunt -- Mocking-Taunt/Rchg:50(A)
Level 14: Combat Jumping -- Ksmt-ToHit+:30(A), Krma-ResKB:30(23), LkGmblr-Rchg+:50(27), LkGmblr-Def:50(34)
Level 16: Heavy Mallet -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(25), Mako-Acc/Dmg/EndRdx/Rchg:50(29)
Level 18: Cloak of Fear -- N'mare-EndRdx/Fear:50(A), N'mare-Acc/EndRdx:50(21), N'mare-Acc/Fear:50(29), Abys-Acc/EndRdx:50(40)
Level 20: Cloak of Darkness -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(31), LkGmblr-Rchg+:50(31), LkGmblr-Def/EndRdx:50(34)
Level 22: Super Jump -- Zephyr-ResKB:10(A)
Level 24: Fault -- Stpfy-Stun/Rng:50(A), Stpfy-Acc/EndRdx:50(39), Stpfy-EndRdx/Stun:50(39), Stpfy-Acc/Rchg:50(39), Stpfy-Acc/Stun/Rchg:50(40)
Level 26: Oppressive Gloom -- Amaze-ToHitDeb%:50(A)
Level 28: Boxing -- EndRdx-I:35(A)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(43), RctvArm-ResDam/Rchg:40(43), RctvArm-ResDam/EndRdx/Rchg:40(50)
Level 32: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(37), LkGmblr-Def/EndRdx:50(45), LkGmblr-Rchg+:50(45)
Level 35: Tremor -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(36), Erad-Acc/Dmg/EndRdx/Rchg:30(36), C'ngBlow-Acc/Dmg:35(36), C'ngBlow-Dmg/EndRdx:35(37), C'ngBlow-Acc/Rchg:35(46)
Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(42), KntkC'bat-Dmg/EndRdx/Rchg:35(42), Mako-Acc/Dmg/EndRdx/Rchg:50(48)
Level 41: Soul Transfer -- Erad-Acc/Rchg:30(A), Erad-Dmg/Rchg:30(46), Erad-Acc/Dmg/Rchg:30(46)
Level 44: Build Up -- AdjTgt-Rchg:50(A)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- P'Shift-End%:50(A), P'Shift-EndMod:50(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- EndMod-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(50)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(33), P'Shift-End%:50(45)
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Set Bonus Totals:- 26% Defense(Smashing)
- 26% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 26.6% Defense(Energy)
- 26.6% Defense(Negative)
- 6% Defense(Psionic)
- 16% Defense(Melee)
- 16.3% Defense(Ranged)
- 6% Defense(AoE)
- 7.2% Max End
- 1.65% Enhancement(Terrorized)
- 3% Enhancement(Stun)
- 28.8% Enhancement(RechargeTime)
- 10% FlySpeed
- 147.6 HP (7.88%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Immobilize) 15.4%
- 9% (0.15 End/sec) Recovery
- 52% (4.06 HP/sec) Regeneration
- 10% RunSpeed
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Frankly, your end use is going to be horrible on this build. Blazing Aura, Burn and Fire Sword Circle are all underslotted for end reduction. Ditto for Plasma Shield, Weave and Maneuvers, which is a particularly a problem for Weave and Maneuvers since they are both relatively high-end toggles.
Plasma Shield and Weave are both very underslotted for resistance/defense as well as end reduction. Three of the attacks slotted with Kinetic Combat (I'm guessing that Boxing and Brawl are set mules) are underslotted for accuracy and damage. Musculature will take care of the damage, but not the accuracy, and that's a bigger problem, IMO.
I'd put the Armageddon set in FSC instead of BA, it has enough end reduction for a standard attack, but not a high-end toggle like BA. The Oblit set in Burn is probably okay, since it doesn't have a high endurance cost. I'd slot BA with 3-4 Eradication plus another couple of slots for end reduction, a full set of Multi Strike or frankenslot to use as few slots as possible.
I know you want the bonuses from the purple set in RotP, but I think you'd be better off using those slots elsewhere.
Here's the sort of thing I'd do with your build, but frankly I think you're trying to do too much; slotting that many purple sets makes it very difficult to get defense to decent levels. Having to slot both Boxing and Brawl to reach the soft-cap for S/L means that other powers go underslotted. Considering how many attacks you have, do you really need *that* much recharge?
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Balz: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Blazing Aura -- M'Strk-Dmg/EndRdx:50(A), M'Strk-Acc/Dmg/EndRdx:50(31), Sciroc-Acc/Dmg/EndRdx:50(31), Sciroc-Dmg/EndRdx:50(31)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5)
Level 2: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(7), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
Level 4: Healing Flames -- Numna-Heal:50(A), Numna-Heal/Rchg:50(19), Numna-Heal/EndRdx/Rchg:50(21)
Level 6: Fire Shield -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(15), RctvArm-ResDam/EndRdx:40(17), RctvArm-ResDam:40(17), RctvArm-ResDam/EndRdx/Rchg:40(19), RctvArm-EndRdx:40(34)
Level 8: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(13)
Level 10: Consume -- P'Shift-Acc/Rchg:50(A), P'Shift-EndMod/Rchg:50(40)
Level 12: Plasma Shield -- GA-3defTpProc:50(A), Aegis-ResDam/EndRdx:50(29), TtmC'tng-ResDam/EndRdx:50(37), GA-ResDam:50(46)
Level 14: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(15), Krma-ResKB:30(29), LkGmblr-Def:50(42)
Level 16: Super Jump -- Zephyr-ResKB:50(A)
Level 18: Burn -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(21), Oblit-Dmg/Rchg:50(25), Oblit-Acc/Dmg/Rchg:50(27), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(37)
Level 20: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(43)
Level 22: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(23), RctvArm-ResDam:40(23), RctvArm-ResDam/Rchg:40(25)
Level 24: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(27), LkGmblr-Def:50(37), LkGmblr-Def/EndRdx/Rchg:50(42)
Level 26: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(40)
Level 28: Fire Sword Circle -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(33), Armgdn-Acc/Dmg/Rchg:50(33), Armgdn-Dmg/EndRdx:50(33), Armgdn-Dam%:50(34)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(46)
Level 32: Rise of the Phoenix -- Amaze-Stun:50(A)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36), Mako-Acc/Dmg/EndRdx/Rchg:50(42)
Level 38: Greater Fire Sword -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(39), Hectmb-Acc/Rchg:50(39), Hectmb-Dmg/EndRdx:50(39), Hectmb-Dam%:50(40)
Level 41: Ring of Fire -- Empty(A)
Level 44: Fire Blast -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Acc/Rchg:50(45), Apoc-Dmg/EndRdx:50(45), Apoc-Dam%:50(46)
Level 47: Fire Ball -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(48), Ragnrk-Knock%:50(50)
Level 49: Maneuvers -- LkGmblr-Rchg+:50(A), EndRdx-I:50(50)
Level 50: Musculature Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Task Force Commander
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Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(11)
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(43)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(50)
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Set Bonus Totals:- 7% DamageBuff(Smashing)
- 7% DamageBuff(Lethal)
- 7% DamageBuff(Fire)
- 7% DamageBuff(Cold)
- 7% DamageBuff(Energy)
- 7% DamageBuff(Negative)
- 7% DamageBuff(Toxic)
- 7% DamageBuff(Psionic)
- 31% Defense(Smashing)
- 31% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 8.5% Defense(Energy)
- 8.5% Defense(Negative)
- 6% Defense(Psionic)
- 21.3% Defense(Melee)
- 7.25% Defense(Ranged)
- 6% Defense(AoE)
- 63% Enhancement(Accuracy)
- 67.5% Enhancement(RechargeTime)
- 10% FlySpeed
- 253 HP (13.5%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Immobilize) 16%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 2.2%
- 20% Perception
- 16% (0.27 End/sec) Recovery
- 58% (4.53 HP/sec) Regeneration
- 7.56% Resistance(Fire)
- 7.56% Resistance(Cold)
- 10% RunSpeed
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Quote:Agreed. There's been so much complaining about it, I was beginning to think I was the only one who preferred the new launcher to the old one.It's not "crappy" by a long shot. As others have said, it's faster. It's also more efficient, especially if you leave it running in the background, as it will automatically download and apply patches. It's even better if you play multiple NCSoft games, you can launch them all from one consolidated launcher.
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Better, but I do think you need to just take the plunge and think about what powers you're going to take intead of Fitness. I doubt the slots you've set aside are enough, especially if you're considering taking any attacks.
You want to get your S/L def to at least 32.5% so it's within a small purple of soft-capping. So drop the Hami-O's in Air Sup and put another KC set there. If you don't want to slot KC in KoB instead of the purples, consider 4-slotting Taunt with Mocking Beratement for the S/L def bonus, and/or using Boxing as a mule for another KC set.
You do NOT need five KC slots in Jab and Haymaker. The KB proc in Haymaker is a particularly bad idea since it may change the attack's KD into KB.
SS does not need two Run Speed slots, I'd use one for something else. -
Hakurr, Infini's build shows a lot of the slotting you should be using; you want to look for sets that give typed defense bonuses like Kinetic Combat, Smashing Haymaker, Reactive Armor, Aegis, Eradication, Mocking Beratement, etc. I see that you've got one set of KC slotted, which is good, but it needs another slot for sufficient accuracy and damage.
For your defense powers Luck of the Gambler and Gift of the Ancients give the best bonuses, so try to stay with those. In the LotG set you have slotted, you've gone way overboard on the end reduction; drop the End/Rchg for a Defense IO.
Invul definitely does not need additional KB protection--UY takes care of that--so drop the KB IO in Tough.
The resistance passives can be--and should be, IMO--moved later in your build so you can take UY, Invinc and Clobber as soon as they're available.
If you want Fly as a travel power, fine, but I would slot up Air Sup, it's a good attack and a good place to get set bonuses. I'd also recommend Combat Jumping if you can fit it in because it gives a nice defense boost.
I do NOT recommend Focused Accuracy, it's a huge end hog and you can replicate most of it's benefits by slotting the Kismet +Acc and the Rectified Reticle +Percep at no end cost whatsever. Instead of FA and Energy Torrent, I'd suggest getting CJ and Laser Beam Eyes instead. Oh, and it doesn't make sense to slot Physical Perfection more heavily than Stamina, it has half the base recovery value.
Here's your build with the changes I recommended; it's soft-capped to S/L/E/NE, within a small purple of soft-capping for F/C, and a fair amount of recharge given that you don't have Hasten. I used a couple of different slotting configurations for the attacks using PBAoE sets so you could see what the options are.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Marcus Stronghold: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: War Mace
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(11)
Level 1: Bash -- KntkC'bat-Knock%:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx:35(7), Mako-Acc/Dmg/EndRdx/Rchg:50(19)
Level 2: Dull Pain -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(3), Dct'dW-Heal/EndRdx:50(3), Dct'dW-Heal/Rchg:50(5), Dct'dW-EndRdx/Rchg:50(17)
Level 4: Jawbreaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(15), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(13), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
Level 6: Air Superiority -- S'ngH'mkr-Dmg/EndRdx:35(A), S'ngH'mkr-Acc/Dmg:35(17), S'ngH'mkr-Dmg/Rchg:35(23), S'ngH'mkr-Dmg/EndRdx/Rchg:35(37), Mako-Acc/Dmg/EndRdx/Rchg:50(48)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(11), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx/Rchg:40(23)
Level 10: Taunt -- Mocking-Taunt/Rchg/Rng:50(A), Mocking-Taunt/Rng:50(19), Mocking-Taunt/Rchg:50(21), Mocking-Acc/Rchg:50(40), Mocking-Rchg:50(42), Mocking-Taunt:50(46)
Level 12: Combat Jumping -- Ksmt-ToHit+:30(A), LkGmblr-Rchg+:40(43)
Level 14: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:40(21)
Level 16: Fly -- Flight-I:50(A)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(27), LkGmblr-Def:50(29), Rec'dRet-Pcptn:20(31)
Level 20: Clobber -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/EndRdx:40(27), C'ngImp-Dmg/EndRdx/Rchg:40(29), C'ngImp-Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/Rchg:50(33)
Level 22: Boxing -- Acc-I:40(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(25), RctvArm-ResDam:40(34)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(34), LkGmblr-Rchg+:50(34)
Level 28: Whirling Mace -- 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 30: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(31), LkGmblr-Def:50(33), LkGmblr-Rchg+:50(33)
Level 32: Resist Energies -- ResDam-I:50(A)
Level 35: Shatter -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(37), Erad-Acc/Dmg/Rchg:30(39), Sciroc-Dmg/EndRdx:50(39), Sciroc-Acc/Dmg/EndRdx:50(39)
Level 38: Crowd Control -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(40), Erad-Acc/Dmg/Rchg:30(40), Sciroc-Acc/Rchg:50(42), Sciroc-Acc/Dmg/EndRdx:50(42)
Level 41: Resist Elements -- ResDam-I:50(A)
Level 44: Conserve Power -- RechRdx-I:50(A)
Level 47: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(48), P'Shift-End%:50(48)
Level 49: Laser Beam Eyes -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(50), Thundr-Dmg/Rchg:50(50), Thundr-Acc/Dmg/Rchg:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- QckFt-RunSpd:50(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(43), RgnTis-Regen+:30(45), Mrcl-Heal:40(45), Mrcl-Rcvry+:40(45)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(46), P'Shift-End%:50(46)
Level 1: Gauntlet
Level 4: Ninja Run
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Set Bonus Totals:- 18.6% Defense(Smashing)
- 18.6% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 18.6% Defense(Energy)
- 18.6% Defense(Negative)
- 3% Defense(Psionic)
- 10.8% Defense(Melee)
- 10.8% Defense(Ranged)
- 4.56% Defense(AoE)
- 7.2% Max End
- 23% Enhancement(Accuracy)
- 47.5% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 10% FlySpeed
- 274.1 HP (14.6%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 13.2%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 4.5% (0.08 End/sec) Recovery
- 62% (4.84 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 10% RunSpeed
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Infini, your build isn't bad, but some slotting makes no sense to me. Why add additional accuracy slots to the KC sets when you could add a sixth slot that gives you a bonus? Better yet, why not get the Kismet +Acc and skip the extra accuracy all together?
Why underslot Tough Hide so ridiculously--it has the same def value as Weave after all--and then get Maneuvers to cover the hole? As a rule, I wouldn't recommend Maneuvers to an Invul tank at all unless they were going to skip Weave altogther. That's a power slot that can be better used for something else. -
All of my tanks have some form of stealth, but rather than the power Stealth, I'd recommend getting a Stealth IO to put in Sprint, a vet Sprint, or SS.
In the slots that will open up when you respec into inherent Fitness, I'd recommend Combat Jumping plus a couple of epic attacks. Maneuvers would be good too, but you'd need to drop either the Speed or Flight pool to get it. If you're wondering why CJ and not Maneuvers in the first place, CJ has slightly greater defense at a much, much lower endurance cost. -
Can you post what you want to do when you respec into inherent Fitness? It's really hard to judge your build because it could be quite different depending on what you pick to replace Fitness and how you slot your powers.
I will say that IMO Impervious Skin is a poor choice for resistance powers since even 6 slotted it doesn't fully enhance for resistance. Use all four resistance pieces from Reactive Armor instead in MoB and Tough. SoW doesn't need to be so heavily slotted, a resist common in the base slot is sufficient.
The defense common in HS is wasted; move it and replace the End/Rchg with a Def/End/Rchg and you'll be good to go. Replace the Def/Rchg in Weave and IW with a Def/End/Rchg as well.
Your attacks don't need that much Taunt slotting--most tanks don't bother to slot Taunt in attacks at all since Gauntlet takes care of that. I'd recommend slotting your ST attacks with Kinetic Combat for some much-needed S/L defense. The Nucleous' you have there now will work as a fifth slot for the KC sets, but I like using the Mako's Acc/Dam/End/Rchg as well.
I don't really see the point of slotting a PvP set in Foot Stomp; I'd pull those, sell them if you need to, and use more conventional slotting. For instance, 3-4 Eradication and a some slots for end reduction or procs.
I'd also pull the Regen Tissue unique from HPT and put it in QR or Health, then use a third Aegis in HPT. -
Quote:You'll mostly see issues in sustained fights where you don't have someone buffing you. Recharge is great, but it shouldn't be seen as an end in itself. Once any long-recharge powers are to the point you want them to be (and WP doesn't have many of those) and you have a smooth attack chain, the rest is there "just in case". And since you plan on taking the Spiritual alpha, I'd say you have plenty of "just in case" recharge.Thanks Finduilas, I'll give that Kismet a shot.
End hasn't been a big issue, which is why I took recharge over end reduction... though I suppose Arachnos Mu would be less of a problem if I wasn't burning so much endurance.
Quote:As for the -KB, that is only there for the (3) set bonus. I'm not sure how to figure out which would be effective, +28 hitpoints (and it's effect on Regen) vs. the added resistance... though I'm guessing the Resistance is probably more effective.
Quote:I don't know -how- to get more defense, to be honest. I'm not that savvy about all the possible set combinations and bonuses, but I've tried to get as much +Def as I can, and I'm still pretty shy of the cap. It hasn't been a big deal, since (as Finduilas mentioned), I'm close enough to reach it with a single inspiration. However if I knew where I could get more defense from, I'd probably do it (keeping in mind that I do not slot purple sets).
So yes, it can be done, if you're willing to pay for it and make some trade-offs in your build. Depending on your preferences, it may or may not be worth it; IMO the build you have would be very survivable as is.
Hero Plan by Mids' Hero Designer 1.942
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Miss Ultimate: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Kinetic Melee
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(3), Numna-Heal:50(3), S'fstPrt-ResDam/EndRdx:30(5), S'fstPrt-ResDam/Def+:30(5), GA-3defTpProc:50(7)
Level 1: Quick Strike -- C'ngImp-Acc/Dmg/Rchg:50(A), KntkC'bat-Acc/Dmg:35(7), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(11)
Level 2: Body Blow -- C'ngImp-Acc/Dmg/Rchg:50(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Acc/Dmg:35(13), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(15)
Level 4: Fast Healing -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(15), Numna-Heal:50(17)
Level 6: Indomitable Will -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(21)
Level 8: Rise to the Challenge -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(17), Numna-Heal:50(19), Taunt-I:50(19)
Level 10: Smashing Blow -- C'ngImp-Acc/Dmg/Rchg:50(A), KntkC'bat-Dmg/EndRdx/Rchg:35(21), KntkC'bat-Acc/Dmg:35(23), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(25)
Level 12: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(27), EndMod-I:50(27)
Level 14: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(29), Mocking-Taunt/Rchg/Rng:50(29), Mocking-Acc/Rchg:50(31), Mocking-Taunt/Rng:50(31), Mocking-Rchg:50(31)
Level 16: Fly -- Winter-ResSlow:50(A)
Level 18: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam:40(33), RctvArm-ResDam/EndRdx/Rchg:40(46)
Level 20: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def:50(34)
Level 22: Power Siphon -- GSFC-ToHit/Rchg/EndRdx:21(A), GSFC-ToHit/Rchg:50(34), GSFC-Rchg/EndRdx:50(34)
Level 24: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Knock%:35(25), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(45)
Level 26: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(36), RctvArm-ResDam/Rchg:40(36), RctvArm-ResDam/EndRdx/Rchg:40(36)
Level 28: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(37), LkGmblr-Def:50(37)
Level 30: Burst -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(37), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), M'Strk-Dmg/EndRdx/Rchg:50(39), Sciroc-Acc/Dmg/EndRdx:50(40)
Level 32: Combat Jumping -- LkGmblr-Def:50(A)
Level 35: Focused Burst -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(40), Thundr-Dmg/Rchg:50(40), Thundr-Acc/Dmg/Rchg:50(48)
Level 38: Concentrated Strike -- C'ngImp-Acc/Dmg/Rchg:50(A), KntkC'bat-Acc/Dmg:35(42), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
Level 41: Electrifying Fences -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Acc/Dmg/EndRdx:50(45)
Level 44: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(46), Posi-Acc/Dmg/EndRdx:50(46)
Level 47: Mu Lightning -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/Rchg:50(48), Dev'n-Dmg/EndRdx:50(48)
Level 49: Strength of Will -- ResDam-I:50(A)
Level 0: Born In Battle
Level 0: Invader
Level 0: High Pain Threshold
Level 50: Spiritual Core Paragon
Level 50: Reactive Partial Radial Conversion
Level 50: Warworks Total Core Improved Ally
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Level 1: Brawl -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(50), RgnTis-Regen+:30(50)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(43), P'Shift-EndMod/Rchg:50(50)
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Set Bonus Totals:- 17.9% Defense(Melee)
- 29.8% Defense(Smashing)
- 29.8% Defense(Lethal)
- 9.13% Defense(Fire)
- 9.13% Defense(Cold)
- 14.1% Defense(Energy)
- 14.1% Defense(Negative)
- 6% Defense(Psionic)
- 10.1% Defense(Ranged)
- 7.56% Defense(AoE)
- 3.6% Max End
- 7% Enhancement(Accuracy)
- 30% Enhancement(RechargeTime)
- 10% FlySpeed
- 442.7 HP (23.6%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 16%
- 8.5% (0.14 End/sec) Recovery
- 68% (5.31 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 10% RunSpeed
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Thanks to both of you!
I actually looked up the Praetoria listing in ParagonWiki hoping they'd be included, but it was all backstory info. Didn't think to check the I19 listing, most likely because I didn't remember when they were added. Thanks again! -
Hmm, the OP has S/L/E/NE/F/C within a small purple of soft-capping, which is a reasonable goal, IMO. And as far as I can see, accuracy is at least adequate. However, slotting a Kismet +Acc in IW or HS would add some ToHit, so I'd consider that option. The Dark Watcher's proc isn't really needed in RttC, I'd pull that slot and use it for the Kismet IO.
I'm actually more concerned about the lack of end reduction in the build. Even though WP has lots of recovery, you still need to slot for sufficient end reduction, and in this case several of the attacks and almost all of the toggles are underslotted. I'd at least make sure all the attacks are well slotted for end reduction, since that's what uses the most endurance.
Specifically, in Burst I'd drop the CB Dam/Rchg for a Scirocco's Dervish Acc/Dam/End. In the two Devastation sets, I recommend using a Dam/End instead of a Acc/Dam/Rchg. You'll lose some recharge, but high recharge low end reduction attacks are a bad combo even for a WP character.
Also, WP absolutely does not need a KB IO. I'd drop the Steadfast KB IO and use a resistance common instead.
Otherwise, I'd say it looks pretty good. -
My daughter is leveling a character in Imperial City, and would like to get to 15 without doing Hatchet's missions. I thought there was the equivalent of a Radio contact in the Praetoria zones that gives non-arc missions, but I can't remember where or who it is.
Any help would be greatly appreciated! -
Quote:Once you're over the ED cut-off for damage, it's a wash anyway, but note that my slotting for Burst has, if anything, a bit more damage than yours. Recharge is a little less, but it works out to about a second with Hasten down and a 1/2 second with Hasten up. And as I mentioned in my first message, the main reason IMO Oblit can be problematic is the low end reduction. In your case, a high recharge, low end reduction attack coupled with Icicles that is underslotted for end reduction could be a real issue for you.I did some tweaks to my build. And will post it later in this message.
Other than that, the reason I chose Obliteration for Burst is because it offers high damage, and high recharge. I know the set takes 6 slots for the S/L. But what you get with it is not bad at all. Damage, accuracy, and recharge. And that's why I chose it, not to mention it does get me over the soft cap. I could slot smashing haymakers for the same bonus, but I have never liked those, too little accuracy for me.
Yes, Smashing Haymaker (and Kinetic Combat for that matter) are low on accuracy and damage. But you only need four slots for the def bonus, which leaves plenty of room to add accuracy and damage. Six-slotted Oblit doesn't give you the option to add more end reduction.
In your new build GA, FA and Weave are better slotted for defense but underslotted for end reduction. Darkest Night is a very high endurance toggle and could probably use some additional end reduction as well. -
Quote:Hmm, well, because you usually don't need ALL the attacks in a set to do damage, earn xp, and gain levels. Though I certainly wouldn't recommend skipping more than an attack or two, there was nothing in the OP's request that suggested he/she was planning to skip half his secondary.Why would you want to skip any attacks? You need those attacks to do damage, earn exp, and gain levels.
Be Well!
Fireheart
To the OP: On my SD/Elec tank, I skipped Lightning Clap, because it's a no damage KB attack similar to Hand Clap in SS. Some players also skip Havoc Punch or Jacob's Ladder, but Electric doesn't have a lot of ST attacks, so I wanted them both. (Jacob's Ladder is a cone, but can be used as a ST attack.) -
Best wishes for a speedy recovery!
My 13 year-old son son had frontal lobe surgery in the fall, and I remember all too well how frightening it is and how slow the recovery seems to be at times. He's fine now, and you can't even see the scar unless you look for it!
Hang in there, it gets better! -
I'd like to join. I'm guessing that I change from Hero to Villain between TFs?
If so, I'll bring Silverslash, lv 50 Spines/DA scrapper
and
Arson Angel, lv 50 Fire/EA brute to the festivities. -
Quote:As I understand it, everytime you activate the attack the proc (or in this case, both procs) will have a chance to fire. There's no 'cooldown' period or anything like that. I think New Dawn's concern was that although sometimes you'll get lucky and one or both procs will fire, a significant percentage of the time neither will and then the attack will be doing sub-par damage. I agree, and would recommend you slot more damage and just as importantly, some end reduction in addition to the procs.Well, my thinking was since it was such a low damaging power with a fast recharge, that the procs would hit quite often. But I'm not very adept at game mechanics. As in, I'm not sure that if you activate a power and the proc doesn't fire, that you have to wait for a bit before it gets a chance to proc again. Or if it does fire, if you have to wait.
Also, IMO 3 melee ST attacks is too few for a decent attack chain. You have sufficient recharge so you might be able to get away with it, but in your shoes I'd pick up Body Blow as well.
Slotting issues:
Frozen Armor, Glacial Armor and Weave are very underslotted for defense and Tough is underslotted for resistance. I'd add another slot to FA, GA and Weave and swap out the RA End/Rchg in Tough for a Res/Rchg. Another option for Tough if you have enough S/L/E/NE def from other sources is to 3-slot it with Aegis for the F/C def bonus.
Smashing Blow is underslotted for damage, and I don't think slotting two procs in it is a good use of IOs. Instead of the Mako's and ToD, I'd use 4 Smashing Haymaker plus another set IO with accuracy and damage if you need S/L def, and Crushing Impact if you don't.
Combat Jumping's slotting is okay, though its base defense is small compared to the other def powers so I'd use slots on them rather than CJ. Also, if you want additional ToHit, CJ is a good place to put the Kismet +Acc.
Icicles is underslotted for end reduction and damage, you should aim for at least 50-60% end reduction. I'd put that slotting in Burst instead, and either use Multi Strike or Eradication plus Scirocco's or Multi Strike in Icicles.
EA is very underslotted for defense; you want to get as close to the ED cut-off as possible for end mod, recharge and defense. I'd add a slot and drop the PS Acc/Rchg for defense IO.
Obliteration is a poor choice for an Ice tank, IMO. The S/L def bonus is small for 6 slots and it's low in end reduction. Use the slotting you currently have in Icicles instead, except swap out the CB acc/rchg for a dam/rchg so it'll be fully slotted for damage.
Perfect Zinger is a good Taunt set, but you may need those slots elsewhere. If you do have 6 slots to spend, however, Mocking Beratement is a good choice too, since it has F/C def and a higher recharge bonus.
Here's what I would do with your build, keeping your power selections. Recharge is just slightly lower, but the attacks are much better slotted, IMO. (I left both procs in QS, though my preference would be to pull one and add more end reduction.)
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Kinetic Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(3), LkGmblr-Def/EndRdx/Rchg:50(3), LkGmblr-Def:50(11)
Level 1: Quick Strike -- HO:Nucle(A), HO:Nucle(9), C'ngImp-Dmg/EndRdx:50(13), Zinger-Dam%:50(46), ExStrk-Dam%:20(50)
Level 2: Hoarfrost -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(5), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx:50(7)
Level 4: Chilling Embrace -- EndRdx-I:50(A)
Level 6: Wet Ice -- EndRdx-I:50(A)
Level 8: Smashing Blow -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(40), S'ngH'mkr-Dmg/Rchg:35(43), S'ngH'mkr-Dmg/EndRdx/Rchg:35(46), Mako-Acc/Dmg/EndRdx/Rchg:50(46)
Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(11)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Icicles -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(17), M'Strk-Dmg/Rchg:50(17), M'Strk-Acc/EndRdx:50(21), M'Strk-Acc/Dmg/EndRdx:50(21), M'Strk-Dmg/EndRdx/Rchg:30(23)
Level 18: Glacial Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(19), LkGmblr-Def/EndRdx/Rchg:50(19), LkGmblr-Def:50(27)
Level 20: Power Siphon -- GSFC-ToHit/Rchg:50(A), GSFC-ToHit/Rchg/EndRdx:50(37), GSFC-Rchg/EndRdx:50(40)
Level 22: Boxing -- Acc-I:50(A)
Level 24: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/EndRdx/Rchg:50(25), Aegis-ResDam:50(25)
Level 26: Energy Absorption -- LkGmblr-Rchg+:50(A), LkGmblr-Def/Rchg:50(33), LkGmblr-Def:50(34), P'Shift-EndMod/Rchg:50(34), P'Shift-EndMod:50(34), P'Shift-EndMod/Acc/Rchg:50(50)
Level 28: Burst -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(29), Erad-%Dam:30(29), C'ngBlow-Acc/Dmg:50(31), C'ngBlow-Dmg/EndRdx:50(33), C'ngBlow-Dmg/Rchg:50(33)
Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def/EndRdx/Rchg:50(31), LkGmblr-Def:50(43)
Level 32: Hibernate -- Heal-I:50(A)
Level 35: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(36), Mocking-Taunt/Rchg/Rng:50(36), Mocking-Acc/Rchg:50(36), Mocking-Taunt/Rng:50(37), Mocking-Rchg:50(37)
Level 38: Concentrated Strike -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/EndRdx:50(39), C'ngImp-Dmg/EndRdx/Rchg:50(40)
Level 41: Gloom -- Dev'n-Acc/Dmg:50(A), Dev'n-Acc/Dmg/Rchg:50(42), Dev'n-Acc/Dmg/EndRdx/Rchg:50(42), Dev'n-Dmg/Rchg:50(42), Apoc-Dam%:50(43)
Level 44: Darkest Night -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(45), DarkWD-ToHitDeb/EndRdx:50(45), DarkWD-Slow%:50(45)
Level 47: Dark Obliteration -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dam%:50(50)
Level 49: Permafrost -- S'fstPrt-ResDam/Def+:30(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 50: Paralytic Radial Flawless Interface
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(15), RgnTis-Regen+:30(15), Mrcl-Rcvry+:40(23)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(9), P'Shift-End%:50(13)
------------
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)
- 8.31% Defense(Smashing)
- 8.31% Defense(Lethal)
- 10.2% Defense(Fire)
- 10.2% Defense(Cold)
- 7.38% Defense(Energy)
- 7.38% Defense(Negative)
- 3% Defense(Psionic)
- 7.06% Defense(Melee)
- 5.19% Defense(Ranged)
- 8% Defense(AoE)
- 3.6% Max End
- 4% Enhancement(Heal)
- 43% Enhancement(Accuracy)
- 66.3% Enhancement(RechargeTime)
- 15% FlySpeed
- 281.1 HP (15%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 4.4%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 1.65%
- MezResist(Terrorized) 2.2%
- 6% (0.1 End/sec) Recovery
- 64% (5 HP/sec) Regeneration
- 3.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 20% RunSpeed
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-
Not bad at all for a first try, though I do have a few concerns:
You've got a lot of slots dedicated to F/C def, which I consider to be a relatively minor issue compared to S/L/E/NE. I'd go with Reactive Armor sets in your resistance toggles rather than Aegis.
CoD, Weave and Maneuvers are underslotted for end reduction. Weave and Maneuvers are both pretty high-end toggles, so that's a significant concern. I know the purple bonuses are tempting, but Op Gloom really doesn't need to be slotted that heavily. I'd pull some slots and put one at the very least in Weave for the LotG Def/End/Rchg. You could also consider swapping out the Def in Maneuvers for a Def/End/Rchg; you'd lose some def enhancement, but Maneuvers has a fairly small base def value so it shouldn't be too much of a problem.
I'd also pull a slot from Op Gloom and put it in Smashing Blow, currently it's underslotted for accuracy and damage.
I'd definitely pick up Hasten, too, though not instead of CJ--I'd drop Soul Transfer instead. -
Quote:It would be hugely LESS expensive to get Weave, since you could ditch the GA +Def IO and save 2 billion right there. And although it's nice to use set IOs for Tough and Weave, it's by no means required.Thanks for the slotting suggestions.
With multiple builds I tried a build with the fighting pool. Too many toggles. I'll still have it availible for when I need it. Of couse slotting both with IOs will be expensive
Also, "too many toggles" seems like a rather arbitrary decision given that it would only be one more toggle than you have now--there'd be absolutely no reason to have Maneuvers with Weave. Besides, IME it's not the *number* of toggles, but whether they make you more effective and whether you can handle the end cost.
Quote:AS is a great attack. Knockdown is ALWAYS cool, a form of soft control, and damage mitigation. The only reason I have it at 50 is laziness (an afterthought). I would probably squeeze it in much earlier for those times I'm exemplered. -
Are you suggesting rotating to the French and German servers as well? For purely practical reasons that might be tough since a lot of people on other servers don't speak those languages and I think it would limit the number of "tourist" players they'd get.
Doing a once-a-month rotation between Union and Defiant like we do for Freedom and Virtue would work great, though. -
-
Oh, forgot to mention, since it seemed like Air Sup was just a set mule, I dropped it for Hurl. The advantage of Hurl (besides being a ranged attack, which you don't have otherwise) is that you can slot it for a decent E/NE def bonus. If you prefer LBE you can always take that instead and slot it the same way.
-
Hmm, where to start. First of all, I'll go on the record by saying that I think you'd be much MUCH better off ditching the Presence Pool for Fighting. There's just no comparison on how much additional durability you'd get from Fighting compared to Presence.
Is this build playable? Sure, there're not many builds I'd consider "unplayable", but putting aside the lack of the Fighting Pool, this build is slotted VERY sub-optimally. You have many, many wasted slots in your Invul powers and some of your attacks are poorly slotted too.
From the top:
The only Glad Armor piece I'd bother to slot is the +Def, if you an afford it--it'll run at least 2 billion inf. Otherwise, you'd be much better off 4-slotting TI (and UY, for that matter) with Reactive Armor. Please note that because of ED, more than 4-slotting a def or resistance power is almost always a waste.
I wouldn't use Mocking Beratement in Jab, it leaves it underslotted for Accuracy and completely unslotted for damage. I'd go with another KC set if you need the S/L def and maybe Crushing Impact if you don't.
The two Mocking Beratement in Punch aren't doing that much for you either. I'd go the Mako's Acc/Dam/End/Rchg, or two Pounding Slugfest for the regen bonus.
Touch of Death is not a good set for typed defense--it gives primarily positional defense. See my comment on Jab; use another KC set or Crushing Impact.
Six-slotting Numina's is not a good choice for Dull Pain, the Regen/Recovery unique will only be active when DP is. Slot 2-4 Numina's--including the unique--in Health and 5 slot DP with Doctored Wounds.
As I mentioned earlier, 4 Reactive Armor would be a much better choice for UY than 6 Titanium Coating.
Combat Jumping doesn't need much end reduction; I'd slot it with the LotG +Recharge, the LotG Defense, or both.
Maneuvers DOES need end reduction. I'd add the LotG Def/End/Rchg and possibly the Def or +Recharge if you have the slots.
Take two of the slots pulled from another power and put two more MB slots in Provoke for the F/C def and recharge bonuses.
Red Fortune is also not a good choice for Invinc. I'd go with 4 LotG or Cytoskeletons isntead.
The Force Feedback Proc would be much better in Foot Stomp than in KoB. And as it is, KoB is underslotted for accuracy and damage. Add slots that give you some of both.
Normally I wouldn't recommend fully slotting RPD, but since you don't have Tough, I think you need to. Put another Reactive Armor set there.
IMO, Tough Hide should get another LotG set, or if you're worred about endurance, a Gift of the Ancients set.
The Gaussian's set bonuses are nice, but that's a lot of slots you may need elsewhere.
Obliteration is a poor choice for Foot Stomp; it's low in end reduction and the S/L bonus is not great for 6 slots. You'd be better off using 3-4 slots of Eradication, another set IO for some end reduction, and the FF +Recharge.
Is Air Sup going to be used, or is a set mule? If you're going to use it, I'd add another slot.
Stamina and Physical Perfection are underslotted. I'd at least use two 50 EndMod commons, though adding the Perf Shifter +End would also be a good idea.
Here's your build re-slotted with my recommendations. It's now soft-capped to E/NE as well as S/L, the attacks are fully slotted and it has significantly higher regen and recharge.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Brute: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(7), KntkC'bat-Dmg/Rchg:35(9), Mako-Acc/Dmg/EndRdx/Rchg:50(9)
Level 2: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(13), Mako-Acc/Dmg/EndRdx/Rchg:50(15)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(15), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(21), Mako-Acc/Dmg/EndRdx/Rchg:50(21)
Level 6: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Rchg:50(11), Dct'dW-EndRdx/Rchg:50(25), Dct'dW-Heal/Rchg:50(25), Dct'dW-Heal:50(27)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(29), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam:40(31)
Level 10: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(17)
Level 12: Super Jump -- SprngFt-EndRdx/Jump:50(A)
Level 14: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(31), LkGmblr-Rchg+:50(33)
Level 16: Provoke -- Mocking-Acc/Rchg:50(A), Mocking-Taunt/Rng:50(33), Mocking-Taunt/Rchg/Rng:50(33), Mocking-Taunt/Rchg:50(34), Mocking-Taunt:50(36), Mocking-Rchg:50(36)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(34), LkGmblr-Def:50(34), LkGmblr-Rchg+:50(36)
Level 20: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(37), C'ngImp-Dmg/Rchg:50(37), C'ngImp-Acc/Dmg/EndRdx:50(37), BasGaze-Acc/Rchg:30(39), BasGaze-EndRdx/Rchg/Hold:30(39)
Level 22: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(23), RctvArm-ResDam:40(27)
Level 24: Resist Energies -- GA-3defTpProc:50(A)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(39), LkGmblr-Rchg+:50(40)
Level 28: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(40), GSFC-ToHit/Rchg/EndRdx:50(40), GSFC-Rchg/EndRdx:50(42), GSFC-Build%:50(42), GSFC-ToHit/EndRdx:50(42)
Level 30: Resist Elements -- S'fstPrt-ResDam/Def+:30(A)
Level 32: Unstoppable -- RechRdx-I:50(A)
Level 35: Intimidate -- N'mare-Fear/Rng:50(A), N'mare-Acc/Fear/Rchg:50(43), N'mare-Acc/Fear:50(43)
Level 38: Foot Stomp -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(43), Erad-Acc/Dmg/Rchg:30(45), Erad-Acc/Dmg/EndRdx/Rchg:30(45), M'Strk-Acc/Dmg/EndRdx:50(45), FrcFbk-Rechg%:50(46)
Level 41: Invoke Panic -- Abys-Acc/Rchg:50(A), Abys-EndRdx/Fear:50(46), Abys-Acc/EndRdx:50(46), Abys-Fear/Rng:50(48), Abys-Dam%:50(48)
Level 44: Hurl -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(48), Thundr-Dmg/Rchg:50(50), Thundr-Acc/Dmg/Rchg:50(50)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-End%: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)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(17), Numna-Heal/EndRdx:50(29)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(11), P'Shift-End%:50(19)
------------
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)
- 24.8% Defense(Smashing)
- 24.8% Defense(Lethal)
- 10.4% Defense(Fire)
- 10.4% Defense(Cold)
- 21% Defense(Energy)
- 21% Defense(Negative)
- 6% Defense(Psionic)
- 17.3% Defense(Melee)
- 15.4% Defense(Ranged)
- 10.1% Defense(AoE)
- 3.6% Max End
- 32% Enhancement(Accuracy)
- 4.4% Enhancement(Terrorized)
- 4% Enhancement(Heal)
- 48.8% Enhancement(RechargeTime)
- 15% FlySpeed
- 316.2 HP (16.9%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 13.8%
- MezResist(Terrorized) 2.2%
- 4.5% (0.08 End/sec) Recovery
- 52% (4.06 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 15% RunSpeed
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It's very likely this is just a display error in Mids'--it shows KU as a separate value for common IOs but not for set IOs.
I think if KB set IOs were not enhancing KU in-game that someone would have noticed it by now.
(Still boggled that someone would *want* to slot KoB with a full set of Kinetic Crash...) -
What IOs in Force Feedback and Kinetic Crash are you using and what power are you slotting them in? Some IOs in both sets (the FF +Recharge, for instance) don't *have* a KB enhancing component, so obviously they won't affect KU mag.
I just tried slotting a KB-enhancing IO from each set in Jawbreaker, a KU power in the War Mace set, and it worked just as one would expect--if the IO had KB enhancement, it increased KB.
Are you looking specifically for a KnockUP enhancement? I see that using a common IO gives an entry for KU as well as KB. It must be a quirk of Mids' that KU doesn't get a separate entry from KB set IOs.