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Don't know how familiar you are with the Alpha slot, but with that many 50s you might want to consider planning to stop at the Tier 3 Alpha which has the level shift. The Very Rare Tier 4 is a little better, but it requires more than twice as many components (shards, threads, whatever you end up using) as the T3.
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Quote:Assuming you haven't bought any slots, I understand it, you'd get 6 usable character slots; the two that everyone gets and one for each year you had a paid subscription. If you bought Going Rogue (or do so before Freedom goes live) you'd get two more slots for a total of 8.Okay, that's clear.
Here's another situation:
- 1 account, 4 years subbed, 12 char's on 1 server.
- then this account unsubbed for 2 years.
- now returning with this account, still unsubbed but set with Freedom on it.
Still 12 char's on 1 server? (or globally)
Or will this cause reduction of char's?
So yes, it looks like you'll have a reduction in the number of available character slots. -
Quote:Unfortunately, he's slightly below soft-cap for E/NE if he drops the Mako's set entirely. However, I actually prefer to use the combination of 3 Pulverizing Fisticuffs plus 3 Pounding Slugfests; it gives you slightly more E/NE def and fully slots the attack for damage, which a Mako's set will not do.Mako is a ranged defense bonus with only a smaller E/N as a secondary effect; it's not a set I'd use on an Invuln. I don't have time to go over your build right now... I'm about to head to that lovely 4 letter thing called "work". If your defense is squared away consider another Crushing Impact set for the 5% recharge.
And yes, using Hecatomb instead of Crushing Impact is a great idea if you can afford the purples!
Lastly, you might want to use the Armageddon Chance for Fire Damage in Foot Stomp instead of the Dam/Rchg. You've got enough global recharge that FS should still be up pretty fast.
Here's your build with those changes:
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Kitty Heart draft 2: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Speed
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), S'fstPrt-ResDam/Def+:30(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(42), KntkC'bat-Dmg/EndRdx/Rchg:35(46), Hectmb-Dam%:50(46)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:40(A), Dct'dW-EndRdx/Rchg:40(7), Dct'dW-Heal/Rchg:40(7), Dct'dW-Heal:40(15), Dct'dW-Rchg:40(15)
Level 4: Haymaker -- P'ngFist-Acc/Dmg:25(A), P'ngFist-Acc/Dmg/Rchg:25(17), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(21), P'ngS'Fest-Acc/Dmg:30(23), P'ngS'Fest-Dmg/EndRdx:25(40), P'ngS'Fest-Dmg/Rchg:30(43)
Level 6: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(9)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(11)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13)
Level 12: Taunt -- Mocking-Taunt:40(A), Mocking-Taunt/Rchg:50(34), Mocking-Taunt/Rchg/Rng:50(34), Mocking-Acc/Rchg:50(34), Mocking-Taunt/Rng:50(36), Mocking-Rchg:50(45)
Level 14: Super Jump -- Jump-I:40(A)
Level 16: Kick -- Dmg-I:50(A)
Level 18: Invincibility -- LkGmblr-Rchg+:50(A), HO:Membr(19), HO:Membr(19), HO:Membr(21)
Level 20: Knockout Blow -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(37), Hectmb-Acc/Dmg/Rchg:50(37), Hectmb-Acc/Rchg:50(37), Hectmb-Dmg/EndRdx:50(40)
Level 22: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam:40(36), RctvArm-EndRdx:40(36)
Level 24: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(25), LkGmblr-Def:50(25), LkGmblr-Rchg+:50(31)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(27), LkGmblr-Rchg+:50(27)
Level 28: Rage -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(29), GSFC-ToHit:40(29), GSFC-ToHit/Rchg:50(33), GSFC-ToHit/Rchg/EndRdx:50(45)
Level 30: Resist Physical Damage -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(31), Aegis-Psi/Status:50(31)
Level 32: Resist Energies -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(33), Aegis-ResDam:50(33)
Level 35: Hurl -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(43)
Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(39), Erad-Dmg/Rchg:30(39), Sciroc-Dmg/EndRdx:40(39), Sciroc-Acc/Dmg/EndRdx:40(40), Armgdn-Dam%:50(42)
Level 41: Conserve Power -- RechRdx-I:40(A)
Level 44: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-End%:50(50)
Level 47: Resist Elements -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(48), Aegis-ResDam:50(48)
Level 49: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Rebirth Core Epiphany
Level 50: Diamagnetic Core Flawless Interface
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:40(A)
Level 2: Health -- RgnTis-Regen+:30(A), Mrcl-Rcvry+:40(13), Numna-Heal:50(46), Numna-Regen/Rcvry+:50(48), Panac-Heal/+End:50(50)
Level 2: Hurdle -- Jump-I:40(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(17), EndMod-I:50(45)
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Set Bonus Totals:- 14.9% Defense(Smashing)
- 14.9% Defense(Lethal)
- 15.5% Defense(Fire)
- 15.5% Defense(Cold)
- 14.9% Defense(Energy)
- 14.9% Defense(Negative)
- 3% Defense(Psionic)
- 8.94% Defense(Melee)
- 8.94% Defense(Ranged)
- 9.25% Defense(AoE)
- 3.6% Max End
- 4% Enhancement(Heal)
- 24% Enhancement(Accuracy)
- 60% Enhancement(RechargeTime)
- 15% FlySpeed
- 105.4 HP (5.63%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 6.05%
- MezResist(Sleep) 2.2%
- MezResist(Terrorized) 2.2%
- 6% (0.1 End/sec) Recovery
- 70% (5.47 HP/sec) Regeneration
- 3.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 3% Resistance(Psionic)
- 30% RunSpeed
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Quote:As Beefcake said, you need Tough to cap S/L resistance. You can soft-cap (with one in range of Invinc is the standard) without Weave, but it's more difficult and will take a substantially bigger investment in set IOsAhh the old tough and weave combo. I never liked using the powers and could never fit them into my build, but now I have the room. Is it possible to hit the soft def. cap and the S/L cap without them (I hate the idea of even MORE toggles).
Quote:How much should I slot combat jumping (if at all)?
Quote:I can't get rid of UNST either, for nostalgia if nothing else (OH the glory cardiac days of perma-UNS).
Quote:I can fit all of the passives in the INV set, and the real issue is what pool powers do I take. Slotting is really an issue now as the three extra powers I get can't get any slots.
Keep in mind that one of the benefits of set IOs is that you can often get away using fewer slots than you would with SOs. For instance, I rarely use more than 5 slots for an attack unless I need a 6-slot bonus or something similar; Dull Pain gets 5 Doctored Wounds slots instead of 6, etc. It'll be a challenge to be everything slotted, but it's doable.
Quote:Last question - can you perma DP w/ haste and fully slotted? -
Since the "one in range of Invinc" scenario is the minimum amount of defense you'll have, if you are going to run Maneuvers you can drop the GA +Def. I'd recommend saving the 2 billion or so, or save it for a character that needs it a lot more than a Invul tank. You can move that slot to Taunt and put a 6th Mocking Beratement in there for another 7.5% recharge bonus--and a cheap one at that. (And no, that won't put you over the Rule of 5 for recharge bonuses.)
Also, whether you'll be running Maneuvers or keeping the GA +Def and using Maneuvers as a set mule, you don't really need the 1.88% S/L defense bonus from the ToD set. I'd replace that with 5 slots of Crushing Impact for a 5% recharge bonus. Currently Maneuvers is unslotted for end reduction, so I'd take the extra slot from Haymaker and put some end reduction in Maneuvers--maybe the LotG Def/End or something of that sort. -
Quote:Yes, that was deliberate, my thinking was that it would give me some KB protection when out of Rooted. Given my slot crunch, I can see that's a luxury I can't afford, so it's going.Not on the Stone side; unfortunately I've never even rolled a Dark Melee toon, much less played it so anything I'd say there is theoretical. I wouldn't call the problems super serious although with your Granite slotting you're a fair bit less durable than you could be. You'll still be tougher than most tankers though.
Oh, I just noticed something... did you realize you slotted the Steadfast KB protection in Stone Skin? That's really a waste, Rooted has all the KB protection you'll ever need.
Comparing our Granite numbers, the main difference I see is that there's about an 8-10 percentage points difference in resistance, and for defense you're higher on S/L and F/C, but lower on E/NE--assuming Weave running. I'm less concerned about the defense since I'm above the soft-cap for S/L/E/NE, but I can see adding another Aegis slot to Granite, since that will boost my resistance numbers a bit and also adds 3% F/C defense.
Quote:I skipped Crystal on my stone tankers and slotted Stone Skin in at 22, immediately after Stamina. Of course that was pre-issue 19. I had to do more pick and choose on attacks; in your case I'd give consideration to dropping possibly Smite or Touch of Fear.
Quote:I realize ToF is giving you a recharge bonus but I question just how useful the power itself is to you; as a stone tanker you really don't need the mitigation. I'm generally not a big fan of devoting a lot of slots for an IO mule power I'm not going to use, I'd leave the fear to your dark defender/illusion controller teammates... I think the slots and power choice are simply more useful elsewhere. That would let you move Stone Skin up and give you 4 slots to use in Granite & Swift. In place of ToF you could pick up Fly to use for zone travel. In fact that would allow you to drop Hover as well freeing another power slot. My solution for zone travel on a stone once I had City Traveler was simply to pick up Fly and use it instead of TP. TP I use strictly for combat mobility.
Quote:Recharge is certainly useful, but I'd think that it's less so than more movement in Swift and better slotting in Granite. It's a trade off that can be argued either way. To an extent you can regain recharge by the Spiritual Alpha slot but of course that requires you to first get to 50.
On Rooted I think it's quite useful for regen... with your defenses and resistance the regen will usually keep you topped off on HP without needing Earth's Embrace. Oh, that Regen Tissue unique isn't doing a lot there; it's only active while Rooted is and the 4% runspeed bonus isn't that great. FYI adding another slot to Swift will give you ~12% more runspeed and adding 2 slots will give you ~20% more runspeed. I would probably put 3 Numina into Rooted, Heal, Heal/End and Heal/End/Recharge. If you find a 4th slot toss a Heal/End from another set to max regen and give more endred.
Quote:On my Stone/Fire tanker I called Mud Pots good with 4 slots of Scirocco's Dervish. With your goals I'd keep the three Eradication. You could loose one slot of Multi Strike and still have most of the effectiveness while giving you another precious slot to play with.
Thanks so much for your help, I really appreciate it! -
Quote:Ah, yes, that makes more sense. The resistance passives in Invul were tweaked when Invul got its buff in Issue 13, including, IIRC, a slight increase in their base resistance value. The bigger change was that all the Invul passives got secondary effects; RPD and Tough Hide, Def Debuff Resistance, ResEn Endurance Debuff Resistance, and ResEl Slow Resistance.DOH!!!
I misspoke. I meant the passives instead of the inherents.
At this point, RPD and Tough Hide are considered by most to be "must haves", ResEn as worth taking, and ResEl worth taking only if you have room. ResEl is the power in Invul most often skipped (besides Unstop, anyway) and that's partly because F/C damage is much rarer than S/L/E/NE and partly because its secondary effect is less useful than the others.
As for slotting, Tough Hide is always worth slotting, IMO; it has the same defense value as Weave. The resistance passives are often slotted for set bonuses--sets like Reactive Armor and Aegis are probably the most popular since they give defense bonuses. If you aren't slotting them for set bonuses either because you don't need them or don't have the slots, one or two resistance common IOs is a good alternative. But note that if you've picked up Tough, and have fully slotted it plus TI and UY, RPD only needs a slot or two to reach the S/L resistance cap.
Hope that helps! -
Quote:Yes.Does Invincibility still have an inherent taunt as the damaging auras do?
Quote:I only used taunt in the past when tanking AVs, relying on gauntlet, FS, slotted jab, and the INV aura to maintain aggro. It's not like you can aggro the whole map and herd like the old days anyway.
Quote:Properly slottted the fear powers have always been underrated. Those lvl 50 end draining minions ( I forgot which group they are with) were never a problem. I would just use fear on those minions in rooms with multiple end drainers to keep my toggles up. It also is a great means of damage mitigation on large spawns. Plus it fits the character.
Quote:I will try to get a post of my build up here. I know that they have constantly tweaked the inherents, so the question has always been, given the old enhancement falloffs, the benefit of slotting the inherents. -
1) Post your current build, we can probably help with that.
2) On existing characters, you need to respec to make Fitness inherent and open up slots for new powers.
3) Which caps? Defense? Resistance? Or do you mean the "Enhancement Diversification" (ED) cutoffs?
4) Depends mostly on personal preference, unless you want Fly and need Air Sup as a prereq.
5) Not many recommend the presence pool anymore, it's considered by most to be a waste of powers. One of the reasons is that the Taunt in your secondary is far superior to Provoke, so Take Taunt and skip the Presence Pool entirely would be my suggestion.
6) Yes, you can't use powers from more than four pools and the Epic/Ancilliary pool. But since most people took Stamina and it's now inherent, it effectively gives you another pool to play with.
7) Mids' Hero Designer, here:
http://www.cohplanner.com/
I'd recommend posting your current build, and if you install Titan Sentinel, which can be found here:
http://cit.cohtitan.com/sentinel/
you can copy your build from live to post in the forum. Be sure to say what your goals are for your character's build! Do you want a SO build? Common IOs? Set IOs? -
Quote:It's a fun set. In some ways it's similar to Stone in that it combines Stuns with KD--so lots of mitigation--and has a good mix of ST and AoE damage. (Though I think Mace might have the edge on AoE damage.)Ive never played a mace anything but they look pretty good when I see people playing them
I think either of them would be a good choice with Dark. -
New Dawn, I'm not quite sure what you mean by "recoveries" but with Hasten up Taunt recharges in 4 seconds, without Hasten in 6. I'm not a heavy Taunt user myself, I rarely need high levels of recharge in it anyway. But I also usually slot up Taunt more than I did in this build, where I just didn't have the slots for it.
I'm open to suggestions on what to delay to take Stone Skin and Minerals earlier. If I'm going to use Hover with TP it doesn't make much sense to wait until the 40s to take it when I got TP at 6. -
Thanks, CMA! You didn't see any super-serious problems with the build other when I took Stone Skin and the slotting of Granite and Swift?
In some ways that makes it *harder*, 'cause I really wanted to take Stone Skin much earlier but couldn't figure out what to delay! Do you have a recommendation for what I delay until the 40's? I don't want to put a power there that needs to be heavily slotted because then I may not have enough for Gloom.
Similarly, I would love to put another slot or two in Swift and Granite, but as I mentioned, I ran into a serious slot crunch. Do you have a suggestion? I'm hesitant to pull slots from Gloom or ToF because I'd lose a pretty substantial recharge bonus if I do. (Hence my question about the relative value of recharge vs. run speed bonuses.) How important is it to slot Rooted for regen? I could probably pull a slot or two from it if I had to. -
Thanks, everyone! I got the Rooted/Sprint toggle and the basic Teleport bind up and running. As for Hover, I think I'll bind it to a key so I can turn it on with the keyboard quickly--I hate fumbling around trying to find the right icon in the tray, which is why I wanted the Rooted/Swift bind.
I don't have the other armors (or Granite) yet, so I'll have to wait a bit before trying out the one that turns on the other armors when you come out of Granite. I did just remember, however, that I got some Kheldian binds that you can use switching forms, and one of them toggled on the humanform armors. I recall that it required you to press the key for each armor, so that's obviously the way to go.
Thanks again, everyone! -
I love my DA/Mace tank; the stuns (especially in Clobber) stack very well with Op Gloom. Both ST and AoE damage are very good.
I've heard people say that Stone Melee also combines well with Dark, though I haven't played them together. -
Well, as it turns out I'm a novice at binds as well as Stone tanking. After my experience this afternoon playing my new tank, I can think of a few binds that would be very nice to have for this character.
First of all, I've decided to go with TP, which I've used before but not recently. I know there's a bind that will make it easier to use and allows you to click and activate TP at the same time--which of course I've forgotten in the intervening years. So if anyone can tell me what that is I'd appreciate it. Also, is it possible to incorporate Hover into the TP bind as well, so I don't have to turn it on separately?
I thought of a couple of others that would be useful as well, if they're doable. For instance:
A bind that toggles between Rooted and Sprint for quicker travel between spawns in a mission when I'm not in Granite.
Something that toggles between the SA armors (I'm taking Rock, Crystal and Minerals) and Granite so I don't have to turn the three armors on separately.
Any help would be greatly appreciated! -
As I mentioned in my previous thread, I decided to make a Stone/DM tank for the TT today on Union. I did so, and got him to level 13--huzzah!
So, as a Stone tank newbie, I've got a few questions. I see that I have three major debuffs to try to offset; run speed in Rooted and Granite and recharge speed and damage in Granite. How would veteran Stone tanks prioritize those in terms of which to offset first or most? I put together a build that does pretty well offsetting the run speed and recharge debuffs, but does almost nothing for the damage debuff. Should that be adequate?
I decided that I'd DON'T want to be Granite only, so my build has soft-capped S/L/E/NE without Granite. I also took Minerals for Psi damage, which means the only big weakness will be fire and cold damage outside of Granite. These are new sets for me, so I'd really appreciate some feedback; I found this combo to be one of the most difficult I've done slot-wise, I could have easily used 10 more slots!
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: Teleportation
Power Pool: Flight
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: Teleport -- TSM'n-Rng:50(A)
Level 8: Rooted -- RgnTis-Regen+:30(A), RgnTis-Heal/EndRdx:30(43), Numna-Heal:50(43), Numna-Heal/EndRdx:50(45)
Level 10: Mud Pots -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(11), Erad-Acc/Dmg/EndRdx/Rchg:30(11), M'Strk-Dmg/EndRdx:50(13), M'Strk-Acc/Dmg/EndRdx:50(13)
Level 12: Taunt -- Zinger-Dam%:50(A)
Level 14: Hover -- LkGmblr-Rchg+: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: Smite -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(21), S'ngH'mkr-Dmg/Rchg:35(25), S'ngH'mkr-Dmg/EndRdx/Rchg:35(27), Mako-Acc/Dmg/EndRdx/Rchg:50(27)
Level 20: Touch of Fear -- Abys-Acc/Rchg:50(A), Abys-Dam%:50(37), Abys-EndRdx/Fear:50(46), Abys-Acc/EndRdx:50(46), Abys-Acc/Fear/Rchg:50(46)
Level 22: Crystal Armor -- GftotA-Def/EndRdx:40(A), GftotA-Run+:40(23), LkGmblr-Def/EndRdx:50(23), LkGmblr-Rchg+:50(25)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(45), RechRdx-I:50(45)
Level 26: Boxing -- Acc-I:50(A)
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: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(34), Aegis-ResDam/EndRdx/Rchg:50(34), S'fstPrt-ResDam/Def+:30(34)
Level 32: Granite Armor -- GftotA-Run+:40(A), LkGmblr-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-Dmg/EndRdx:50(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: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Run+:40(42), LkGmblr-Def/EndRdx:50(42), LkGmblr-Rchg+:50(43)
Level 44: 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 47: Stone Skin -- S'fstPrt-ResKB:30(A), Aegis-ResDam/EndRdx:50(48), Aegis-ResDam:50(48)
Level 49: Minerals -- GftotA-Run+:40(A)
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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)
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)
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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)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 12.4% Defense(Energy)
- 12.4% Defense(Negative)
- 3% Defense(Psionic)
- 7.69% Defense(Melee)
- 7.69% Defense(Ranged)
- 4.56% Defense(AoE)
- 7.65% Max End
- 4% Enhancement(Heal)
- 25% Enhancement(Accuracy)
- 2.75% Enhancement(Terrorized)
- 65% Enhancement(RechargeTime)
- 5% FlySpeed
- 154.6 HP (8.25%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 12.7%
- MezResist(Sleep) 3.3%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 6% (0.1 End/sec) Recovery
- 52% (4.06 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 61.5% RunSpeed
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Can't help with the Destiny slot, hopefully someone else will chime in.
However, I see a couple of places that you could pull a slot from. My first choice would probably be Hover; the 2-slot bonus is very minor, and you don't need the end reduction from the set IOs. You'd lose some speed, but I'd rather have that second slot in Hasten. Personally, I would have gone with Fly rather than Hover anyway, and it's perfectly fine with the base slot.
Another option is to pull a slot from Tough; you'd lose about 1-1.5% of S/L resistance, but that won't be noticeable, especially if you're getting the Cardiac alpha. -
Thanks for all the suggestions and the lively discussion! I don't have tanks on all the TT servers yet, so I'll probably use some of them in the future.
However, for this one I think I'm going to bite the bullet and try out Stone/Dark since both sets are new to me and it sounds like a viable alternative. Now I just have to think of a name!
Thanks again! -
With some judicious use of PvP IOs and Hami-Os, I was able to soft-cap to both S/L and E/NE and still retain high charge, though not quite perma-Hasten. If you were to get the Spiritual Core Paragon with this build, you'd be 9 seconds off Perma-Hasten. Another option, as Deus mentioned earlier, is if you were to go with the Cardiac Core Paragon, which would greatly reduce endurance consumption and squeeze a few more percent of resistance in--S/L would be just over 60%.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Brute
Primary Power Set: War Mace
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Pulverize -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(11), Mako-Acc/Dmg/EndRdx/Rchg:50(25)
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(7), ResDam-I:50(9), GA-3defTpProc:50(15), Heal-I:50(25), Heal-I:50(37)
Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(17)
Level 4: Jawbreaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(5), KntkC'bat-Dmg/Rchg:35(5), Mako-Acc/Dmg/EndRdx/Rchg:50(13)
Level 6: Combat Jumping -- LkGmblr-Rchg+:50(A), HO:Cyto(7), Ksmt-ToHit+:30(45)
Level 8: Fast Healing -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(13), Numna-Regen/Rcvry+:50(15), Numna-Heal/Rchg:50(21)
Level 10: Indomitable Will -- LkGmblr-Rchg+:50(A), HO:Cyto(31), SW-ResDam/Re TP:50(40)
Level 12: Super Jump -- ULeap-Stlth:50(A)
Level 14: Clobber -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(23), KntkC'bat-Dmg/Rchg:35(29), KntkC'bat-Dmg/EndRdx:35(34), Mako-Acc/Dmg/EndRdx/Rchg:50(46)
Level 16: Rise to the Challenge -- Panac-Heal/EndRedux:50(A), Panac-EndRdx/Rchg:50(17), Panac-Heal/+End:50(21), Panac-Heal/Rchg:50(36), Panac-Heal/EndRedux/Rchg:50(37)
Level 18: Whirling Mace -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(19), Erad-Acc/Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(39), M'Strk-Acc/Dmg/EndRdx:50(40)
Level 20: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-End%:50(23)
Level 22: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(31)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27), RechRdx-I:50(27)
Level 26: Shatter -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(29), Erad-Dmg/Rchg:30(36), Erad-Acc/Dmg/EndRdx/Rchg:30(42), M'Strk-Acc/Dmg/EndRdx:50(43)
Level 28: Heightened Senses -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(31), HO:Cyto(45)
Level 30: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Knock%:35(33)
Level 32: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam:40(42)
Level 35: Crowd Control -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(40), Erad-Acc/Dmg/EndRdx/Rchg:30(42), M'Strk-Acc/Dmg/EndRdx:50(43)
Level 38: Strength of Will -- ResDam-I:50(A)
Level 41: Weave -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(43), HO:Cyto(45)
Level 44: Gloom -- SipInsght-ToHitDeb:50(A), SipInsght-Acc/ToHitDeb:50(46), SipInsght-%ToHit:50(46), SipInsght-Acc/Rchg:50(48), SipInsght-ToHitDeb/EndRdx/Rchg:50(48)
Level 47: Darkest Night -- DarkWD-ToHitDeb/EndRdx:50(A), DarkWD-ToHitDeb:50(48), DarkWD-ToHitdeb/Rchg/EndRdx:50(50)
Level 49: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50), HO:Cyto(50)
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I:45(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), RgnTis-Regen+:30(36)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(37)
Level 1: Fury
Level 4: Ninja Run
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Set Bonus Totals:- 29.1% Defense(Smashing)
- 29.1% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 17.9% Defense(Energy)
- 17.9% Defense(Negative)
- 6% Defense(Psionic)
- 17.6% Defense(Melee)
- 11.9% Defense(Ranged)
- 6% Defense(AoE)
- 5.4% Max End
- 6% Enhancement(Heal)
- 9% Enhancement(Accuracy)
- 45% Enhancement(RechargeTime)
- 14% FlySpeed
- 241.8 HP (16.1%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- MezResist(Immobilize) 13.2%
- 5% (0.08 End/sec) Recovery
- 52% (3.25 HP/sec) Regeneration
- 3% Resistance(Smashing)
- 3% Resistance(Fire)
- 3% Resistance(Cold)
- 3% Resistance(Energy)
- 3% Resistance(Negative)
- 3% Resistance(Toxic)
- 3% Resistance(Psionic)
- 3% Resistance(Lethal)
- 14% RunSpeed
- 2% XPDebtProtection
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Yes, I tend to shy away from recommending purples, PvP IOs and the GA +Def since I never use them myself. However it's certainly true that with a big enough budget, it is possible to get perma-hasten and soft-cap S/L def.
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Quote:Actually, in the posted build you had *two* 3.75% E/NE def bonuses going to waste; the bonus in the Numina's set counts too, since it has the same bonus.Thanks for the info, wasn't aware that 5 sets was the max for a set. Aside from the plain invention IOs, (which let me make SOs in the mid 30's and never have to worry about slotting again) I did not adapt well to the IO system at all, and contrary to the tips and statements, it's becoming obvious they're designing new content to take it into account. I'll play with this build in Mids and see if there's any other changes I might want to make. The main reason I jumped on Makos was the energy defense and the damage boosting.
Personally, I don't think set damage bonuses are worth deliberately slotting for, especially for a Brute. The additional damage you'll get from Fury is far more significant than a few 3% set bonuses.
Quote:Mind explaining how that's possible? Seems the best I can get out of Dark Regen with a single foe is roughly1/3rd to 1/2 a life bar.
What I meant is that in typical situations, i.e., you don't wait until you're at 10% HP to hit DR, modest Heal slotting is sufficient to heal you back to full with one foe in range. Fortunately, the odds are pretty good that if you're in dire straits HP-wise, you'll be facing more than one foe.
Just out of curiosity, do you have accuracy slotted in DR in your current build? It really is critical to have it well-slotted for accuracy; I found that out the hard way against a bunch of CoT ghosts. Having lots of targets doesn't help much if you can't hit any of them. -
Quote:Just pointing it out, Bill, in case the OP hadn't thought of it.Where and when have we *ever* been able to move anything SG-related? Being surpised at not being able to move them now is like being surprised at not being able to breathe underwater without snorkel/SCUBA gear.
My plans:
- Make character.
- Zip to 10
- Set up new SG branch there.
- Play on occasion, just like every other server.
- Play with new base to build once some Prestige is built up.
Also, based on the number of questions about it in the discussion thead, at the beginning folks weren't certain whether transfer to the VIP server would be a standard server transfer or something new. -
I'm planning to make a new tank for the TT Euro tour on Union tomorrow, and can't decide what powersets to use. I have quite a few tanks already, and would prefer something that's a little different from what I've played before. So far I have:
Invul/Mace (my main)
Invul/EM
Dark/Mace
Ice/Axe
Shield/Elec
WP/DB
Fire/KM
Elec/Stone
I've never done DM before, so that's a possibility, but I'd rather not do Dark/Dark since I have a Spines/Dark scrapper as well as the Dark/Mace tank. I've also never used Stone Armor, but I've always been a little leary of Stone's movement and recharge debuffs. (I solo a lot, so doing decent damage is important.)
Any suggestions for good combos to try? -
Just out of curiosity, but why is it so important for you to have perma-hasten? It's never been my impression that Mace/WP is a combo that would benefit that much from extremely high recharge.
There are a lot of suggestions I'd make to improve your build--for instance, FH, IW and HS are way overslotted, and RttC is poorly slotted--but none of would necessarily increase the amount of recharge.
Would you entertain any recommendations, or just those that would get you to perma-hasten?