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Quote:Completely disagree. IMO, if you're NOT fully slotting for damage, you're not contributing as much to the team as you could.RE: under slotting for damage - if you're slotting your tanker for damage your doing it wrong. 85% damage is barely any different from 99% damage when it comes to the tanker's lame *** base damage. A tanker is for controlling agro, not for destroying mobs. Leave that nonsense for your party. your job is to group the mobs tight with no buff support, so the holds and AOEs can nuke them in seconds. That said, its strongest attack is 6 slotted and has a proc.
And with sets, it is trivially easy to get 95% damage enhancement and sufficient accuracy and end reduction slotting. On your build, you could 5 slot all your attacks except Nimble Slash and lose only 1.3% F/C def, .1% E/NE def and 8% regen.
EDIT: By the way, you could pull a slot from Fast Healing and still boost your regen by 50 percentage points by moving the Numina Regen/Rec to Physical Perfection. (Not that WP needs Physical Perfection--I think having Blinding Feint and Hasten would be a lot more useful than Energy Mastery.) -
Quote:But you *have* Maneuvers in this build (and a GA +Def, which is going to be way out of reach for most players.) Also, you're soft-capped for *typed* defense, not positional.Anyway, because of all of the AOE attacks in DB, it's very easy to softcap your positional defenses without wasting a power choice on Maneuvers (one of the biggest advantages to the WP/DB combo); that said i still use it because of the new incarnate "softcap" being more then 45... every little bit helps you know =D
http://www.cohplanner.com/mids/downl...5AFE01A5FCD8C7
EDIT: Not that having typed def is a bad thing, as a matter of fact, it's preferable to positional defense for a WP tank.
IMO, it's also a concern that most of the attacks are underslotted for accuracy and/or damage and need another slot. -
Are you planning to use the DB combos? If so, one thing to note is that on a DB tank, you'll need all the attacks. You'll have less flexibility in getting pool/ancilliary powers, and it'll be a bit of a crunch for slots. But despite those constraints, WP is a good combo, and I enjoy playing mine.
Here's the planned build for my WP/DB; he's only up to 30, but I think this build would work well for either soloing or tanking. It's very close to soft-capped to S/L/E/NE and has a fair amount of recharge. You could make a cheaper version of this build by using Smashing Haymaker instead of Kinetic Combat and GotA instead of LotG, for example, at the cost of some defense and recharge. But even if you go in another direction, I think you'll want to use sets for your attacks so you can five-slot instead of six-slot them--I wasn't planning to take Resurgence, but in the end I needed something that was usable with just one slot!
Hero Plan by Mids' Hero Designer 1.94
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/EndRdx:50(A), Numna-Heal:50(3), Numna-Heal/Rchg:50(5), ResDam-I:50(5), S'fstPrt-ResDam/Def+:30(42), ResDam-I:50(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), Taunt-I:50(15)
Level 10: Power Slice -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(11), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(21), Mako-Acc/Dmg/EndRdx/Rchg:50(31)
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 -- DefBuff-I:50(A)
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 -- ResDam-I:50(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 -- Run-I:50(A)
Level 2: Health -- Heal-I:50(A), Heal-I:50(45)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(45)
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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)
- 18.63% Defense(Melee)
- 28.63% Defense(Smashing)
- 28.63% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 11.75% Defense(Energy)
- 11.75% Defense(Negative)
- 3% Defense(Psionic)
- 7.375% Defense(Ranged)
- 3% Defense(AoE)
- 5.4% Max End
- 27% Enhancement(Accuracy)
- 11% Enhancement(Heal)
- 27.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 288.14 HP (15.38%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 15.95%
- MezResist(Stun) 2.2%
- 2.5% (0.042 End/sec) Recovery
- 74% (5.79 HP/sec) Regeneration
- 5% RunSpeed
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Quote:Thanks, CMA, I thought that was the case, but I've never done a Hami Raid and wasn't certain about that, so I'm glad you posted.You DO NOT need more KB protection on an Invuln. Trust me on that, you won't find anything in the game that can knock you back while Unyielding is active.
More KB protection on Invuln is a total waste of an IO and a slot.
My guess is that the OP was told that 12 points was needed from someone using KB IOs, which will give you KB protection only, and no KB resistance. As I'm sure you know, UY has 10 pts of KB protection and 10,000% resistance, and the resistance makes a huge difference.
Personally, I've never been KB'd on one of my Invul tanks with UY running, except in cases of unresistable KB, like the Ritki raid bombs. -
Quote:What "status protection proc" are you referring to? AFAIK, all the IOs that can potentially help against status effects are status *resistance*, not status protection. (This excludes KB, of course.) I doubt that a status resistance IO (and the OP has one slotted, BTW) will help that much, since their resistance level is pretty small.Isn't the answer just putting a status protection proc enhancement somewhere instead of changing your build?
My invuln has a status protection proc and never has a problem during the BAF, while my WP tank and fire/kin have problems (which sucks when your fire imps start attacking you).
Edit: Not to say your build doesn't need tweaking... -
I'd recommend a number of changes to your current build.
First of all, why Hover? I think it's a sub-optimal pick for SS, since you have to be on the ground to use Foot Stomp. You have a power pool open, so get CJ instead.
Power order:
Why take Air Sup so late? It's especially useful in the early levels, so take it, or Punch early on if you don't need Air Sup as a prereq to Fly. You'll appreciate having it if you ever exemp down for Posi or Synapse.
Invinc, Rage, KoB, and Foot Stomp should be taken as soon as they're available for the same reason--you'll want them if you ever exemp for TFs or Ouro missions. RPD can be delayed until the 20s or 30s and ResEl and ResEn until the thirties or even forties.
Slotting:
Slot Jab! Now that all tanker T1s have unresistable -Resistance, they are definitely worth using and slotting.
Your resistance toggles powers are overslotted. Drop the RA End slot, the F/C def bonus you get for it is not worth slotting for and the toggles don't need that much end red. If you want F/C def, you'd be better off 3-slotting Aegis in one of the passives. In addition, you need at most 2 slots in RPD to hit the S/L resist cap.
Dull Pain is underslotted. You want to get as close as possible to 95% Heal and Recharge enhancement. I recommend 5 slots of Doctored Wounds--I like to use everything but the Heal/End/Rchg. In addition, the Miracle +Recovery is doing you very little good in DP since it'll only be active when DP is. If you have a slot for it, put it in Health instead.
Drop the BotZ sets in Fly/Hover/CJ, if you decide to take it. The E/NE def bonus is pitiful and Invul does not need additional KB protection!
Likewise, drop the Aegis Psi/Stat resist in ResEn. You don't need additional status protection and just 3% psi resist is next to useless.
If you have enough S/L def from other sources (and there's not much point in going over 45% with one in range of Invinc) consider using Mocking Beratement in Taunt instead of Perfect Zinger. MB has a smaller S/L def bonus, but a nice F/C def bonus and a higher recharge bonus than PZ.
Why no sets in Invinc and Tough Hide? If possible, I'd 3-4 slot LotG in both, though GotA is also a good option.
If you need a little additional S/L def, 2 Rectified Reticle and 2 recharge commons is a good choice for Rage.
Obliteration is not the best choice for Foot Stomp, IMO. I'd go with Eradication for some E/NE def, a slot or two or end reduction, and a Force Feedback +Recharge.
Here's what I'd recommend for your build. I replaced Hover with CJ, changed the power order a bit, and the slotting extensively. S/L def is lower, though still soft-capped, and E/NE/F/C def are much closer to the soft-cap. Regen and Recovery are a little higher, and Recharge much higher. (Though if you can't afford all the LotGs at once, they can certainly be added as you can.)
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Hercules: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam:40(7), RctvArm-ResDam/EndRdx/Rchg:40(9)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(17), P'ngS'Fest-Acc/Dmg:30(27), P'ngS'Fest-Dmg/EndRdx:30(43)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(3), Dct'dW-Heal/Rchg:50(3), Dct'dW-Heal:50(5), Dct'dW-Rchg:50(5)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(11), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(13), P'ngS'Fest-Dmg/EndRdx:30(15), P'ngS'Fest-Dmg/Rchg:30(15)
Level 6: Fly -- Flight-I:50(A)
Level 8: Unyielding -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx/Rchg:40(17), RctvArm-ResDam:40(19), RctvArm-ResDam/EndRdx:40(19)
Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(21)
Level 12: Air Superiority -- P'ngFist-Acc/Dmg:25(A), P'ngFist-Acc/Dmg/Rchg:25(21), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(23), P'ngS'Fest-Acc/Dmg:30(23), P'ngS'Fest-Dmg/EndRdx:30(25), P'ngS'Fest-Dmg/Rchg:30(48)
Level 14: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:40(25)
Level 16: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(29), Mocking-Taunt/Rchg/Rng:50(31), Mocking-Acc/Rchg:50(31), Mocking-Taunt/Rng:50(31), Mocking-Rchg:50(33)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(27), LkGmblr-Def:50(33), LkGmblr-Rchg+:50(33)
Level 20: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(34), C'ngImp-Dmg/Rchg:50(34), C'ngImp-Acc/Dmg/Rchg:50(34), BasGaze-Acc/Rchg:30(36), BasGaze-EndRdx/Rchg/Hold:30(36)
Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(29)
Level 24: Super Speed -- EndRdx-I:50(A)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(36), LkGmblr-Def:50(37)
Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
Level 30: Kick -- Empty(A)
Level 32: Tough -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx:40(37), RctvArm-ResDam/EndRdx/Rchg:40(37), RctvArm-ResDam:40(39)
Level 35: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(39), LkGmblr-Def:50(40), LkGmblr-Rchg+:50(40)
Level 38: Foot Stomp -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(40), Erad-Acc/Dmg/EndRdx/Rchg:30(43), Erad-Dmg/Rchg:30(45), M'Strk-Dmg/EndRdx:50(45), FrcFbk-Rechg%:50(45)
Level 41: Resist Energies -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(43), Aegis-ResDam:50(42)
Level 44: Resist Elements -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(46), Aegis-ResDam:50(46)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- EndMod-I:50(A), P'Shift-End%:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Mrcl-Heal:40(A), Mrcl-Rcvry+:40(39), Numna-Regen/Rcvry+:50(46), Numna-Heal:50(48)
Level 2: Stamina -- P'Shift-EndMod/Acc:50(A), P'Shift-EndMod/Rchg:50(48), P'Shift-EndMod:50(50), P'Shift-End%:50(50)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:- 16.75% Defense(Smashing)
- 16.75% Defense(Lethal)
- 12.38% Defense(Fire)
- 12.38% Defense(Cold)
- 14.88% Defense(Energy)
- 14.88% Defense(Negative)
- 3% Defense(Psionic)
- 9.875% Defense(Melee)
- 8.938% Defense(Ranged)
- 7.688% Defense(AoE)
- 3.6% Max End
- 25% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 42.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 217.86 HP (11.63%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 11%
- MezResist(Sleep) 2.2%
- MezResist(Terrorized) 2.2%
- 5% (0.084 End/sec) Recovery
- 76% (5.946 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 15% RunSpeed
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Quote:FYI, if you have TI, Tough, and UY fully slotted, you don't need more than the Steadfast +Def and one common IO in RPD to hit the S/L resistance cap. So don't bother with a third slot unless you're looking for a specific bonus.I'll give you a basic outline of how many slots and what I would put in them.
Resist Physical Defense: 2-3 slots at most, Steadfast Res/Def and a couple generics.
If you decide to go for the T2 Cardiac Alpha, you won't even need the second slot in RPD, just put the Steadfast +Def in the base slot. -
Quote:I agree that one attack is way too few--I like to have at least three secondary attacks by level 10-12. (Or two secondary attacks and a good pool attack like Air Sup.)I don't really think you need frozen armor at level 2. I've gotten into the habit of making sure I have some kind of attack chain while leveling because it makes it a lot easier. I wish I had done it when I made my ice tank because starting out his build looked pretty similar to this and I ran with FF and Frost for most of his career until I eventually respec'd to get IS sooner. Also, at the lower levels, taunt is completely unnecessary for holding aggro because CE is only bested by AAO from shields. So taunt could be replaced by either IS or frost and icicles could possibly be pushed out a little bit more in the teens for the other attack. Point is since your defenses aren't going to do much on TO/DOs, it makes more sense to get more attacks early to kill things before they kill you.
With ninja/beast run available, you could even skip a travel power (or delay getting one further in the build) in favor of other powers or starting a power pool earlier, such as fighting. If you don't have them, then getting a travel power is pretty standard at 14. Personally, I don't see the need for a travel power unless it's for concept or pvp or getting SS for a stealthy toon. You can even get jet packs for the shadow shard.
But rather than Frozen Armor, I think at least two of the last four powers on New Dawn's build could easily be delayed a bit to pick up a couple more attacks. On my Ice/Axe, I don't think I took Icicles until the 20s or 30s.
EDIT: I realize that Icicles could be considered an attack, but my preferred playstyle generally doesn't include standing around brawling enemies and waiting for a damage aura to whittle down their health. -
On Tuesday I was on the TT team that did Positron 2 and like others doing the TF, did NOT get the extra merits or where appropriate, a Notice of the Well.
I (charname: Watcher's Wrath) volunteered to send a petition for the entire team, and I included the character names in the original petition.
After a little back-and-forth with support, they agreed I should have gotten the award and I was given the additional 15 merits and a Notice. However, when I asked about the rest of the team, I was told they would have to petition separately.
I do have the names of the other team members, but I'm reluctant to post them.
However, if any of you were on the Posi 2 TT team on Tuesday 5/10, please note that you have to send in your own petition to get the extra awards! -
IIRC, you're five hours ahead of Eastern time, so that'd be 2:00 am your time, I believe.
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Quote:Yes, that's long been a complaint about the beacons. (that, and the fact that the art on the Pocket D and Grandville beacons is still broken. Grrr!)A highly annoying state of affairs. I find the Arcane teleporters to be much more aesthetically appealing, and the Tech beacons to be a heck of a lot easier to interpret when scampering through the base at speed.
One workaround is to use both beacons; I have the Arcane beacons behind my Arcane porters so they work, and Tech beacons in front of the porters for easy identification. You need a fair bit of excess control to pull that off, however, since you'll be charged control costs for both sets of beacons. -
Quote:Tech beacons work with a Tech TP and not surprisingly, Arcane beacons work with the Arcane TP.AHHHHH
What's the difference between a Tech beacon and an Arcane Beacon....
other than one works and the other doesn't?
If your beacons are not working, I'd guess there's a mismatch.
Just sell the ones you have and buy the right type, you won't lose any prestige switching from one type to the other. -
Quote:I'm all for attacks, believe me!Well, the answer to that is I want my guy to be as all round powerful as I can, and that does include offensive powers. So I was hoping to free up a slot to allow me to pick up a range attack. (attack is but a name for another defence right?)
However, if you want to skip an Invul power to make room for another power, IMO Res Elements is the one to skip. F/C damage is not terribly common and the secondary benefit, slow resistance, is nice but something you can live without. -
I agree with most of your post, but I disagree about Hoarfrost. Like Dull Pain, IMO it's a "take it soonest" power.
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Quote:But why would you *want* to skip Tough Hide, if the plan is to soft-cap anyway? Any power you could take to provide defense would give you less defense at some (possibility significant) endurance cost. Using set bonuses is an option, I suppose, but would incur significant influence and opportunity costs.I appreciate the rest of your answer but would point out you miss read my question.
I never said I reached the cap, I was wondering, what with changes that have gone on in my absense, if it was now possible (with my current build that has tough and weave but not tough hide) without Tough hide.
Besides, Tough Hide has defense debuff resistance, which is pretty much impossible to get outside of primary or secondary powers.
Take it, slot it, love it. -
Not doomed, but Permafrost is a "take eventually if you have room" power, not a "take right away" power. Get Frozen Armor and Wet Ice ASAP.
Taunt on auto is almost never a good idea, IMO. At low levels, the chances of accidentally Taunting yourself into trouble is way too high, and besides, Chilling Embrace is quite a strong Taunt aura so there's no need to be constantly using Taunt as well.
EDIT: Curses, scooped by Aett! -
Looks good, though I'd recommend some small changes.
Slot Perf Shifter in Stamina instead of Efficacy Adaptor, since most of the EA bonuses are over the rule of 5 anyway--use the PS End Mod, End/Rchg, End/Acc and +End.
Then you can slot an LotG Defense in CJ for the 10% regen bonus since you'll no longer be over 5 on that bonus.
Instead of a defense common, put a Kismet +Acc in Phalanx Fighting as Syntax recommended.
One final option is to pull a slot from Hasten and slot two Enzyme Exposures in Active Defense. This will be expensive--I think Enzymes are running over 200 million infl each currently--but it will allow you to max out your defense debuff resistance. Even if you can't afford it right away, it's something you can work toward.
EDIT: Also, use a Aegis Res/End/Rchg in Tough instead of a Res/Rchg. You'll just lose a tiny bit of S/L resistance, and Tough will be sufficiently slotted for end reduction. -
FYI, I think going for typed defense, specifically S/L/E/NE is a better choice than Melee for a Fire tank. Here's the sort of thing I'd do with your power picks:
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Fire Shield -- 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(34), S'fstPrt-ResKB:30(45)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:50(17)
Level 2: Healing Flames -- 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: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(19), Mako-Acc/Dmg/EndRdx/Rchg:50(21)
Level 6: Combustion -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(21), Erad-Acc/Dmg/Rchg:30(27), Sciroc-Dmg/EndRdx:50(29), Sciroc-Acc/Dmg/EndRdx:50(29)
Level 8: Consume -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(31), Erad-Dmg/Rchg:30(31), EndMod-I:50(31)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx/Rchg:40(13), RctvArm-ResDam:40(15)
Level 14: Super Speed -- Winter-ResSlow:50(A)
Level 16: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(46), Mocking-Acc/Rchg:50(46), Mocking-Taunt/Rchg/Rng:50(46)
Level 18: Burn -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(27), Erad-Acc/Dmg/Rchg:30(33), M'Strk-Dmg/EndRdx/Rchg:50(45)
Level 20: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-Pcptn:20(33), RechRdx-I:50(33)
Level 22: Blazing Aura -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(23), Erad-Acc/Dmg/EndRdx/Rchg:30(23), Sciroc-Dmg/EndRdx:50(25), Sciroc-Acc/Dmg/EndRdx:50(25)
Level 24: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 26: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(48)
Level 28: Fire Sword Circle -- 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 30: Boxing -- Acc-I:50(A)
Level 32: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(36), RctvArm-ResDam/EndRdx/Rchg:40(37), RctvArm-ResDam:40(37)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), Mako-Acc/Dmg/EndRdx/Rchg:50(39)
Level 38: Greater Fire Sword -- 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 -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/EndRdx/Rchg:40(42), LkGmblr-Def:40(42), LkGmblr-Rchg+:40(43)
Level 44: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(50)
Level 47: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(48), Thundr-Dmg/Rchg:50(48)
Level 49: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Acc/Dmg/EndRdx:50(50), Posi-Dmg/EndRdx:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(45)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(43), EndMod-I:50(43)
------------
Set Bonus Totals:- 26.13% Defense(Smashing)
- 26.13% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 27.38% Defense(Energy)
- 27.38% Defense(Negative)
- 3% Defense(Psionic)
- 14.56% Defense(Melee)
- 15.19% Defense(Ranged)
- 3% Defense(AoE)
- 9% Max End
- 4% Enhancement(Heal)
- 9% Enhancement(Accuracy)
- 20% Enhancement(RechargeTime)
- 5% FlySpeed
- 133.53 HP (7.125%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 2.75%
- MezResist(Immobilize) 14.3%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 6% (0.1 End/sec) Recovery
- 52% (4.068 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.835% Resistance(Fire)
- 2.835% Resistance(Cold)
- 5% RunSpeed
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Thanks for the heads up, having an older version of Mid's was indeed the problem.
I'd recommend a number of changes to this build.
First of all, six-slotting Plasma Shield and Fire Shield is not a good use of slots, IMO, especially since it leaves Weave and other powers very underslotted.
I agree with Mauk that trying to slot for damage bonuses isn't a good idea, and I also think the same of slotting for Psi defense/resistance, especially since Psi is so uncommon. Slotting for defense in general, and melee/SL in particular is a much better strategy.
I think you'd also have an issue with endurance on this build, since Blazing Aura, Combustion, Burn and Weave are all underslotted for end reduction.
You should also consider dropping Temp Prot for CJ; you've got plenty of places to put a KB IO and getting CJ would give you a bit more defense.
Here's the sort of thing you could do for Melee defense; I added a couple of LotG +recharges too for some additional recharge.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Burnt Matchstick: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Blazing Aura -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(11), M'Strk-Dmg/Rchg:50(11), M'Strk-Acc/EndRdx:50(17), M'Strk-Acc/Dmg/EndRdx:50(33), M'Strk-Dmg/EndRdx/Rchg:50(36)
Level 1: Scorch -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(5), T'Death-Dmg/EndRdx/Rchg:40(5), T'Death-Dam%:40(7)
Level 2: Fire Shield -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/EndRdx/Rchg:50(7), Aegis-ResDam:50(9)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(13), Dct'dW-Heal/Rchg:50(13), Dct'dW-Rchg:50(15), Dct'dW-Heal:50(15)
Level 6: Fire Sword -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(17), Mako-Dmg/Rchg:50(19), Mako-Acc/EndRdx/Rchg:50(19), Mako-Acc/Dmg/EndRdx/Rchg:50(21), Mako-Dam%:50(21)
Level 8: Combustion -- Oblit-Dmg:50(A), Oblit-%Dam:50(9), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(37), Oblit-Acc/Dmg/Rchg:50(37), Oblit-Acc/Dmg/EndRdx/Rchg:50(37)
Level 10: Consume -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(34), Efficacy-EndMod/Acc/Rchg:50(34), Efficacy-Acc/Rchg:50(34), Efficacy-EndMod/Acc:50(36)
Level 12: Plasma Shield -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/EndRdx/Rchg:50(23), Aegis-ResDam:50(23), S'fstPrt-ResKB:30(25), S'fstPrt-ResDam/Def+:30(29)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/EndRdx/Rchg:50(27), Aegis-ResDam:50(48)
Level 18: Burn -- Oblit-Dmg:50(A), Oblit-Acc/Dmg/Rchg:50(29), Oblit-%Dam:50(43), Oblit-Acc/Dmg/EndRdx/Rchg:50(45), Oblit-Acc/Rchg:50(46), Oblit-Dmg/Rchg:50(46)
Level 20: Build Up -- RechRdx-I:50(A)
Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(40)
Level 24: Super Speed -- Zephyr-ResKB:50(A), Zephyr-Travel/EndRdx:50(31)
Level 26: Fiery Embrace -- RechRdx-I:50(A)
Level 28: Fire Sword Circle -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(31), Sciroc-Dmg/Rchg:50(31), Sciroc-Acc/Rchg:50(33), Sciroc-Acc/Dmg/EndRdx:50(33)
Level 30: Combat Jumping -- LkGmblr-Def:50(A)
Level 32: Rise of the Phoenix -- RechRdx-I:50(A)
Level 35: Incinerate -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(42), T'Death-Dmg/Rchg:40(42), T'Death-Dmg/EndRdx/Rchg:40(43), T'Death-Acc/Dmg/EndRdx:40(43), T'Death-Dam%:40(46)
Level 38: Greater Fire Sword -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(39), T'Death-Dmg/Rchg:40(39), T'Death-Acc/Dmg/EndRdx:40(39), T'Death-Dmg/EndRdx/Rchg:40(40), T'Death-Dam%:40(40)
Level 41: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(42)
Level 44: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45)
Level 47: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48)
Level 49: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(50), LkGmblr-Rchg+:50(50), LkGmblr-Def:50(50)
Level 50: Cardiac Partial Core Revamp
Level 50: Pyronic Partial Core Judgement
Level 50: Reactive Partial Radial Conversion
Level 50: Warworks Partial Core Improved Ally
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(25), EndMod-I:50(27)
------------
Set Bonus Totals:- 19% DamageBuff(Smashing)
- 19% DamageBuff(Lethal)
- 19% DamageBuff(Fire)
- 19% DamageBuff(Cold)
- 19% DamageBuff(Energy)
- 19% DamageBuff(Negative)
- 19% DamageBuff(Toxic)
- 19% DamageBuff(Psionic)
- 13.31% Defense(Smashing)
- 13.31% Defense(Lethal)
- 14.88% Defense(Fire)
- 14.88% Defense(Cold)
- 10.5% Defense(Energy)
- 10.5% Defense(Negative)
- 3% Defense(Psionic)
- 23.63% Defense(Melee)
- 10.5% Defense(Ranged)
- 12.69% Defense(AoE)
- 22.5% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 36% Enhancement(Accuracy)
- 175.69 HP (9.375%) HitPoints
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 11.55%
- MezResist(Immobilize) 11.55%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 6.05%
- MezResist(Terrorized) 2.2%
- 7.5% (0.125 End/sec) Recovery
- 30% (2.347 HP/sec) Regeneration
- 3.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 3.125% Resistance(Negative)
- 15% RunSpeed
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I'm getting an error when using the Mid's link. Could you post the data chunk as well?
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Quote:I think the second option is the much better choice--and a good idea since I'm all for saving slots--since if you put the Kismet +Acc in GC it'll only be available when you're running GC and you'll be more likely to lose it when exemping.Looking at Findulias' build:
Grant Cover does not need a defense enhancement. The defense debuff resistance in Grant Cover is unenhanceable and the defense does not affect the Tanker. For farming, you would probably be solo anyways. For grouping, the other melees are the only ones who could take advantage of it, but they usually have their own defense if built well. You can move the Kismet 6% to-hit to Grant Cover and save yourself a slot for something else. Alternatively, the LOTG from Phalanx Fighting would be better in Grant Cover.
Quote:Impervium Armor's psionic defense isn't very useful. Aegis would give some AoE defense and allow you to use a different set elsewhere.
I would try to fit more recharge in the build by taking out some defense sets and adding the Gaussian's set. -
What's your concern about farming with Shield/Mace? In turns of damage I think it would perform better than many, but not all tanker primary/secondary combos.
For this build specifically, I have some suggestions:
Pick up Shatter, it's the second-highest damaging attack in the set and a cone, so it will add to your AoE damage.
No Steadfast +Def! Definitely need to get one.
You're way overboard on melee defense; going above 45-50% will not be of value in most farming situations.
The Red Fortune and Titanium Coating sets are a waste of slots, IMO; armor toggles rarely need more than 4 slots. I'd go with 4 LotG in the defense powers and 3-4 slots of any resistance set in Tough. Please note that Deflection also needs resistance slotting so I'd add 2 level 50 resistance commons.
Kinetic Combat is not a good choice for Shield Defense; they are very expensive and give primarily typed defense. Besides, as slotted, they're underslotted for damage and accuracy.
In general, Obiteration is a good choice for melee defense, but I wouldn't recommend 3 sets since the set is low in end reduction. Leave the Oblits in Shield Charge and use something else for the other AoEs.
Melt Armor for tanks isn't a very good attack, I think you'd be better off taking Fire Blast.
Stamina is overslotted. I know you want the recharge bonus, but I think some of those slots could be better used elsewhere.
Here's the sort of thing I would do with your build; the recharge is a little higher, S/L resistance is a little higher, and the attacks are adequately slotted for accurcy, damage and end reduction. One thing I usually do with Shields is to 6-slot Gaussian's in Build Up; that's still an option, but you'd have to decide what to give up to get the 3 slots you'd need to add to BU.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Eradicator: Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: War Mace
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(3), LkGmblr-Def:50(3), LkGmblr-Rchg+:50(5), ResDam-I:50(5), ResDam-I:50(15)
Level 1: Bash -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(17), C'ngImp-Dmg/Rchg:50(17), C'ngImp-Acc/Dmg/Rchg:50(19), C'ngImp-Dmg/EndRdx/Rchg:50(43)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(7), LkGmblr-Def:50(7), LkGmblr-Rchg+:50(9)
Level 4: True Grit -- RgnTis-Regen+:30(A), Heal-I:50(11), Heal-I:50(11), ResDam-I:50(13), ResDam-I:50(13)
Level 6: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(9)
Level 8: Jawbreaker -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(19), C'ngImp-Dmg/Rchg:50(21), C'ngImp-Acc/Dmg/Rchg:50(21), C'ngImp-Dmg/EndRdx/Rchg:35(45)
Level 10: Against All Odds -- EndRdx-I:50(A)
Level 12: Phalanx Fighting -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(15)
Level 14: Fly -- Flight-I:50(A)
Level 16: Build Up -- RechRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(23)
Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(33)
Level 20: Clobber -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(25), C'ngImp-Dmg/Rchg:50(25), C'ngImp-Acc/Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/EndRdx:50(42)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/EndRdx/Rchg:40(37), ImpArm-ResDam:40(39), S'fstPrt-ResDam/Def+:30(45)
Level 26: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(29), Oblit-Acc/Dmg/EndRdx/Rchg:50(29), Oblit-%Dam:50(31)
Level 28: Whirling Mace -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(33), Erad-Acc/Dmg/Rchg:30(33), M'Strk-Dmg/EndRdx:50(34), M'Strk-Acc/Dmg/EndRdx:50(36)
Level 30: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(36), LkGmblr-Def:50(39), LkGmblr-Rchg+:50(39)
Level 32: Combat Jumping -- LkGmblr-Rchg+:50(A), DefBuff-I:50(50)
Level 35: Shatter -- Sciroc-Acc/Dmg:50(A), Sciroc-Acc/Rchg:50(36), Sciroc-Acc/Dmg/EndRdx:50(42), Sciroc-Dmg/EndRdx:50(43), Sciroc-Dmg/Rchg:50(43)
Level 38: Crowd Control -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(40), Oblit-Dmg/Rchg:50(40), Oblit-Acc/Dmg/Rchg:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(42), M'Strk-Dmg/EndRdx:50(50)
Level 41: Char -- BasGaze-Acc/Rchg:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(46)
Level 44: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(46)
Level 47: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dmg/Rng:50(50)
Level 49: Grant Cover -- DefBuff-I:50(A)
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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:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(37), Numna-Heal:50(46)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(34), Efficacy-EndMod/Acc:50(34), Efficacy-EndMod/EndRdx:50(37)
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Set Bonus Totals:- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 6.75% Defense(Melee)
- 4.875% Defense(Smashing)
- 4.875% Defense(Lethal)
- 4.563% Defense(Fire)
- 4.563% Defense(Cold)
- 11.13% Defense(Energy)
- 11.13% Defense(Negative)
- 4.875% Defense(Psionic)
- 7.063% Defense(Ranged)
- 6.125% Defense(AoE)
- 1.8% Max End
- 66% Enhancement(Accuracy)
- 68.75% Enhancement(RechargeTime)
- 105.42 HP (5.625%) HitPoints
- MezResist(Immobilize) 6.6%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 4.4%
- 8.5% (0.142 End/sec) Recovery
- 62% (4.851 HP/sec) Regeneration
- 1.575% Resistance(Fire)
- 1.575% Resistance(Cold)
- 3.125% Resistance(Negative)
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Quote:Are you certain Focused Burst is Knockback and not Knockdown? I've never heard it described as KB before (unlike Replusing Torrent) and Mid's lists it as KD.I know that most Tankers have little to no (to negative) interest in Focused Burst for a variety of reasons ... it's ranged, it does KB (why would any Tanker want to do KB?!?), the damage is weak ... etc.
My KM tank is only in the mid-20s, but I've always planned to take it, and I've seen other builds with it also. -
Quote:Umm, no, I think you'd better read that again. Higher level and higher rank enemies (up to +5) get accuracy bonuses, not to-hit bonuses, so adding more defense does not help you against them.Must be some new definition of wrong where I'm actually right. Thanks for playing, though.
I've found this article to be helpful in understanding that:
http://paragonwiki.com/wiki/Attack_Mechanics
As was mentioned earlier, more defense will help against defense debuffs and for those situations like the incarnate trials were enemies have a have a higher base to-hit. Otherwise, going over 45% doesn't provide any benefit.