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Oops, you're right, I missed the part about being posted on the forum. I rarely even look at the posted version myself, I just open it in Mids immediately, which may be why I thought about that right away.
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Using Mako's Bite is definitely not the most efficient way to slot for Energy defense bonuses, and in the build you've posted you have six sets slotted, so you're not getting the benefit of one of them anyway.
As nice as Energy defense is for a DA character, S/L is even better since it will protect you from a much greater percentage of attacks. I'd aim for 32.5 def to both S/L and E/NE if possible, which will put you within a small purple of soft-capping to something like 85% of the attacks you'll face.
Also, Op Gloom would be a good choice for a EM build since the stuns will stack and will affect all foes up to Boss level. Op Gloom is also very endurance-light, which is a big advantage over Cloak of Fear.
Some other issues:
You don't want to six-slot attacks with Eradication since it's very low in end reduction. Use 3-4 Eradication and one or two slots from another set like Cleaving Blow, Multi Strike or Scirocco's Dervish.
A full set of Numina's is a very poor choice for Dark Regen. The E/NE def bonus is relatively small, it has NO ACCURACY (a very big problem) and you're wasting the expensive regen/recovery unique. In a click power it will only be active when the power is activated; you need to put it in Health or PP instead. If you need Energy defense, I'd three-slot Eradication for the E/NE def bonus, then finish out the slotting with 3 IOs from a Heal or Acc Heal set, including the Theft of Essence +End. Alternatively, slot with a combination of Heal and Acc Heal sets to max out accuracy, end reduction and recharge--Heal is a lesser concern since Dark Regen can heal to full with a single foe in range.
Cloak of Darkness is overslotted--there's no need for a fifth slot, it's end cost is actually lower than that of Weave.
Cloak of Fear is underslotted for end reduction, and Death Shroud is ridiculously underslotted, especially for end reduction. They should each get at least 50-60% end reduction.
Focused Accuracy is a huge end hog, I'd drop it and get something more useful like Op Gloom or Maneuvers. If you want the additional ToHit, slot the Kismet +Acc in one of your defense powers.
Here's what I would do with your build; S/L/E/NE are above 32% and I think you'll find end usage to be much more manageable. I really don't know how you'd run Death Shroud and attack with the posted build without having to constantly fight your blue bar.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Sovereign Fist: Level 50 Magic Brute
Primary Power Set: Energy Melee
Secondary Power Set: Dark Armor
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Energy Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(36), Mako-Acc/Dmg/EndRdx/Rchg:50(36)
Level 1: Dark Embrace -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam/Rchg:40(11)
Level 2: Bone Smasher -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(37), Mako-Acc/Dmg/EndRdx/Rchg:50(37)
Level 4: Murky Cloud -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam/Rchg:40(11)
Level 6: Air Superiority -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(37), Mako-Acc/Dmg/EndRdx/Rchg:50(39)
Level 8: Whirling Hands -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(15), Erad-Acc/Dmg/EndRdx/Rchg:30(15), Erad-Acc/Dmg/Rchg:30(39), M'Strk-Acc/Dmg/EndRdx:50(39)
Level 10: Obsidian Shield -- S'fstPrt-ResKB:30(A), S'fstPrt-ResDam/Def+:30(17), S'fstPrt-ResDam/EndRdx:30(17), ResDam-I:50(19)
Level 12: Combat Jumping -- LkGmblr-Rchg+:40(A), LkGmblr-Def:50(21), Ksmt-ToHit+:30(23)
Level 14: Fly -- Winter-ResSlow:50(A)
Level 16: Dark Regeneration -- Nictus-Acc/Heal:50(A), Nictus-Acc/EndRdx/Rchg:50(25), Numna-Heal/EndRdx/Rchg:50(25), Numna-Heal/EndRdx:50(27), Theft-Acc/EndRdx/Rchg:30(27), Theft-+End%:30(29)
Level 18: Total Focus -- P'ngFist-Acc/Dmg:25(A), P'ngFist-Acc/Dmg/Rchg:25(29), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(31), P'ngS'Fest-Acc/Dmg:30(40), P'ngS'Fest-Dmg/EndRdx:30(42), P'ngS'Fest-Dmg/Rchg:30(48)
Level 20: Cloak of Darkness -- LkGmblr-Def:40(A), LkGmblr-Def/EndRdx/Rchg:50(23), LkGmblr-Def/EndRdx:40(31), LkGmblr-Rchg+:40(31)
Level 22: Boxing -- Acc-I:50(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(50)
Level 26: Weave -- LkGmblr-Rchg+:40(A), LkGmblr-Def/EndRdx:40(33), LkGmblr-Def:40(34), LkGmblr-Def/EndRdx/Rchg:40(34)
Level 28: Cloak of Fear -- N'mare-Acc/EndRdx:40(A), N'mare-EndRdx/Fear:50(40), N'mare-Acc/Fear:40(50), Abys-Acc/EndRdx:50(50)
Level 30: Death Shroud -- Erad-%Dam:30(A), Erad-Dmg/Rchg:30(40), Erad-Acc/Dmg/Rchg:30(46), Erad-Acc/Dmg/EndRdx/Rchg:30(46), Sciroc-Dmg/EndRdx:50(46), Sciroc-Acc/Dmg/EndRdx:50(48)
Level 32: Energy Transfer -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(34), C'ngImp-Dmg/Rchg:50(36), C'ngImp-Acc/Dmg/Rchg:50(42), C'ngImp-Acc/Dmg/EndRdx:50(42)
Level 35: Oppressive Gloom -- Stpfy-Acc/EndRdx:40(A), Stpfy-Acc/Stun/Rchg:50(43)
Level 38: Build Up -- RechRdx-I:40(A), RechRdx-I:40(43)
Level 41: Superior Conditioning -- P'Shift-End%:40(A)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+:40(A), Mrcl-Rcvry+:40(45), EndMod-I:50(45), P'Shift-End%:40(45)
Level 47: Maneuvers -- EndRdx-I:50(A), LkGmblr-Rchg+:50(48)
Level 49: Energy Torrent -- Acc-I:40(A)
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Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(43)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(19), P'Shift-End%:50(21)
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Set Bonus Totals:- 18% Defense(Smashing)
- 18% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 17.4% Defense(Energy)
- 17.4% Defense(Negative)
- 3% Defense(Psionic)
- 10.5% Defense(Melee)
- 10.2% Defense(Ranged)
- 3% Defense(AoE)
- 3.6% Max End
- 1.65% Enhancement(Terrorized)
- 25% Enhancement(Accuracy)
- 35% Enhancement(RechargeTime)
- 5% FlySpeed
- 236.1 HP (15.8%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 13.8%
- MezResist(Sleep) 2.2%
- 4% (0.07 End/sec) Recovery
- 82% (5.12 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 5% RunSpeed
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I don't recommend adding positional defense on top of typed defense because it's going to be redundant most of the time--a kind of belt-and-suspenders approach as it were.
Keep in mind that although it's probably true the majority of Psi damage attacks are Ranged, some are also typed smashing, some are melee or AoE, and some have no positional flag at all, so Ranged def won't help with any of those. Also, IME unless you're talking about a Psi AV like the Clockwork King, Psi attacks relatively rare, not terribly high damage and easily survivable for a tank.
But if you really, really want the Ranged def, if you use the build I recommended and slot ET and TF with Mako's Bite you'd have around 35% E/NE def and a tad less than 32% ranged def. You could pull the two slots from your first two attacks or from Taunt. Taking them from Taunt means you'd lose the F/C def and recharge bonuses, but I'd take that instead of underslotting attacks. -
Well, there are some disadvantages to moving as well--potential name conflicts as you mentioned, at at this point it also looks like you won't be able to move your SG base with you. I'm hoping that current players won't rush to move to the VIP server, I know I'm not, at least not right away.
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Quote:The number at the bottom of the slot is the slot level--when it was given to you--and the number at the top is the enhancement level.The numbers next to a slotted enhancement on a mids build in the forums, is that what level you take the slot at? Only reason I ask is because sometimes it skips levels
The slot numbers skip levels because you don't get any slots in the levels that you get a power pick. -
IMO, the most serious problem with this build is that you have too much melee defense and not enough ranged and AoE defense. Ideally you want all three positions at the soft-cap, so you should slot for that goal.
I'm also not surprised that you're having endurance problems, considering that you have three attacks 6-slotted with Obliteration, which is very low in end reduction. Fortunately you don't need all that melee defense, so that's an easy problem to fix.
Some power selection issues: if at all possible, you do want to have Grant Cover since it provides 1/2 the defense debuff resistance in the set. And since IME you don't need all the Mace attacks for a decent attack chain--especially with the level of recharge in this build--I suggest you drop Pulverize or Bash to pick up GC. Also, both Fly and SS seems like a bit of overkill, travel-wise, so I'd drop Fly for Combat Jumping, which gives you a nice bit of defense at very low endurance cost. Just have a Flight Pack on hand if you get into a situation where you need Fly. Active Defense and Against All Odds should also be taken as soon as they're available.
Concerning your slotting, those KB IOs are completely unnecessary since SD has sufficient KB protection in Active Defense. What you really do need to pick up, however, is the Steadfast +Def IO for an additional 3% defense to all.
Some other issues:
Both Deflection and True Grit can and IMO should be slotted for resistance as well as defense. Just slotting Deflection will take you from 50% S/L resistance to 68%, which is a significant improvement.
Using Kinetic Combat is an expensive and inefficient way to get melee defense, so drop that and use something that gives you ranged or AoE defense instead.
True Grit is overslotted for Heal, and using Numina's is not the best way to get ranged defense. I'd use two of those slots for resistance IOs, including the Steadfast +Def.
Instead of the Oblit sets in WH and Shatter, I'd slot 5 Scirocco's Dervish for some AoE defense. SD also has the advantage that it has much more end reduction than Oblit.
Stamina is overslotted; there are better ways--like slotting Scirocco's Dervish--to get AoE defense. Attacks need 5 or 6 slots anyway, a passive like Stamina does not.
I'd be sure to slot a Perf Shifter +End in all three end mod powers, it will boost your recovery significantly.
Here's what I would do with your build, it's soft-capped to all positions, has more resistance and will have better endurance usage than your current build.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Brute
Primary Power Set: War Mace
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Pulverize -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(3), Mako-Dmg/Rchg:50(3), Mako-Acc/EndRdx/Rchg:50(5), Mako-Acc/Dmg/EndRdx/Rchg:50(5), Mako-Dam%:50(7)
Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(9), LkGmblr-Rchg+:50(9), LkGmblr-Def:50(17), ResDam-I:50(19), ResDam-I:50(19)
Level 2: Jawbreaker -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(13), Mako-Dmg/Rchg:50(13), Mako-Acc/EndRdx/Rchg:50(15), Mako-Acc/Dmg/EndRdx/Rchg:50(15), Mako-Dam%:50(17)
Level 4: True Grit -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(29), Numna-Heal/Rchg:50(29), Numna-Regen/Rcvry+:50(31), ResDam-I:50(31), S'fstPrt-ResDam/Def+:30(31)
Level 6: Combat Jumping -- DefBuff-I:50(A), DefBuff-I:50(7), LkGmblr-Rchg+:50(11)
Level 8: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(11), LkGmblr-Def:50(21), LkGmblr-Def/EndRdx/Rchg:50(21)
Level 10: Clobber -- T'Death-Dmg/EndRdx:35(A), T'Death-Dmg/Rchg:35(23), T'Death-Acc/Dmg:40(25), T'Death-Acc/Dmg/EndRdx:40(25), T'Death-Dmg/EndRdx/Rchg:40(27), T'Death-Dam%:40(27)
Level 12: Active Defense -- HO:Membr(A)
Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(23)
Level 16: Against All Odds -- EndRdx-I:50(A)
Level 18: Whirling Mace -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(33), Sciroc-Dmg/Rchg:50(33), Sciroc-Acc/Rchg:50(33), Sciroc-Acc/Dmg/EndRdx:50(34)
Level 20: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/EndRdx:50(34), GSFC-Build%:50(37), GSFC-ToHit/Rchg:50(45), GSFC-ToHit/Rchg/EndRdx:50(46), GSFC-Rchg/EndRdx:50(46)
Level 22: Phalanx Fighting -- Ksmt-ToHit+:30(A)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 26: Shatter -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(34), Sciroc-Dmg/Rchg:50(36), Sciroc-Acc/Rchg:50(36), Sciroc-Acc/Dmg/EndRdx:50(36)
Level 28: Grant Cover -- LkGmblr-Rchg+:50(A)
Level 30: Kick -- Acc-I:50(A)
Level 32: Crowd Control -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(37), M'Strk-Dmg/Rchg:50(37), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(39), M'Strk-Dmg/EndRdx/Rchg:50(39)
Level 35: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(42), Oblit-Dmg/Rchg:50(42), Oblit-Acc/Dmg/Rchg:50(42), Oblit-Acc/Dmg/EndRdx/Rchg:50(43), Oblit-%Dam:50(43)
Level 38: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(40), RctvArm-ResDam/EndRdx/Rchg:40(40), RctvArm-EndRdx:40(40)
Level 41: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(43), LkGmblr-Def/EndRdx/Rchg:50(45), LkGmblr-Rchg+:50(45)
Level 44: One with the Shield -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(46), Aegis-ResDam:50(48)
Level 47: Superior Conditioning -- P'Shift-End%:50(A)
Level 49: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-End%:50(50)
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- EndRdx(A)
Level 2: Rest -- RechRdx(A)
Level 4: Ninja Run
Level 2: Swift -- Flight(A)
Level 2: Health -- Mrcl-Rcvry+:40(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(48), P'Shift-EndMod/Acc:50(48), P'Shift-End%:50(50)
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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)
- 15.5% Defense(Melee)
- 10.2% Defense(Smashing)
- 10.2% Defense(Lethal)
- 11.4% Defense(Fire)
- 11.4% Defense(Cold)
- 9.88% Defense(Energy)
- 9.88% Defense(Negative)
- 3% Defense(Psionic)
- 14.9% Defense(Ranged)
- 15.2% Defense(AoE)
- 45% Enhancement(Accuracy)
- 6% Enhancement(Heal)
- 42.5% Enhancement(RechargeTime)
- 15% FlySpeed
- 202.4 HP (13.5%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- MezResist(Held) 9.35%
- MezResist(Immobilize) 10.5%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 3.85%
- 5% (0.08 End/sec) Recovery
- 62% (3.87 HP/sec) Regeneration
- 0.95% Resistance(Fire)
- 0.95% Resistance(Cold)
- 6.25% Resistance(Negative)
- 20% RunSpeed
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Honestly, I'd skip trying to build ranged defense for Psi damage, Energy damage is much more common and more likely to be problematic. Also, since FA is capped to Fire resistance, F/C def will be mostly protecting you from Cold damage, which is one of the least common damage types in the game. So I'd try to get S/L/E/NE to 32.5% and just not worry overly much about other defense types.
And although there's a large personal preference component to the Hasten question, I think it's definitely worth getting, especially since you have a lot of attacks and other powers that it would be nice to have recharged ASAP. As a matter of fact, I think Hasten would be useful much more often than the slow resistance in Temp Prot--and as a matter of fact, will help address any recharge slows you do run into.
I'm also not a fan of Focused Accuracy; it's a huge end hog and you can get as much additional ToHit by slotting the Kismet +Acc without the endurance drain. I'd get Conserve Power instead and single-slot it with a recharge IO.
Here are some issues I see with the slotting of the current build:
The Reactive Armor sets are overslotted for end reduction and underslotted for resistance. Replace the End IO with the Res/Rchg.
Barrage and EP are underslotted for accuracy and damage. Add another slot to each; I prefer the Mako's Acc/Dam/End/Rchg, but any IO with accuracy and damage will do.
Scirocco's Dervish is not a great set if you're working toward typed defense. Use 3-4 Eradication plus another 1 or 2 slots from another set to get sufficient end reduction.
The E/NE def bonus in BotZ is not worth slotting for, IMO. I'd pull the non-KB IO in SJ and use it elsewhere and replace the second BotZ in CJ with the Kismet +Acc.
In WH, Obliteration is a poor choice for S/L def, the bonus is small and 6-slotting Oblit leaves it underslotted for end reduction. Either slot it like Burn or go with 3 Eradication and 2 Scirocco's Dervish, depending on whether you prefer the +HP bonus or the regen bonus.
Using the Gaussian's set in BU is a lot of slots for relatively little return in typed defense. I'd pull 4 of the slots and use them elsewhere. Weave is underslotted; I'd go with either 4 GotA or 4 LotG, depending on your preference and your budget.
Mako's Bite is not a good choice for Energy defense, like Oblit it needs a lot of slots for relatively little return.
There are some very good, inexpensive sets for Taunt; I like Mocking Beratement especially since it has three very desirable set bonuses--S/L def, F/C def and recharge.
I'd try to find another slot for Maneuvers, it's a relatively high end toggle and currently it's underslotted for end reduction.
Here's your build with the changes I recommended. S/L/E/NE are above 32.5%, it has 12 pts of KB protection, more regen and more recharge, especially when Hasten is taken into account.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Copper Sun: Level 50 Science Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield -- Aegis-ResDam/EndRdx:40(A), Aegis-ResDam/EndRdx/Rchg:40(3), Aegis-ResDam:40(3), S'fstPrt-ResDam/Def+:30(42), S'fstPrt-ResKB:30(43)
Level 1: Barrage -- 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(40)
Level 2: Energy Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(27), KntkC'bat-Dmg/Rchg:35(29), Mako-Acc/Dmg/EndRdx/Rchg:50(33)
Level 4: Blazing Aura -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(5), Erad-Acc/Dmg/EndRdx/Rchg:30(9), Sciroc-Dmg/EndRdx:50(31), Sciroc-Acc/Dmg/EndRdx:50(34)
Level 6: Bone Smasher -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(23), KntkC'bat-Dmg/EndRdx/Rchg:35(23), Mako-Acc/Dmg/EndRdx/Rchg:50(25)
Level 8: Healing Flames -- Mrcl-Heal/Rchg:40(A), Mrcl-Heal/EndRdx/Rchg:40(13), Mrcl-Heal/EndRdx:40(15), Numna-EndRdx/Rchg:40(21), Numna-Heal/Rchg:40(34)
Level 10: Combat Jumping -- Zephyr-ResKB:40(A), Ksmt-ToHit+:30(45)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-ResDam:40(48)
Level 14: Consume -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(15), Erad-Dmg/Rchg:30(34), Efficacy-EndMod/Acc:50(42), Efficacy-EndMod/EndRdx:50(46)
Level 16: Whirling Hands -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(17), Erad-Acc/Dmg/Rchg:30(17), Sciroc-Dmg/EndRdx:50(19), Sciroc-Acc/Dmg/EndRdx:50(19)
Level 18: Burn -- Erad-Dmg/Rchg:30(A), M'Strk-Acc/Dmg/EndRdx:40(21), Erad-Acc/Dmg/Rchg:30(27), Erad-Dmg:30(33), Erad-Acc/Dmg/EndRdx/Rchg:30(42)
Level 20: Super Jump -- Winter-ResSlow:40(A), Zephyr-ResKB:40(50)
Level 22: Kick -- Acc-I:35(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(29), RctvArm-ResDam:40(43)
Level 26: Fiery Embrace -- RechRdx-I:40(A)
Level 28: Build Up -- RechRdx-I:50(A), RechRdx-I:50(33)
Level 30: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(31), GftotA-Def/EndRdx/Rchg:40(37), GftotA-Run+:40(40)
Level 32: Hasten -- RechRdx-I:50(A), RechRdx-I:50(37)
Level 35: Energy Transfer -- P'ngS'Fest-Acc/Dmg:30(A), P'ngS'Fest-Dmg/EndRdx:30(36), P'ngS'Fest-Dmg/Rchg:30(36), B'ngBlow-Acc/Dmg:30(36), B'ngBlow-Dmg/Rchg:30(37)
Level 38: Total Focus -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/EndRdx:50(40)
Level 41: Taunt -- Mocking-Taunt:40(A), Mocking-Taunt/Rchg:50(43), Mocking-Taunt/Rchg/Rng:50(45), Mocking-Acc/Rchg:50(46), Mocking-Taunt/Rng:50(46), Mocking-Rchg:50(48)
Level 44: Conserve Power -- RechRdx-I:50(A)
Level 47: Physical Perfection -- RgnTis-Regen+:30(A)
Level 49: Maneuvers -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(50), GftotA-Def:40(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 -- Empty(A)
Level 2: Health -- Numna-Heal:40(A), Numna-Regen/Rcvry+:40(31), Mrcl-Rcvry+:40(45)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(9)
------------
Set Bonus Totals:- 11.1% Defense(Melee)
- 19.3% Defense(Smashing)
- 19.3% Defense(Lethal)
- 9.25% Defense(Fire)
- 9.25% Defense(Cold)
- 19.3% Defense(Energy)
- 19.3% Defense(Negative)
- 3% Defense(Psionic)
- 11.1% Defense(Ranged)
- 6.13% Defense(AoE)
- 9% Max End
- 12.5% Enhancement(RechargeTime)
- 7% Enhancement(Accuracy)
- 203.8 HP (10.9%) HitPoints
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Held) 2.75%
- MezResist(Immobilize) 12.7%
- 9% (0.15 End/sec) Recovery
- 52% (4.06 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 5% Resistance(Fire)
- 12.5% RunSpeed
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Quote:So no knock effect of any kind, including KD? Yes, I could see that might be difficult to achieve.Unless I'm mistaken, the OP was talking about removing KB completely from the attack, unless a KB enhancement was slotted, not just reducing it to KD. If that was the case, there's whole other problems that pop up (meaning that every KB effect in the game would have the same value, meaning that powers would have to be rebalanced). But the OP seemed to be talking about not having it AT ALL in the powers, but if you slotted for KB, it would come back at its current value.
Perhaps the OP can clarify; he/she may not have known that reducing KB mag to mostly-KD is relatively simple compared to turning the KB effect off and on entirely. I've heard few players complain about KD in attacks; balance issues aside, reducing the KB mag would seem to be a reasonable compromise (and more realistic goal) than a KB 'switch'. -
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Quote:But Aett, that's exactly what Castle did when he reduced the magnitude of the KB in Mace's Shatter and Crowd Control so they no longer did KB against most foes.Definitely understood. I think it would take just as much work, though, to change powers to not have KB unless a KB enhancement was slotted in them. And at that point, why would the burden be on the people who like the powers as they currently are?
My understanding is that since it is just a matter of adjusting the base KB magnitude of the attack (IIRC anything less than 1 is KD, more than 1 is KB) it's actually much, much easier to turn KB into KD unless it's enhanced than it would be to create a -KB enhancement.
Whether it's "fair" is another question entirely, and one that got a lot of discussion when Mace was being overhauled. But unless I'm misremembering, there's no question that it's easier to start with KD as the default if you want to give people a choice. -
Quote:FYI, Mace (and Axe for that matter) no longer have attacks that do KB against even-con and above foes unless they're weak to KB. However, some of the newer melee sets like Electric and Kinetic Melee DO have a KB attack, and possibly others that I'm forgetting at the moment.It's also true that many melee characters have powers with knockback as well: Mace, Super Strength, Martial Arts all have knockback attacks. And even Broadsword Scrappers and Ice Tankers can generate knockback against lower-conning foes (because the purple patch increases knockdown to knockback), or ones that are especially weak to knockback.
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Quote:Really not a hard problem to solve. Slotting four KC leaves you low on both accuracy and damage, which is why I always recommend adding a slot or two from another set. KC Needs only 4 slots for the S/L def bonus, and most players at least five-slot attacks anyway, so I find it rather odd that you'd recommend global accuracy bonuses as the solution for an issue with a specific set when there's a much simpler fix available.Kinetic Combat is a great set, but it gives a paltry 22.94% accuracy enhancement. Unless you're throwing in some help (e.g. Rage, Tactics, Kismet, set bonuses, et. al.), it's a very weak set for accuracy and that causes problems. If you want to pull off consistent combos with DB or deal with incarnate content, you'll need much more accuracy.
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Quote:Honestly, accuracy set bonuses are one of those things I never bother to slot for. It's easy enough to slot sufficient accuracy in individual attacks, and the Kismet +Acc is a good way to add some additional ToHit, which is even more desirable than accuracy.The problem with softcapping defense types is that you lose out on a lot of +Acc and +Rech that come from sets that grant positional bonuses. If you have accuracy to spare, this isn't a problem. Unfortunately, Elec/DB doesn't have accuracy to spare. With Weave, Combat Jumping and Maneuvers building your positionals and types equally, I would tend to shoot for 32.5% to all three positions.
Note: Super Strength is really the only Tanker secondary with accuracy to spare, thanks to perma-Rage.
Besides, there are a number of popular sets with accuracy bonuses--LotG and Crushing Impact, for instance--that I get for other reasons anyway so it's not like you HAVE to slot for positional defense if you want additional accuracy.
So for me the association of positional defense with accuracy bonuses is a complete non-issue; the fact that you can have defense to most attacks without covering all the damage types with typed defense is far more important. -
In addition, by slotting Deflection for resistance and taking Tough from the Fighting pool you can get around 35% S/L resistance, which would also be useful to have.
But other than that, as Amy said Shield Defense is primarily a positional defense set, so you want to aim for 45% defense to all positions. And yes, you can pretty easily achieve both goals without purples. -
Quote:Well, it won't be replacing the 1.88% HP bonus because you never actually had that to begin with. However, if you want to swap out the Heal/Rchg in HPT instead of PP, that's fine, you'll probably get a few extra HPs out of it.D'oh -- I was thinking sets and not bonuses. Right. But if it's a hp bonus thing, then wouldn't it be better to place the IO in High Pain Tolerance, since that would theoretically give me a boost in HP to compensate for the loss of the 1.88%? I think Physical Perfection is a regen/heal.
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If you open "Sets and Bonuses" in the Windows menu, it'll show that you have a sixth 1.88% HP bonus. Not a huge deal, but you might want to replace either a Performance Shifter or a Numina in Physical Perfection with a common IO.
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Do you not use the combos at all? I really can't see skipping Typoon's Edge and Sweep, since that's most of your AoE damage. I'm also not sure why you'd take the Energy Pool on a WP tank; between QR and Stamina you should have plenty of recovery.
Here's my WP/DB, which takes everything in the primary and secondary, but not Maneuvers, Hover or an epic pool. S/L is soft-capped, E/NE is very close to it. F/C def is quite a bit lower than yours, but I don't consider F/C def to be a high priority.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Rashemaar Ranger: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Dual Blades
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(3), Numna-Heal/Rchg:50(5), RctvArm-ResDam/EndRdx:40(5), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam:40(42)
Level 1: Nimble Slash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(29), Mako-Acc/Dmg/EndRdx/Rchg:50(33)
Level 2: Fast Healing -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(7), Numna-Regen/Rcvry+:50(9), Numna-Heal:50(34)
Level 4: Ablating Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(29), Mako-Acc/Dmg/EndRdx/Rchg:50(31)
Level 6: Indomitable Will -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(11), Ksmt-ToHit+:30(13)
Level 8: Rise to the Challenge -- Mrcl-Heal/EndRdx:40(A), Mrcl-Heal:40(9), Mrcl-Heal/Rchg:40(13), Mrcl-Heal/EndRdx/Rchg:40(15)
Level 10: Power Slice -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(11), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx:35(21), Mako-Acc/Dmg/EndRdx/Rchg:50(21)
Level 12: Quick Recovery -- EndMod-I:50(A), P'Shift-EndMod:50(17), P'Shift-End%:50(17)
Level 14: Fly -- Flight-I:50(A)
Level 16: Typhoon's Edge -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(34), Erad-Acc/Dmg/Rchg:30(34), Sciroc-Dmg/EndRdx:50(36), Sciroc-Acc/Dmg/EndRdx:50(36)
Level 18: Taunt -- Mocking-Rchg:50(A), Mocking-Taunt/Rchg:50(39), Mocking-Taunt/Rchg/Rng:50(45), Mocking-Acc/Rchg:50(46)
Level 20: Blinding Feint -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Dmg/EndRdx/Rchg:35(37), Mako-Acc/Dmg/EndRdx/Rchg:50(37)
Level 22: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(23), RctvArm-ResDam:40(25)
Level 24: Heightened Senses -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/EndRdx/Rchg:40(25), LkGmblr-Def:40(27), LkGmblr-Rchg+:40(27)
Level 26: Combat Jumping -- LkGmblr-Def:50(A), DefBuff-I:50(31)
Level 28: Vengeful Slice -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(40), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(33)
Level 32: Strength of Will -- S'fstPrt-ResDam/Def+:30(A)
Level 35: Sweeping Strike -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(36), Erad-Acc/Dmg/Rchg:30(39), Sciroc-Dmg/EndRdx:50(40), Sciroc-Acc/Dmg/EndRdx:50(42)
Level 38: One Thousand Cuts -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(43), Oblit-Dmg/Rchg:50(43), Oblit-Acc/Dmg/Rchg:50(43), Oblit-Acc/Dmg/EndRdx/Rchg:50(46), Oblit-%Dam:50(46)
Level 41: Boxing -- Acc-I:50(A)
Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-ResDam:40(48)
Level 47: Weave -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/EndRdx/Rchg:40(50), LkGmblr-Def:40(50), LkGmblr-Rchg+:40(50)
Level 49: Resurgence -- RechRdx-I:50(A)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(45)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-End%:50(45)
------------
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)
- 28.6% Defense(Smashing)
- 28.6% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 13% Defense(Energy)
- 13% Defense(Negative)
- 3% Defense(Psionic)
- 18.6% Defense(Melee)
- 8% Defense(Ranged)
- 3% Defense(AoE)
- 5.4% Max End
- 27% Enhancement(Accuracy)
- 11% Enhancement(Heal)
- 27.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 288.1 HP (15.4%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 17.1%
- MezResist(Stun) 2.2%
- 5% (0.08 End/sec) Recovery
- 74% (5.78 HP/sec) Regeneration
- 5% RunSpeed
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Did they explain how they reached 40% resistance to E/NE/F/C? I don't see how it could be done without making a lot of build sacrifices that would preclude soft-capping defense.
In general, it's not worth the effort to slot for resistance set bonuses. The bonuses are very small, and only cover one damage type so you'd be better off slotting for other types of bonuses.
With UY, ResEn and ResEL fully slotted you'll have around 31% resistance to E/NE/F/C. The easiest way to add a few percentage points of resistance is to get the Cardiac Alpha. The T3 Cardiac will get you up to about 33.5% resistance and the T4 just over 34%. In addition, it will boost your S/L resistance enough that you can get away with single-slotting RPD--not to mention the very significant additional end reduction.
If you have plenty of influence to spend and want more exotic resistance, you could consider buying the Shield Wall +Res PvP IO, which will get you up to 37% resistance. Personally I don't think it's worth the influence for just 3% resistance, but your call.
Regarding the rest of your build, I think your slotting is very sub-optimal. You want to slot for primarily typed defense bonuses, not positional bonuses like those in Red Fortune and Numina's. In addition, slotting the Numina's +reg/rec in DP is a very bad idea since you will only get the regen/recovery bonuses when DP is active. Put it in Health instead. Also, Rage is underslotted for recovery; you want to have it overlap to avoid the defense penalty. -
Quote:Hmm, well, DP is very underslotted, Barrage is underslotted for accuracy and most of the other attacks are underslotted for damage. And I really wouldn't want to be so totally depdendent on the alpha slot for end reduction.How about this... Your soft capped to S/L/E/N/F/C, higher regen, higher recharge, fully slotted attacks.
Honestly, the trade-offs in that build wouldn't be worth the the additional 4% F/C def to me. If I were looking for more F/C def, here's the sort of thing I'd do; it's within 1 percentage point of the soft-cap without the sacrifices of your build.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Watcher's Wrath: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(3), RctvArm-ResDam/EndRdx/Rchg:35(3), RctvArm-ResDam:35(5)
Level 1: Barrage -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(5), S'ngH'mkr-Dmg/Rchg:35(7), S'ngH'mkr-Dmg/EndRdx/Rchg:35(23), C'ngImp-Dmg/EndRdx/Rchg:50(33)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(11), Dct'dW-Heal/Rchg:50(13), Dct'dW-Heal:50(13), Dct'dW-Rchg:50(34)
Level 4: Bone Smasher -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(7), C'ngImp-Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Dmg/EndRdx/Rchg:50(15)
Level 6: Energy Punch -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(11), KntkC'bat-Dmg/Rchg:30(39), KntkC'bat-Dmg/EndRdx/Rchg:35(43), Mako-Acc/Dmg/EndRdx/Rchg:50(48)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(15), RctvArm-ResDam/EndRdx/Rchg:35(17), RctvArm-ResDam:35(17)
Level 10: Taunt -- Mocking-Taunt/Rchg:40(A), Mocking-Taunt:40(23), Mocking-Taunt/Rchg/Rng:40(34), Mocking-Acc/Rchg:50(34), Mocking-Taunt/Rng:50(39), Mocking-Rchg:50(46)
Level 12: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(29), DefBuff-I:50(50)
Level 14: Fly -- Winter-ResSlow:50(A)
Level 16: Resist Physical Damage -- S'fstPrt-ResDam/Def+:10(A)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:34(A), LkGmblr-Def/Rchg:47(19), LkGmblr-Def/EndRdx/Rchg:33(19), LkGmblr-Def:26(21)
Level 20: Boxing -- Acc-I:50(A)
Level 22: Whirling Hands -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(25), Erad-Acc/Dmg/Rchg:30(25), Sciroc-Dmg/EndRdx:40(27), Sciroc-Acc/Dmg/EndRdx:40(27)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(31), LkGmblr-Def:50(37), Ksmt-ToHit+:30(37)
Level 28: Build Up -- Rec'dRet-Pcptn:20(A), RechRdx-I:50(29)
Level 30: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/EndRdx/Rchg:50(36), Aegis-ResDam:50(36)
Level 32: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Def:50(33), LkGmblr-Rchg+:50(43)
Level 35: Energy Transfer -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(42), Mako-Acc/Dmg/EndRdx/Rchg:50(45)
Level 38: Total Focus -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(40), C'ngImp-Dmg/EndRdx/Rchg:50(40), C'ngImp-Acc/Dmg/EndRdx:50(42)
Level 41: Char -- BasGaze-Acc/Rchg:21(A), BasGaze-Acc/EndRdx/Rchg/Hold:27(42), Thundr-Acc/Dmg:50(43), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45)
Level 44: Fire Blast -- Thundr-Acc/Dmg:43(A), Thundr-Dmg/EndRdx:46(46), Thundr-Acc/Dmg/Rchg:50(46)
Level 47: Resist Elements -- Aegis-ResDam/EndRdx:35(A), Aegis-ResDam/Rchg:35(48), Aegis-ResDam:35(48)
Level 49: Resist Energies -- Aegis-ResDam/EndRdx:35(A), Aegis-ResDam/Rchg:35(50), Aegis-ResDam:35(50)
Level 50: Cardiac Total Radial Revamp
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I:40(A)
Level 2: Hurdle -- Jump-I:40(A)
Level 2: Health -- Numna-Heal/EndRdx:32(A), Numna-Heal:42(36)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-End%:50(31)
------------
Set Bonus Totals:- 17.4% Defense(Smashing)
- 17.4% Defense(Lethal)
- 15.5% Defense(Fire)
- 15.5% Defense(Cold)
- 16.1% Defense(Energy)
- 16.1% Defense(Negative)
- 3% Defense(Psionic)
- 10.2% Defense(Melee)
- 9.56% Defense(Ranged)
- 9.25% Defense(AoE)
- 3.6% Max End
- 4% Enhancement(Heal)
- 45% Enhancement(RechargeTime)
- 32% Enhancement(Accuracy)
- 161.6 HP (8.63%) HitPoints
- MezResist(Held) 2.75%
- MezResist(Immobilize) 14.3%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 4% (0.07 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)
- 15% RunSpeed
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Quote:That's a good idea. With Fly I'm capped for flight speed at level 50 now anyway without a Flight enhancement, so I might as well get some use out of that slot.One minor suggestion I'd make about all builds posted here so far, including the one I reworked, is that the difference of a single Gen IO isn't huge in most travel powers, and thus swapping the slot out for the winter's gift global is not a bad idea. When you really need the speed most is in combat, and then that IO seems to me to make a fairly big difference.
-
I agree with Madadh that you'd probably be better off with a build soft-capped to S/L/E/NE since that represents the majority of the damage you'll face. In addition, a fair number of F/C attacks have a S/L component so they'll be covered by your S/L defense.
Here's my Invul/EM tank build for comparison purposes. It has almost as much F/C def as yours, but is soft-capped to E/NE as well as S/L defense.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Watcher's Wrath: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(3), RctvArm-ResDam/EndRdx/Rchg:35(3), RctvArm-ResDam:35(5)
Level 1: Barrage -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(5), S'ngH'mkr-Dmg/Rchg:35(7), S'ngH'mkr-Dmg/EndRdx/Rchg:35(23), C'ngImp-Dmg/EndRdx/Rchg:50(33)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:35(A), Dct'dW-EndRdx/Rchg:35(11), Dct'dW-Heal/Rchg:35(13), Dct'dW-Heal:35(13), Dct'dW-Rchg:35(34)
Level 4: Bone Smasher -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(7), C'ngImp-Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Dmg/EndRdx/Rchg:50(15)
Level 6: Energy Punch -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(11), KntkC'bat-Dmg/Rchg:30(39), KntkC'bat-Dmg/EndRdx/Rchg:35(43), Mako-Acc/Dmg/EndRdx/Rchg:50(48)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(15), RctvArm-ResDam/EndRdx/Rchg:35(17), RctvArm-ResDam:35(17)
Level 10: Taunt -- Mocking-Taunt/Rchg:40(A), Mocking-Taunt:40(23), Mocking-Taunt/Rchg/Rng:40(34), Mocking-Acc/Rchg:50(34), Mocking-Taunt/Rng:50(39), Mocking-Rchg:50(46)
Level 12: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(29)
Level 14: Fly -- Flight-I:50(A)
Level 16: Resist Physical Damage -- S'fstPrt-ResDam/Def+:10(A)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:34(A), LkGmblr-Def/Rchg:47(19), LkGmblr-Def/EndRdx/Rchg:33(19), LkGmblr-Def:26(21)
Level 20: Boxing -- Acc-I:50(A)
Level 22: Whirling Hands -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(25), Erad-Acc/Dmg/Rchg:30(25), Sciroc-Dmg/EndRdx:40(27), Sciroc-Acc/Dmg/EndRdx:40(27)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31)
Level 26: Tough Hide -- GftotA-Def/EndRdx:38(A), GftotA-Def/Rchg:38(31), GftotA-Def:40(37), Ksmt-ToHit+:30(37)
Level 28: Build Up -- Rec'dRet-Pcptn:20(A), RechRdx-I:50(29)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(36), RctvArm-ResDam/EndRdx/Rchg:40(36), RctvArm-ResDam:40(50)
Level 32: Weave -- GftotA-Def/EndRdx:30(A), GftotA-Def/Rchg:36(33), GftotA-Def/EndRdx/Rchg:40(33), GftotA-Def:36(43)
Level 35: Energy Transfer -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(42), Mako-Acc/Dmg/EndRdx/Rchg:50(45)
Level 38: Total Focus -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(40), C'ngImp-Dmg/EndRdx/Rchg:50(40), C'ngImp-Acc/Dmg/EndRdx:50(42)
Level 41: Char -- BasGaze-Acc/Rchg:21(A), BasGaze-Acc/EndRdx/Rchg/Hold:27(42), Thundr-Acc/Dmg:50(43), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45)
Level 44: Fire Blast -- Thundr-Acc/Dmg:43(A), Thundr-Dmg/EndRdx:46(46), Thundr-Acc/Dmg/Rchg:50(46)
Level 47: Resist Elements -- Aegis-ResDam/EndRdx:35(A), Aegis-ResDam/Rchg:35(48), Aegis-ResDam:35(48)
Level 49: Resist Energies -- Aegis-ResDam/EndRdx:35(A), Aegis-ResDam/Rchg:35(50), Aegis-ResDam:35(50)
Level 50: Cardiac Total Radial Revamp
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I:40(A)
Level 2: Hurdle -- Jump-I:40(A)
Level 2: Health -- Numna-Heal/EndRdx:32(A), Numna-Heal:42(36)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-End%:50(31)
------------
Set Bonus Totals:- 18.6% Defense(Smashing)
- 18.6% Defense(Lethal)
- 12.4% Defense(Fire)
- 12.4% Defense(Cold)
- 17.4% Defense(Energy)
- 17.4% Defense(Negative)
- 3% Defense(Psionic)
- 10.8% Defense(Melee)
- 10.2% Defense(Ranged)
- 7.69% Defense(AoE)
- 5.4% Max End
- 4% Enhancement(Heal)
- 30% Enhancement(RechargeTime)
- 23% Enhancement(Accuracy)
- 140.6 HP (7.5%) HitPoints
- MezResist(Held) 2.75%
- MezResist(Immobilize) 15.4%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 8% (0.13 End/sec) Recovery
- 42% (3.28 HP/sec) Regeneration
- 6.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 10% RunSpeed
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Quote:It is true to a certain degree if you're relying purely on the KB protection you'd get from Acro or KB IOs; there are some high-level foes with high-mag KB attacks where having, say, 12 points of KB protection instead of 8 can be of benefit.Thanks for the great feedback, it definitely helped. A few questions/comments:
1) I was under the impression that going from 10 to 14 KB can make a difference with some high level content. Does anyone know if this is true?
However, in addition to KB protection, most tank primary mez toggles like Unyielding have 10,000% KB resistance as well, which makes them pretty much immune to any resistable KB. (KB IOs and Acro have no KB resistance.) A KB IO on top of UY is really superfluous.
Quote:2) The majority of e/n attacks have a s/l component, making e/n defense matter less than it might seem, though e/n Res is still important. Most of my troubles seem to come when there's a lot of incoming Psi.
Quote:3) Why take Pyre and not take take Fireball? I'm taking Musculature, so those KC sets reach max dam..
I've never thought of Musculature as a particularly good choice for a tank since it's easy enough to get slot accuracy and damage in attacks without it. I also wouldn't want to wait until level 50 to have my attacks sufficiently slotted for accuracy, but your call.
Quote:4) Is there anything that really benefits from Hasten? DP is just a few seconds short of perma, and the attack chain is pretty solid. -
Honestly, I wouldn't worry about the Incarnate soft-cap--when you're doing an I-trial you'll probably be buffed by your teammates well past the soft-cap anyway. IMO you'd be better off trying to soft-cap E/NE as well as S/L since Energy is the most common damage type after S/L. Also, Psi defense/resistance should be a very low priority compared to S/L/E/NE defense, and you're using a lot of sets and slots for that purpose.
From the top:
Delay the resistance passives and take Bone Smasher much earlier. RPD can easily be delayed until the 20s and ResEn and ResEl until the 30s or later. Also, unless you're trying for specific bonus, RPD doesn't need more than two slots to hit the S/L hard cap once TI, UY and Tough are fully slotted. Drop the Aegis Psi/Status IO and the KB IOs, they're a waste of money for an Invul tank.
Use Reactive Armor sets in TI, UY, and Tough for the S/L/E/NE bonuses instead of Imperv Armor. (Around 86% of the damage you'll face in game is S/L/E/NE, just 2% is Psi.)
I like using 5 Doctored Wounds in Dull Pain since you get a 5% recharge bonus, but that's more personal preference.
All the attacks slotted with Kinetic Combat are underslotted for accuracy and damage; I'd add another slot to each. I prefer the Mako's Acc/Dam/End/Rchg, but any IO with accuracy and damage will do.
Obliteration is a poor choice for Whirling Hands, the S/L defense bonus for 6 slots is pretty small and it has insufficient end reduction. I'd use 3 or 4 slots of Eradication instead for the E/NE def bonus, plus a couple of slots from another set.
Tough Hide is very underslotted for defense. It has the same base defense as Weave and should be slotted accordingly.
Maneuvers isn't at all necessary to soft-cap an Invul tank, I'd drop it and pick up Hasten instead.
Here's my Invul/EM tank for comparison purposes. There are no purples so my recharge is lower, and some of the power picks are slightly different, but it shows that you can pretty easily soft-cap S/L/E/NE on a tank. Though it looks like I'm slightly below the S/L resistance cap, I have the Cardiac alpha in my current build.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Watcher's Wrath: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(3), RctvArm-ResDam/EndRdx/Rchg:35(3), RctvArm-ResDam:35(5)
Level 1: Barrage -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(5), S'ngH'mkr-Dmg/Rchg:35(7), S'ngH'mkr-Dmg/EndRdx/Rchg:35(23), C'ngImp-Dmg/EndRdx/Rchg:50(33)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:35(A), Dct'dW-EndRdx/Rchg:35(11), Dct'dW-Heal/Rchg:35(13), Dct'dW-Heal:35(13), Dct'dW-Rchg:35(34)
Level 4: Bone Smasher -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(7), C'ngImp-Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Dmg/EndRdx/Rchg:50(15)
Level 6: Energy Punch -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(11), KntkC'bat-Dmg/Rchg:30(39), KntkC'bat-Dmg/EndRdx/Rchg:35(43), Mako-Acc/Dmg/EndRdx/Rchg:50(48)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(15), RctvArm-ResDam/EndRdx/Rchg:35(17), RctvArm-ResDam:35(17)
Level 10: Taunt -- Mocking-Taunt/Rchg:40(A), Mocking-Taunt:40(23), Mocking-Taunt/Rchg/Rng:40(34), Mocking-Acc/Rchg:50(34), Mocking-Taunt/Rng:50(39), Mocking-Rchg:50(46)
Level 12: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(29)
Level 14: Fly -- Flight-I:50(A)
Level 16: Resist Physical Damage -- S'fstPrt-ResDam/Def+:10(A)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:34(A), LkGmblr-Rchg+:47(19), LkGmblr-Def/EndRdx/Rchg:33(19), LkGmblr-Def:26(21)
Level 20: Boxing -- Acc-I:50(A)
Level 22: Whirling Hands -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(25), Erad-Acc/Dmg/Rchg:30(25), Sciroc-Dmg/EndRdx:40(27), Sciroc-Acc/Dmg/EndRdx:40(27)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(31), LkGmblr-Def:50(37), Ksmt-ToHit+:30(37)
Level 28: Build Up -- Rec'dRet-Pcptn:20(A), RechRdx-I:50(29)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(36), RctvArm-ResDam/EndRdx/Rchg:40(36), RctvArm-ResDam:40(50)
Level 32: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:25(33), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Def:50(43)
Level 35: Energy Transfer -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(42), Mako-Acc/Dmg/EndRdx/Rchg:50(45)
Level 38: Total Focus -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(40), C'ngImp-Dmg/EndRdx/Rchg:50(40), C'ngImp-Acc/Dmg/EndRdx:50(42)
Level 41: Char -- BasGaze-Acc/Rchg:21(A), BasGaze-Acc/EndRdx/Rchg/Hold:27(42), Thundr-Acc/Dmg:50(43), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45)
Level 44: Fire Blast -- Thundr-Acc/Dmg:43(A), Thundr-Dmg/EndRdx:46(46), Thundr-Acc/Dmg/Rchg:50(46)
Level 47: Resist Elements -- Aegis-ResDam/EndRdx:35(A), Aegis-ResDam/Rchg:35(48), Aegis-ResDam:35(48)
Level 49: Resist Energies -- Aegis-ResDam/EndRdx:35(A), Aegis-ResDam/Rchg:35(50), Aegis-ResDam:35(50)
Level 50: Cardiac Total Radial Revamp
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I:40(A)
Level 2: Hurdle -- Jump-I:40(A)
Level 2: Health -- Numna-Heal/EndRdx:32(A), Numna-Heal:42(36)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-End%:50(31)
------------
Set Bonus Totals:- 18.63% Defense(Smashing)
- 18.63% Defense(Lethal)
- 12.38% Defense(Fire)
- 12.38% Defense(Cold)
- 17.38% Defense(Energy)
- 17.38% Defense(Negative)
- 3% Defense(Psionic)
- 10.81% Defense(Melee)
- 10.19% Defense(Ranged)
- 7.688% Defense(AoE)
- 3.6% Max End
- 4% Enhancement(Heal)
- 52.5% Enhancement(RechargeTime)
- 32% Enhancement(Accuracy)
- 161.64 HP (8.625%) HitPoints
- MezResist(Held) 2.75%
- MezResist(Immobilize) 15.4%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 4% (0.067 End/sec) Recovery
- 62% (4.851 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 10% RunSpeed
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Quote:Tankers need accuracy and damage too--I don't consider any of my tanks "scrankers" but their attacks are all fully slotted. If nothing else, doing more damage increases a tanker's threat level and makes them better at holding aggro.well as this isnt a solo toon I am not worried about DPS as much its more about making it as survivable as possible in all situations. This is my TANK not a Scranker.
Considering how little defense you have to give up, I think the trade-off is well worth it. -
You should trying posting in the Brute forum, under "Archetypes and Powers". Lots of build discussion there that should be of help.