Finduilas

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  1. Quote:
    Originally Posted by oOStaticOo View Post
    5% chance to hit does not take into consideration +1, 2, 3, or 4. That is for even con minions. Also it doesn't take into consideration Lt., Boss, EB, or AV. The higher up you go the more chance they get to hit you. To be soft-capped to an AV you have to have 59% defense.
    This is incorrect. To be soft-capped to an AV in non-incarnate play you need 45% defense, just the same as for every other critter. An even-level AV will have a slightly higher chance of hitting you, (7.5% vs 5.0% for an even level minion) but due to the way ToHit and accuracy are calculated, adding defense past 45% won't reduce that 7.5% at all.

    Other than for incarnate trials and to offset defense debuffs, the only other reason you would need more defense than 45% is if you are fighting critters that are far enough above you level-wise that ToHit buffs kick in. And most players don't regularly fight at level +6.

    Players opt to build for defense because a) it has a huge impact on survivability and b) it is much easier to add a significant amount of defense than it is to increase resistance values. The fact that there are circumstances under which it doesn't work as well as one would like doesn't change the fact that most of the time adding defense is tremendously effective.

    EDIT: Just to be completely clear, even though there are level and rank-based accuracy bonuses as you suggest, since they are accuracy bonuses rather than tohit bonuses, additional defense doesn't help at all.
  2. Quote:
    Originally Posted by ClawsandEffect View Post
    And I disagree.

    I take at least one or the other to slot Rectified Reticle in, and it is only toggled on when I actually NEED it to be.
    Most, if not all tanker secondaries have a power that can slot Rectified Reticle or Gaussian's without having to take a pool power for that purpose.

    As I said, given the high endurance cost and the fact that you have to take an additional power *and* use a power pool to get it, IMO it's simply not worth it for benefits you can get in another way at a much lower cost.
  3. Quote:
    Originally Posted by cybermitheral View Post
    One good thing about Tactics and FA is that you can slot the Gaussian Proc %BuildUp in them and they will check every 10 secs or so for the 5% chance.

    I put this Proc in Tactics on my Crab during a multi-respec to keep all my IO's and checked the Combat logs after leaving my Crab at the BM for 5 mins and it fired off at least 1/min (think it was 6-7 times in that 5 min period cant remember exactly).

    Not saying you should or shouldnt take either of them just some more information to be aware of
    Slotting a proc means you have to use the power to get the benefit, which in this case means you'd also have to give it some slots for end reduction.

    Granted, WP can handle that sort of end use better than most builds, but getting and slotting an entire power just so you can use the Gaussian's proc? Totally not worth it, IMO.

    EDIT: Besides, you can put the Gaussian's proc in Power Siphon as well!
  4. Quote:
    Originally Posted by Flints View Post
    I did forget to mention that I am was going for HP and regen for layered defense.

    I'm not completely convinced I need to hit the incarnate cap for S/L without EA, as, except for the initial jump in, I'm going to have atleast one tick. But I've now hit softcap for S/L/N/E without EA.
    I don't think I ever suggested trying to hit the *Incarnate* soft-cap without EA, just the regular 45% soft-cap. Sorry if I wasn't clear.

    I think you'd get better bonuses using CI in Smashing Blow rather than the PF/Mako's combo you have now.

    Also, the KB IO in Tough is totally pointless. It's currently underslotted for resistance and unslotted for end reduction, so I'd replace that with something that gives Res/End. You could use a Steadfast Res/End, though I'd opt for an IO like Aegis that goes to 50 instead. (Honestly, I'd go back to the RA slotting, but your call.)
  5. I have to agree with LSK that both FA and Tactics are a poor choice given that they are very high-end toggles and can be replaced for the most part by the Kismet +Acc. Put the Kismet in a passive or a toggle that's used all the time and you'll be good to go.

    I also agree that CJ is overslotted, it doesn't need more than one or two slots and Shield Wall is extremely expensive for the benefits it provides. A couple of LotG would be better.

    In addition, Fly is overslotted--it doesn't need any Fly Speed enhancement to hit the speed cap. I'd put a Winter's Gift Slow resist in the base slot and call it done, but a end red common would work as well.
  6. Hmm, there are a number of things I'd suggest changing. My usual recommendation is that an Ice tank should be able to soft-cap S/L/E/NE *without* EA, and although you're not far from that for S/L defense, you've still got a ways to go with E/NE. If you want to aim for the Incarnate soft-cap, that's a whole different level and takes a significant investment in pools/IOs.

    The first thing I'd suggest is an option you mentioned--dropping the Medicine Pool and RF and picking up the Fighting Pool.

    Some other issues:

    Quick Strike and Smashing Blow are underslotted; I'd add another slot to QS and two to SB. If you don't need Kin Combats or the like for the def bonus, five Crushing Impact is a good choice for ST attacks.

    You really don't need two procs in CE, I'd drop at least one and use the slot elsewhere.

    Instead of the Numinas in Hoarfrost, I'd go with five Doctored Wounds.

    Icicles is underslotted for end reduction; replace the Scirocco's Acc/Dam with a Dam/End and the FotG proc for a MotT +res.

    Energy Absorption is a poor choice for the Kismet +Acc, since it won't be active when EA isn't. Put it in a passive or a toggle you use all the time instead. For EA's slotting, I'd go with 3 Def set IOs and 3 End Mod. You want to get as close as possible to the ED cut-off for def, end mod, and recharge.

    An Oblit set is not a good choice for Burst; the S/L def bonus is relatively small for six slots and Oblit has very low end reduction. Go with slotting similar to what you have in Icicles.

    Health and Stamina are overslotted, I'd pull a slot from each.

    Glacial Armor is poorly slotted and taken way too late. Slot it with four LotG like you did with FA. Power Siphon is taken too late as well.

    Since you want to soft-cap E/NE def, Thunderstrike would be a better choice for Focused Burst and Gloom.

    Darkest Night is a VERY high end toggle, and it's currently unslotted for end reduction. Move a couple of slots there and slot some end reduction.

    Here's what I would do with your build. It's well over the soft-cap for S/L/E/NE even without EA, and will hit the Incarnate soft-cap when EA is saturated.
    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Rebate: Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Kinetic Melee
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Teleportation
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Frozen Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(3), LkGmblr-Def:50(3), LkGmblr-Rchg+:50(5), Ksmt-ToHit+:30(15)
    Level 1: Quick Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(7), Mako-Acc/Dmg/EndRdx/Rchg:50(19)
    Level 2: Chilling Embrace -- EndRdx-I:50(A)
    Level 4: Smashing Blow -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Dmg/EndRdx:35(9), C'ngImp-Dmg/Rchg:35(13), C'ngImp-Acc/Dmg/Rchg:35(17), C'ngImp-Dmg/EndRdx/Rchg:35(21)
    Level 6: Wet Ice -- EndRdx-I:50(A)
    Level 8: Hoarfrost -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(11), Dct'dW-Heal:50(11), Dct'dW-Heal/Rchg:50(13), Dct'dW-Rchg:50(15), S'fstPrt-ResDam/Def+:30(19)
    Level 10: Taunt -- Zinger-Dam%:50(A), Range-I:50(31)
    Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42)
    Level 14: Icicles -- Sciroc-Dmg/EndRdx:50(A), Sciroc-Acc/Dmg/EndRdx:50(23), Erad-Acc/Dmg/Rchg:30(23), Erad-Acc/Dmg/EndRdx/Rchg:30(33), Erad-%Dam:30(33), SMotTanker-Rchg/Res%:50(34)
    Level 16: Repulsing Torrent -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rng:50(17), Posi-Dmg/EndRdx:50(37), Posi-Dmg/Rchg:50(37), Posi-Acc/Dmg/EndRdx:50(40)
    Level 18: Glacial Armor -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/EndRdx/Rchg:40(43), LkGmblr-Def:50(43), LkGmblr-Rchg+:50(45)
    Level 20: Power Siphon -- RechRdx-I:50(A), RechRdx-I:50(42)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(25), RctvArm-ResDam/EndRdx/Rchg:35(37), RctvArm-ResDam:35(43)
    Level 26: Energy Absorption -- LkGmblr-Def/EndRdx/Rchg:50(A), LkGmblr-Def/Rchg:50(27), LkGmblr-Def:50(27), P'Shift-EndMod:50(29), P'Shift-EndMod/Acc/Rchg:50(29), P'Shift-EndMod/Rchg:50(31)
    Level 28: Burst -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(34), Erad-Acc/Dmg/EndRdx/Rchg:30(34), M'Strk-Dmg/EndRdx:50(36), M'Strk-Acc/Dmg/EndRdx:50(36)
    Level 30: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Def:50(40), LkGmblr-Rchg+:50(46)
    Level 32: Hibernate -- Heal-I:50(A)
    Level 35: Focused Burst -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/EndRdx/Rchg:50(45)
    Level 38: Concentrated Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), P'ngS'Fest-Acc/Dmg:30(40)
    Level 41: Teleport -- Winter-ResSlow:50(A)
    Level 44: Gloom -- Thundr-Acc/Dmg:40(A), Thundr-Dmg/EndRdx:40(46), Thundr-Dmg/Rchg:50(46)
    Level 47: Dark Obliteration -- SipInsght-ToHitDeb:50(A), SipInsght-Acc/ToHitDeb:50(48), SipInsght-ToHitDeb/EndRdx/Rchg:50(48), SipInsght-Acc/EndRdx/Rchg:50(48), SipInsght-Acc/Rchg:50(50)
    Level 49: Darkest Night -- DarkWD-ToHitdeb/Rchg/EndRdx:50(A), DarkWD-Rchg/EndRdx:50(50), DarkWD-ToHitDeb/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 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 2: Swift -- Run-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Mrcl-Heal:40(A), Mrcl-Rcvry+:40(9), Numna-Heal:50(21), Numna-Regen/Rcvry+:50(25)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(31), EndMod-I:50(36)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 50: Spiritual Core Paragon
    Level 50: Void Radial Final Judgement
    Level 50: Diamagnetic Core Flawless Interface
    Level 50: Seers Radial Superior Ally
    Level 50: Rebirth Radial Epiphany
    ------------
    ------------
    Set Bonus Totals:
    • 15.5% Defense(Smashing)
    • 15.5% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 15.5% Defense(Energy)
    • 15.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 9.25% Defense(Melee)
    • 9.25% Defense(Ranged)
    • 3% Defense(AoE)
    • 3.6% Max End
    • 4% Enhancement(Heal)
    • 59% Enhancement(Accuracy)
    • 38.75% Enhancement(RechargeTime)
    • 14% SpeedFlying
    • 224.9 HP (12%) HitPoints
    • 14% JumpHeight
    • 14% SpeedJumping
    • MezResist(Immobilized) 8.8%
    • MezResist(Sleep) 1.65%
    • MezResist(Terrorized) 2.2%
    • 11.5% (0.19 End/sec) Recovery
    • 62% (4.84 HP/sec) Regeneration
    • 20% ResEffect(SpeedFlying)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(SpeedRunning)
    • 2.84% Resistance(Fire)
    • 2.84% Resistance(Cold)
    • 14% SpeedRunning
    • 2% XPDebtProtection




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  7. Finduilas

    Shield/Stone?

    Quote:
    Originally Posted by AkuTenshiiZero View Post
    Just to clear up why I think the way I do: First of all, I have always held the opinion that balance in CoH is very good. I feel that every set, if isolated, can do what it is meant to do. I feel that pools and IO sets are added to what should already be a fully-functional powerset.
    Yes, and I believe that's the way it works in reality; you CAN tank with any tank armor without needing specific pool powers. But keep in mind that because of the nature of defense, adding defense close to the soft-cap provides substantially more survivability than say, adding it to a resist set with no defense of its own. That's why most playing defense sets opt for powers like Weave and CJ that provide additional defense; the 'bang for the buck' is enormous.

    Quote:
    I am also very new to the idea of a defensive set. I prefer resistance personally, and the creation of a defense-based character is sort of an experiment. I really haven't got much idea what I'm doing, and frankly my opinion on defense is fairly low. I've seen my friend's SR Brute get crushed like paper at crucial moments while running Elude. I'm wary, to say the least, but at the same time I've done virtually everything else in the game. I need something outside my experience to invest some time into, and a defense Tanker is where that train of thought points.
    That's another aspect of defense; you can go for a long time with your HP bar not moving at all, then 'bam!' suddenly you're face-planted. That's usually due to an unlucky streak of the RNG or defense debuffs, but it's something you have to accept as the nature of the beast.

    Quote:
    Finally, I try to find a good balance between concept and execution, but tend to hold concept higher. I want to be an effective tank, but I want it to be my tank. I don't want to get Weave because I just don't like Fighting. I'd rather have Hover/Fly/Afterburner because I just prefer it. You see where I'm going with this? I honestly could stand to slot a bunch of IO sets if I need to, but the point is I just can't do a cookie-cutter build because it is not my nature. And if a cookie cutter build is required for tanking, then...No.

    At this point I'm rambling and the purpose of this thread is lost. I can see that Tankers get higher bases on their defense/resistance stats. That's good enough for me. Now if you'll excuse me, I'm going to attempt a non-Fighting, flying Tanker, figure out a way to soft-cap it, and tell the conventional methods to suck eggs. Cuz that's how I roll.
    That's fine, as long as you realize that you'll spend a lot more inf soft-capping without Weave and CJ than someone who takes them would.

    Are you set on Shields? Because as I mentioned SR would be a good option that's quite easy to soft-cap without Weave or CJ. But if you do decide on SD, be sure to take both Grant Cover and Phalanx Fighting. From the power descriptions you might think they're not very useful, but PF provides 5% (unenhanceable) def to all positions, and GC, though strictly a ally-only power in terms of defense, does provide 1/3 of the def debuff resistance in the set.

    Good luck!
  8. Finduilas

    Shield/Stone?

    Quote:
    Originally Posted by AkuTenshiiZero View Post
    Now, see, here's my personal issue. I consider this a weakness. I've never really tried to make a real tank character, and this is why: It always feels like tanking sets can't get the job done, forcing you to tap into pools. What if I don't like SJ as a travel power? What if I don't want to dedicate three power slots to Weave? I've always been of the opinion that power pools are optional. And who on God's green earth would six-slot Build Up?

    But here's where it starts to cross the line. Soft-capping is, in essence, min-maxing. But in order to be an effective tank, don't you need to be soft-capped? It just feels like there's no room for options or personal preference, you're stuck following a strict build just to do your job.
    So...anything other than using SOs without power pools is 'min-maxing'? Do you apply this rather bizarre standard to other ATs, or are tanks the only ones that you feel must refrain from using the tools available to them to improve their performance?

    Using SD powers alone and slotted with SOs, an SD tank will have around 28% defense to all positions. Could you tank with that? Sure, though not surprisingly your survivability won't be as high as someone who makes an effort to soft-cap. To put that in context an Ice Armor tank will have 26% defense to S/L/E/NE and capped Cold resists under the same circumstances, and people could and certainly did tank with Ice Armor on just SOs back before sets.

    If you want a defense-based tank that is going to perform best with the least investment, SR is almost certainly the way to go, unless you're willing to put up with all the drawbacks of Stone Armor. SR gets over 40% defense on SOs alone with no pool powers, though as I mentioned before I think that SD is a more well-rounded set for many reasons. I also think you can get more performance out of SD with a relatively small investment if you're willing to include power pools--and most people are.

    I'm still baffled by your comment about Brutes, though. If anything, it's in a "no pools, no sets" scenario that the difference between tankers and brutes are most dramatic. If you truly want to TANK (and that seems to be what you're asking for) a minimally slotted tank with its higher base defense, resists and HP will fare MUCH better than a similarly slotted Brute.
  9. Finduilas

    Shield/Stone?

    Quote:
    Originally Posted by AkuTenshiiZero View Post
    So, before I commit to this thing, I just want to know...

    Is Shield any good? Because honestly it looks like it relies heavily on set bonuses just to function. It just seems to me like it's weak. I'm looking to take this character to Incarnate level and function as a main tank, is this a feasible goal without spending god-awful amounts of inf to squeeze every tiny drop of positional defense I can get out of set bonuses?
    I have no clue where you got this idea, but nothing could be further from the truth. There are few tanker sets (SR and possibly Stone come to mind) that are easier/cheaper to soft-cap, and I'd argue that SD has significant advantages over both.

    You can get to 43% to defense all positions by taking and slotting the SD defense powers, CJ and Weave, and by slotting a single IO, the Steadfast +Def. After that you have some options; a full-set of Gaussian's in Build up is highly recommended, and will bring you to the soft-cap for all positions. Maneuvers is another option, though it wouldn't be my first choice since it's a high-endurance toggle and it's so easy to soft-cap without it.

    Besides defense, SD has a great taunt aura (vastly superior to SR's) which is also a +Dmg (self) -Dmg (foe) power, decent S/L resists with Tough, (around 45%) a passive +HP power, and a fabulous PBAoE power in Shield Charge.

    It has no heal and suffers the same weaknesses that all defense sets share, but all in all it's a terrific tanker option.

    Quote:
    Is there a good reason why I should make a Tanker instead of just another Brute? Because I have two Brutes already, and every time I try to make a Tanker some voice in the back of my mind says "Why tank when you can tank AND damage?" It has always seemed to me like Tankers are inferior to Brutes, just because Brutes have nearly the same defensive ability with vastly superior damage.
    If you're really interested in having a viable character without spending a ton of influence on sets, that's a compelling reason in itself to go with a tanker. Brutes may have the same def/res CAPS as tanks, but they start with 75% of the values that tanks do. So instead of being at 43% defense with the SD powers, Weave, CJ and the Steadfast +Def, you'd be at 33% defense, which makes a HUGE difference in how much you'd have to spend to soft-cap. The HP situation between brutes and tanks is very similar; you're going to be spending on set bonuses if you want your brute to have the same HP that a tank gets for free.

    Only you can decide whether those advantages are worth giving up a brute's damage potential, and it's certainly true that in many situations you simply don't need the additional survivability that a tanker brings. However, to claim that SD tank is weak or requires a billion-influence build to be viable is remarkably ill-informed.
  10. My concern with the build Claws posted is that the endurance usage would be unsustainable if you ever exemp below 50 and lose access to the Cardiac Alpha. If you actually run FA the margin between recovery and end usage is VERY small (3.4 EPS vs 2.85) and Footstomp has extremely high recharge and ZERO end reduction outside the Alpha. That is certainly not a situation I would recommend.

    As a first step, I strongly urge you to drop FA completely and pick up CP instead--you don't need the second RR set to soft-cap S/L anyway, so why bother? If you want the additional ToHit that FA offers, slot a Kismet +Acc in CJ instead.

    Footstomp absolutely has to have some end reduction--I'd recommend 40% at the very least, and more would be better. I'd also change the slotting of Hurl and LBE a bit so they have more end reduction.

    Instead of wasting slots in Boxing, reslot KoB with 4 CI and two Basilisk's Gaze, which will more than make up for the lost E/NE def from Boxing. You lose the 5% recharge bonus from the CIs, but I think it's worth it. One of those slots can go into Haymaker, since it's currently underslotted for accuracy. I'd try to find a slot for Jab as well.

    Dark Regen is also underslotted for end reduction, I'd replace the Erad Dam/Rchg with a Acc/Dam/End/Rchg, since there's little point in slotting damage in DR.

    Here's the reworked build; I still think you have too many high-end toggles that are only marginally slotted for end reduction (CoF, Weave, Maneuvers) but at least you will be able to exemp with this build without immediately killing your blue bar. By the way, if you really want high recharge, I think a better route would be to drop either Hurl or LBE and pick up Hasten instead, since you have a open power pool.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!
    Level 50 Magic Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5), S'fstPrt-ResDam/Def+:30(5), S'fstPrt-ResKB:30(7)
    Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(17)
    Level 2: Death Shroud -- SMotTanker-Acc/Dmg:30(A), SMotTanker-Dmg/Rchg:30(7), SMotTanker-Acc/Dmg/Rchg:30(9), SMotTanker-Dmg/EndRdx/Rchg:50(9), SMotTanker-Acc/Dmg/EndRdx/Rchg:50(11), SMotTanker-Rchg/Res%:50(11)
    Level 4: Haymaker -- 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(46)
    Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(25), RctvArm-ResDam/Rchg:40(27), RctvArm-ResDam/EndRdx/Rchg:40(27)
    Level 8: Dark Regeneration -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Rchg:30(21), Erad-Acc/Dmg/Rchg:30(21), Theft-+End%:30(23), Theft-Acc/EndRdx/Rchg:30(23), Theft-Acc/EndRdx/Heal:30(25)
    Level 10: Taunt -- Insult-Taunt:20(A), Insult-Taunt/Rchg:20(39), Insult-Dsrnt%:20(40)
    Level 12: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(29), RctvArm-ResDam/Rchg:40(29), RctvArm-ResDam/EndRdx/Rchg:40(31)
    Level 14: Cloak of Darkness -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(15), LkGmblr-Def/EndRdx:50(15)
    Level 16: Boxing -- Acc-I:30(A)
    Level 18: Cloak of Fear -- SipInsght-ToHitDeb:50(A), SipInsght-Acc/ToHitDeb:50(31), SipInsght-Acc/Rchg:50(31), SipInsght-ToHitDeb/EndRdx/Rchg:50(33), SipInsght-Acc/EndRdx/Rchg:50(33)
    Level 20: Knockout Blow -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Acc/Dmg/EndRdx:35(33), C'ngImp-Acc/Dmg/Rchg:35(34), C'ngImp-Dmg/Rchg:35(34), BasGaze-Acc/EndRdx/Rchg/Hold:30(48), BasGaze-EndRdx/Rchg/Hold:30(50)
    Level 22: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(36), RctvArm-ResDam/Rchg:40(36), RctvArm-ResDam/EndRdx/Rchg:40(36)
    Level 24: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(37), LkGmblr-Def/EndRdx:50(37)
    Level 26: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(39), LkGmblr-Def/EndRdx:50(39)
    Level 28: Rage -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(40), RechRdx-I:50(40), RechRdx-I:50(42)
    Level 30: Combat Jumping -- Zephyr-ResKB:30(A), LkGmblr-Rchg+:50(43), Ksmt-ToHit+:30(48)
    Level 32: Soul Transfer -- Erad-Acc/Rchg:30(A), Erad-Dmg/Rchg:30(42), Erad-Acc/Dmg/Rchg:30(42)
    Level 35: Hurl -- Thundr-Dmg/EndRdx:50(A), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Acc/Dmg/Rchg:50(43)
    Level 38: Foot Stomp -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(45), Erad-Dmg/Rchg:30(45), M'Strk-Dmg/EndRdx:50(45), M'Strk-Dmg/EndRdx/Rchg:50(46), FrcFbk-Rechg%:50(46)
    Level 41: Conserve Power -- RechRdx-I:50(A)
    Level 44: Physical Perfection -- P'Shift-End%:50(A), Mrcl-Rcvry+:40(48)
    Level 47: Laser Beam Eyes -- Thundr-Dmg/EndRdx:50(A), Thundr-Acc/Dmg/EndRdx:50(50), Thundr-Acc/Dmg/Rchg:50(50)
    Level 49: Super Jump -- Zephyr-ResKB:50(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    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 -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(34), P'Shift-EndMod:50(37)
    Level 50: Cardiac Core Paragon
    ------------
    ------------
    Set Bonus Totals:
    • 4% DamageBuff(Smashing)
    • 4% DamageBuff(Lethal)
    • 4% DamageBuff(Fire)
    • 4% DamageBuff(Cold)
    • 4% DamageBuff(Energy)
    • 4% DamageBuff(Negative)
    • 4% DamageBuff(Toxic)
    • 4% DamageBuff(Psionic)
    • 23% Defense(Smashing)
    • 23% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 24.88% Defense(Energy)
    • 24.88% Defense(Negative)
    • 3% Defense(Psionic)
    • 13% Defense(Melee)
    • 13.94% Defense(Ranged)
    • 3% Defense(AoE)
    • 7.2% Max End
    • 16% Enhancement(Accuracy)
    • 40% Enhancement(RechargeTime)
    • 9% SpeedFlying
    • 231.9 HP (12.38%) HitPoints
    • 9% JumpHeight
    • 9% SpeedJumping
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Immobilized) 12.1%
    • MezResist(Sleep) 1.65%
    • 6.5% (0.11 End/sec) Recovery
    • 40% (3.12 HP/sec) Regeneration
    • 2.52% Resistance(Smashing)
    • 2.52% Resistance(Lethal)
    • 2.52% Resistance(Toxic)
    • 2.52% Resistance(Psionic)
    • 9% SpeedRunning
    • 2% XPDebtProtection


    Code:
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  11. Thanks, everyone, I'll look into it!
  12. Yeah, as others have mentioned, there's not much here for us to comment on. However, a couple of things I'd recommend right away are to drop Focused Accuracy--it's a complete end hog and DA has enough of those--and replace Acrobatics with 1-3 KB IOs. I also second Justaris' recommendation to pick up Tough an Weave.

    In addition, please use another color scheme when you're posting a build; that black and purple is pretty much unreadable on a blue background, and post a data chunk as well as the data link.

    As it happens, I have a level 50 DA/WM tank, so maybe her build will give you some ideas about the sort of thing you could do. It's pretty close to soft-capped for S/L/E/NE--a Glad Armor +Def would put it over, but I haven't convinced myself it's worth shelling out the influence for one yet. But in any case, having over 40% S/L/E/NE defense is going to make a DA tank much, much tougher.

    Hope this helps.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Watcher's Twilight: Level 50 Technology Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: War Mace
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(7), S'fstPrt-ResKB(36), RctvArm-ResDam(43)
    Level 1: Bash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), MotTanker-Rchg/Res%(33)
    Level 2: Pulverize -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Acc/Dmg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(45)
    Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(43)
    Level 6: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(7)
    Level 8: Obsidian Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(9), Aegis-ResDam/EndRdx/Rchg(11), Aegis-ResDam/EndRdx(17), Aegis-ResDam(17)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(11), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(42), Mocking-Taunt/Rng(50)
    Level 12: Dark Regeneration -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(19), Erad-Acc/Rchg(19), Theft-+End%(21), Nictus-Acc/EndRdx/Heal/HP/Regen(21), Numna-Heal/EndRdx(23)
    Level 14: Fly -- Flight-I(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(33)
    Level 18: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(46)
    Level 20: Cloak of Fear -- N'mare-EndRdx/Fear(A), N'mare-Acc/EndRdx(33), Abys-Acc/EndRdx(36)
    Level 22: Death Shroud -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(29), Sciroc-Dmg/EndRdx(43), Sciroc-Acc/Dmg/EndRdx(45)
    Level 24: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(29), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31)
    Level 26: Oppressive Gloom -- Stpfy-Acc/Stun/Rchg(A)
    Level 28: Whirling Mace -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(34), Erad-Dmg(34), Sciroc-Dmg/EndRdx(34), Sciroc-Acc/Dmg/EndRdx(45)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Cloak of Darkness -- GftotA-Def(A), GftotA-Def/EndRdx(37), GftotA-Def/EndRdx/Rchg(37), Krma-ResKB(42)
    Level 35: Shatter -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(37), Erad-Dmg(39), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Dmg/EndRdx(39)
    Level 38: Crowd Control -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(40), Erad-Dmg(40), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Dmg/EndRdx(42)
    Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(50)
    Level 44: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(48), GftotA-Def/EndRdx/Rchg(48), GftotA-Def(48)
    Level 47: Conserve Power -- RechRdx-I(A)
    Level 49: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod/Acc(50)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 0: The Atlas Medallion
    Level 1: Prestige Power Dash -- ULeap-Stlth(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(25), RgnTis-Regen+(27)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(23), P'Shift-End%(25)
    Level 50: Agility Partial Core Revamp
    ------------
    ------------
    Set Bonus Totals:
    • 22.38% Defense(Smashing)
    • 22.38% Defense(Lethal)
    • 9.25% Defense(Fire)
    • 9.25% Defense(Cold)
    • 22.38% Defense(Energy)
    • 22.38% Defense(Negative)
    • 3% Defense(Psionic)
    • 12.69% Defense(Melee)
    • 12.69% Defense(Ranged)
    • 6.13% Defense(AoE)
    • 9% Max End
    • 1.65% Enhancement(Terrorized)
    • 7.5% Enhancement(RechargeTime)
    • 10% SpeedFlying
    • 84.33 HP (4.5%) HitPoints
    • 10% JumpHeight
    • 10% SpeedJumping
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Held) 2.75%
    • MezResist(Immobilized) 11.55%
    • 20% PerceptionRadius
    • 8% (0.13 End/sec) Recovery
    • 40% (3.12 HP/sec) Regeneration
    • 5% Resistance(Fire)
    • 15% SpeedRunning

    Code:
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  13. Quote:
    Originally Posted by Kinetoa View Post
    OK. Taking everything (almost) so far, I get this....

    I really appreciate all the input!

    o Changed 49 power (which is a holder anyway) to Unstoppable, allowing me to pull a slot that was being used for Glad 3% and park it there
    o This allowed Kismet to come back into an always on power Tough Hide
    o Took DP and Weave suggestions (also CJ lost a slot to allow that to happen per Fin's version)
    o However, I didn't understand the need to pull Hecatomb (which I already own on another char, so its "free") so I put it back in to CU, please clarify if there was reasoning I missed. (I thought about putting a status effect proc, but left it as neg damage)
    The point was that it would be helpful to be soft-capped when exemped, and not rely on Agility to get you there. However, I see that in your current build you added a Kin Combat set that at least soft-caps you for S/L without Agility. I like to have E/NE soft-capped as well, but I think this is a good compromise.
  14. Looking at your current build, the only major weak spot I see is your slotting of Dull Pain. The recharge is fine, but it's woefully underslotted for Heal, which will reduce your total HP when it's up. I recommend 5-slotting with Doctored Wounds, which will also give you a 5% recharge bonus.

    In addition, Weave is a high-end toggle and it's currently underslotted for end reduction. Add a slot for the LotG Res/End/Rchg.

    The 6-slot bonuses for the purple sets aren't critical, so I'd pull a slot for each to put in DP and Weave.

    As is, your build isn't soft-capped with one in range of Invinc without Agility. You might want to build for to soft-cap at least S/L/E/NE when you're exemped. Here's one way you could do it; the recharge is a bit lower, but it is soft-capped without the Alpha.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Inv / StJ / NRG: Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Street Justice
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam:40(11), RctvArm-ResDam/EndRdx/Rchg:40(23), GA-3defTpProc:50(37)
    Level 1: Initial Strike -- SMotTanker-Acc/Dmg:35(A), SMotTanker-Dmg/Rchg:35(3), SMotTanker-Acc/Dmg/Rchg:35(7), SMotTanker-Dmg/EndRdx/Rchg:35(21), SMotTanker-Acc/Dmg/EndRdx/Rchg:35(40), SMotTanker-Rchg/Res%:35(48)
    Level 2: Resist Physical Damage -- Aegis-ResDam:40(A), Aegis-ResDam/EndRdx:40(5), Aegis-ResDam/Rchg:40(11), S'fstPrt-ResDam/Def+:30(33)
    Level 4: Sweeping Cross -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(5), Erad-%Dam:30(9), M'Strk-Acc/Dmg/EndRdx:50(25), M'Strk-Dmg/EndRdx/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(40)
    Level 6: Dull Pain -- Dct'dW-Heal:50(A), Dct'dW-EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(15), Dct'dW-Heal/EndRdx/Rchg:50(27), Dct'dW-Rchg:50(45)
    Level 8: Unyielding -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(9), RctvArm-ResDam/Rchg:40(19), RctvArm-ResDam/EndRdx/Rchg:40(50)
    Level 10: Fly -- Winter-ResSlow:50(A)
    Level 12: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(13), Mocking-Taunt/Rchg/Rng:50(17), Mocking-Acc/Rchg:50(34), Mocking-Taunt/Rng:50(34), Mocking-Rchg:50(43)
    Level 14: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(15)
    Level 16: Combat Readiness -- RechRdx-I:50(A), RechRdx-I:50(17)
    Level 18: Invincibility -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx:50(21), LkGmblr-Def/EndRdx/Rchg:50(43)
    Level 20: Boxing -- Empty(A)
    Level 22: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(23), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(46)
    Level 24: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(25), LkGmblr-Rchg+:50(27), LkGmblr-Def/EndRdx/Rchg:50(43)
    Level 26: Tough Hide -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(29), LkGmblr-Rchg+:50(37)
    Level 28: Spinning Strike -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(29), Ragnrk-Acc/Dmg/Rchg:50(31), Ragnrk-Dmg/EndRdx:50(33), Ragnrk-Acc/Rchg:50(40)
    Level 30: Resist Energies -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(31), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(46)
    Level 32: Hasten -- RechRdx-I:50(A), RechRdx-I:50(37)
    Level 35: Shin Breaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36), Mako-Acc/Dmg/EndRdx/Rchg:50(45)
    Level 38: Crushing Uppercut -- 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), BasGaze-EndRdx/Rchg/Hold:30(42), BasGaze-Acc/EndRdx/Rchg/Hold:30(46)
    Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(42)
    Level 44: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-End%:50(45), RgnTis-Regen+:30(50)
    Level 47: Resist Elements -- Aegis-ResDam:40(A), Aegis-ResDam/EndRdx:40(48), Aegis-ResDam/Rchg:40(48)
    Level 49: Hover -- Ksmt-ToHit+:30(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Clrty-Stlth:50(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Empty(A)
    Level 4: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(34), Mrcl-Rcvry+:40(50)
    Level 4: Hurdle -- Empty(A)
    Level 4: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(13)
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    Level 50: Agility Radial Paragon
    ------------
    ------------
    Set Bonus Totals:
    • 4% DamageBuff(Smashing)
    • 4% DamageBuff(Lethal)
    • 4% DamageBuff(Fire)
    • 4% DamageBuff(Cold)
    • 4% DamageBuff(Energy)
    • 4% DamageBuff(Negative)
    • 4% DamageBuff(Toxic)
    • 4% DamageBuff(Psionic)
    • 17.25% Defense(Smashing)
    • 17.25% Defense(Lethal)
    • 15.38% Defense(Fire)
    • 15.38% Defense(Cold)
    • 16.63% Defense(Energy)
    • 16.63% Defense(Negative)
    • 6% Defense(Psionic)
    • 11.63% Defense(Melee)
    • 11.31% Defense(Ranged)
    • 10.69% Defense(AoE)
    • 3.6% Max End
    • 40% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 62.5% Enhancement(RechargeTime)
    • 10% SpeedFlying
    • 168.7 HP (9%) HitPoints
    • 10% JumpHeight
    • 10% SpeedJumping
    • MezResist(Held) 2.75%
    • MezResist(Immobilized) 9.35%
    • MezResist(Sleep) 1.65%
    • MezResist(Terrorized) 2.2%
    • 4% (0.07 End/sec) Recovery
    • 52% (4.06 HP/sec) Regeneration
    • 20% ResEffect(SpeedFlying)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(SpeedRunning)
    • 2.52% Resistance(Smashing)
    • 2.52% Resistance(Lethal)
    • 3.78% Resistance(Fire)
    • 3.78% Resistance(Cold)
    • 2.52% Resistance(Toxic)
    • 2.52% Resistance(Psionic)
    • 20% SpeedRunning

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  15. Finduilas

    inv/stj Tank

    In my opinion, you picked some dud powers and there are several powers that are not slotted optimally.

    For instance, I'm not sure what the purpose is of taking Hover and Assault. Are you planning to hover-tank? Because you won't get the defense benefit of Hover otherwise. CJ is a much better choice for combat mobility. And I think Assault is a waste for a tank, it's a very high-end toggle with not a lot of benefit. I'd take Rib Cracker or possibly Dark Oblit instead.

    You've also got way more S/L defense than you need at the expense of other defense types, E/NE in particular. I'd try for 45% def to S/L/E/NE with one in range of Invinc, and the same to F/C if you can manage it, though that's a lower priority.

    Okay, slotting:

    I'd move the Steadfast +Def someplace else, TI is sufficiently slotted without it. I usually put it in RPD since RPD doesn't need to be slotted very heavily to reach the resistance cap if you have Tough.

    All the attacks that are 4-slotted with Kinetic Combat are underslotted for Accuracy and Damage. Add a fifth slot to each; I like using the Mako's Bite quad to round out the slotting, but any IO with accuracy and damage will do. You should also consider moving the MotT set to Initial Strike, since you want it in a fast recharging attack to maximize the proc chances. Personally, I wouldn't use more than 4 slots of MotT since the 5 and 6 slot bonuses aren't that useful.

    Hover gets three slots, Tough Hide two and Weave one? No...just no. Tough Hide and Weave have *twice* the base defense value as Hover, and Weave has a hefty end cost besides. I'd skip Hover altogether, three slot TH and 3 or 4 slot Weave.

    Obliteration is a poor choice for Invul; the S/L def bonus is relatively small, (the same for 6 slots that you'd get from 4-slotting the MUCH cheaper Smashing Haymaker) and is woefully low in end reduction besides. Use 3-4 slots of Eradication instead for the E/NE def bonus, with another couple of slots for end reduction.

    The two BotZ slots in Fly are getting you a grand total of .63% E/NE defense. Totally not worth it. Drop down to 1 slot and use a Winter's Gift Slow resist instead.

    Invinc needs to be taken at level 18, no if, ands or buts. It's your single biggest source of defense and you do NOT want to be without it when exemping.

    IMO, a full set of Gaussian's is a marginal choice for a typed defense build, I'd consider using a couple of Rectified Reticle plus a recharge common instead.

    Instead of the Apocalypse set in Gloom, slot Thunderstrike for the E/NE def bonus. You'll lose some recharge, but I think the durability boost from soft-capping E/NE def is very much worth it.

    Darkest Night is a VERY high end toggle, and needs more end reduction than you have here.

    Here's a sample build for you; I dropped Hover and Assault for CJ and Rib Cracker, and changed the order a bit and the slotting substantially. It's now soft-capped to S/LE/NE and within a small purple of the soft-cap for F/C. Recharge is a little lower, but the end consumption is MUCH better. I'd probably go with Agility with this build rather than Cardiac, since the resistance from Cardiac won't help you as much as the defense and recharge in Agility.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mecha Justice: Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Street Justice
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
    Level 1: Initial Strike -- SMotTanker-Acc/Dmg/EndRdx/Rchg(A), SMotTanker-Acc/Dmg(5), SMotTanker-Dmg/EndRdx/Rchg(7), SMotTanker-Rchg/Res%(7), Mako-Acc/Dmg/EndRdx/Rchg(9)
    Level 2: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal/EndRdx(40), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/Rchg(42)
    Level 4: Sweeping Cross -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(21), Erad-Acc/Dmg/Rchg(23), Sciroc-Acc/Dmg/EndRdx(23), Sciroc-Dmg/EndRdx(37)
    Level 6: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(9)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(15), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17)
    Level 10: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rng(11), Mocking-Taunt(11), Mocking-Taunt/Rchg(13), Mocking-Taunt/Rchg/Rng(15), Mocking-Acc/Rchg(42)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Fly -- Winter-ResSlow(A)
    Level 16: Combat Readiness -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(19), RechRdx-I(21)
    Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(27), HO:Cyto(34)
    Level 20: Rib Cracker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(29)
    Level 22: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam/EndRdx(37)
    Level 28: Spinning Strike -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(39)
    Level 30: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(42)
    Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(39)
    Level 35: Shin Breaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(37), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(46)
    Level 38: Crushing Uppercut -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(45), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45)
    Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46)
    Level 44: Darkest Night -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-Rchg/EndRdx(48), DarkWD-ToHitDeb/EndRdx(48)
    Level 47: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(50), RctvArm-ResDam/EndRdx(48)
    Level 49: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(50), RctvArm-ResDam(50)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Gauntlet
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 4: Swift -- Flight-I(A)
    Level 4: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(34), RgnTis-Regen+(34)
    Level 4: Hurdle -- Jump-I(A)
    Level 4: Stamina -- P'Shift-End%(A), EndMod-I(36), P'Shift-EndMod(36)
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    ------------
    ------------
    Set Bonus Totals:
    • 4% DamageBuff(Smashing)
    • 4% DamageBuff(Lethal)
    • 4% DamageBuff(Fire)
    • 4% DamageBuff(Cold)
    • 4% DamageBuff(Energy)
    • 4% DamageBuff(Negative)
    • 4% DamageBuff(Toxic)
    • 4% DamageBuff(Psionic)
    • 18.63% Defense(Smashing)
    • 18.63% Defense(Lethal)
    • 6.13% Defense(Fire)
    • 6.13% Defense(Cold)
    • 17.38% Defense(Energy)
    • 17.38% Defense(Negative)
    • 3% Defense(Psionic)
    • 10.81% Defense(Melee)
    • 10.19% Defense(Ranged)
    • 4.56% Defense(AoE)
    • 3.6% Max End
    • 32% Enhancement(Accuracy)
    • 51.25% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 5% SpeedFlying
    • 203.8 HP (10.88%) HitPoints
    • 5% JumpHeight
    • 5% SpeedJumping
    • MezResist(Held) 2.75%
    • MezResist(Immobilized) 13.2%
    • MezResist(Terrorized) 2.2%
    • 20% PerceptionRadius
    • 7% (0.12 End/sec) Recovery
    • 40% (3.12 HP/sec) Regeneration
    • 20% ResEffect(SpeedFlying)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(SpeedRunning)
    • 2.84% Resistance(Fire)
    • 2.84% Resistance(Cold)
    • 5% SpeedRunning




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  16. Hmm, well, needs work IMO.

    First of all, Grant Cover is worth taking for the Def debuff resistance if nothing else. I'd drop Burnout for it. I'd also take Physical Perfection over LBE, but that's more personal preference.

    I agree with LSK about dropping Crane Kick and picking up Cobra Strike and/or Focus Chi. I'd take both, but I'm not sure what you'd be willing to give up. Keep in mind that one advantage of Focus Chi is that you can slot a full set of Gaussian's in it, which provides a 2.5% defense bonus to all positions.

    As for slotting, some of your key SD powers are underslotted, and most of your attacks would do fine with five slots instead of six.

    Specifically:

    Deflection and Battle Agility are underslotted for end reduction. I'd go with four LotG in each, Def, Def/End, Def/End/Rchg and +Recharge. In addition, Deflection needs to be slotted for resistance to increase your S/L resistance. I'd add two level 50 resistance commons.

    Pull a slot each from TK, SK, and CAK, they're currently well past the ED cut-off for damage.

    True Grit is underslotted for Heal, which means you're not getting the +HP you could. Drop at least one of the Imperv Armor slots and add another Numina. (If you're trying for Psi resistance, don't bother, you're not going to accrue enough to make a difference.)

    Against All Odds doesn't need that much end reduction. Pull one of the slots and use it elsewhere.

    As I mentioned, you should get Grant Cover. I'd suggest putting a LotG +Recharge in it, and since that'll put you at the rule of 5 for that bonus, replace the +Recharge in Phalanx Fighting with a Kismet +Acc.

    Tough is underslotted for both end reduction and resistance. I'd pull two slots from OwtS, drop the Steadfast Def/End, and add three slots of Imperv Armor or Aegis. (I'd recommend Res, Res/End and Res/End/Rchg) Another option is to move the Steadfast +Def to OwtS and 4-slot Tough with Imperv Armor or something similar.

    Weave is underslotted for defense. Add another slot for a LotG Defense.

    Super Speed is overslotted, I'd drop one if not two slots. Personally, I like to put my Stealth IOs in something else, like Sprint, and use a Winter's Gift in my travel power, but your call.

    Eagle's Claw is not a good choice for the MotT set. To get the most benefit from the +Res proc, you want to put it in a fast charging attack like your T1 or T2. I'd swap that slotting with TK or SK, and drop a slot as well since six-slotted it's well past the ED cut-off for recharge and damage.

    Health and Stamina are underslotted. I'd grab some slots from other powers to a least two or three slot them.

    Here's the sort of thing I'd do with your build. I dropped Burnout and LBE for Grant Cover and Focus Chi, and moved things around a bit. I also swapped out Crane Kick for Cobra Strike. Your posted build wasn't actually soft-capped without Storm Kick's +Def, and this one is. It also has higher HP, S/L resistance, and recharge.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Martial Arts
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(3), LkGmblr-Rchg+(3), LkGmblr-Def/EndRdx/Rchg(43), ResDam-I(43), ResDam-I(46)
    Level 1: Thunder Kick -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Dmg/EndRdx(13), C'ngImp-Acc/Dmg(13)
    Level 2: Storm Kick -- SMotTanker-Acc/Dmg(A), SMotTanker-Acc/Dmg/Rchg(33), SMotTanker-Dmg/EndRdx/Rchg(34), SMotTanker-Acc/Dmg/EndRdx/Rchg(34), SMotTanker-Rchg/Res%(34)
    Level 4: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(5), LkGmblr-Rchg+(5), LkGmblr-Def/EndRdx/Rchg(46)
    Level 6: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(7), ImpArm-ResDam/EndRdx(9), ImpArm-ResDam/Rchg(37), ImpArm-ResDam(40)
    Level 8: Active Defense -- RechRdx-I(A)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Against All Odds -- EndRdx-I(A)
    Level 14: Cobra Strike -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(15), Hectmb-Acc/Dmg/Rchg(15), Hectmb-Acc/Rchg(21), Hectmb-Dmg/EndRdx(21), T'Death-Dam%(37)
    Level 16: Warrior's Provocation -- Mocking-Taunt(A), Mocking-Taunt/Rchg(19), Mocking-Taunt/Rchg/Rng(19), Mocking-Acc/Rchg(17), Mocking-Taunt/Rng(17), Mocking-Rchg(23)
    Level 18: Phalanx Fighting -- Ksmt-ToHit+(A)
    Level 20: Focus Chi -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(48)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam/EndRdx(25), ImpArm-ResDam/EndRdx/Rchg(48), ImpArm-ResDam(50)
    Level 26: Shield Charge -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(27), Armgdn-Dam%(29), Armgdn-Dmg/EndRdx(29)
    Level 28: Crippling Axe Kick -- C'ngImp-Dmg/Rchg(A), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Dmg/EndRdx(33)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(48)
    Level 32: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
    Level 35: Dragon's Tail -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Dmg(37), Oblit-%Dam(43)
    Level 38: Eagles Claw -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 41: Super Speed -- Clrty-Stlth(A), Winter-ResSlow(42)
    Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45)
    Level 47: One with the Shield -- S'fstPrt-ResDam/Def+(A)
    Level 49: Grant Cover -- LkGmblr-Rchg+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Empty(A)
    Level 4: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(40), Mrcl-Rcvry+(50)
    Level 4: Hurdle -- Empty(A)
    Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod(42), EndMod-I(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Musculature Radial Paragon
    Level 50: Reactive Radial Flawless Interface
    Level 50: Vorpal Core Final Judgement
    ------------
    ------------
    Set Bonus Totals:
    • 9.5% DamageBuff(Smashing)
    • 9.5% DamageBuff(Lethal)
    • 9.5% DamageBuff(Fire)
    • 9.5% DamageBuff(Cold)
    • 9.5% DamageBuff(Energy)
    • 9.5% DamageBuff(Negative)
    • 9.5% DamageBuff(Toxic)
    • 9.5% DamageBuff(Psionic)
    • 8.63% Defense(Smashing)
    • 8.63% Defense(Lethal)
    • 7.38% Defense(Fire)
    • 7.38% Defense(Cold)
    • 4.25% Defense(Energy)
    • 4.25% Defense(Negative)
    • 6.75% Defense(Psionic)
    • 10.5% Defense(Melee)
    • 5.5% Defense(Ranged)
    • 7.06% Defense(AoE)
    • 4.05% Max End
    • 87% Enhancement(Accuracy)
    • 95% Enhancement(RechargeTime)
    • 10% SpeedFlying
    • 231.9 HP (12.38%) HitPoints
    • 10% JumpHeight
    • 10% SpeedJumping
    • MezResist(Held) 2.75%
    • MezResist(Immobilized) 6.6%
    • MezResist(Stunned) 2.2%
    • 15.5% (0.26 End/sec) Recovery
    • 64% (5 HP/sec) Regeneration
    • 20% ResEffect(SpeedFlying)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(SpeedRunning)
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 2.52% Resistance(Toxic)
    • 2.52% Resistance(Psionic)
    • 10% SpeedRunning




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  17. Actually, I think the build you posted is quite solid, and I'd just recommend a few changes.

    LSK is right about Stamina, I'd pull a slot and use Perf Shifter End Mod, +End, plus a End Mod common.

    I'd also pull a slot from Health--probably the Regen Tissue.

    Use one of the slots you freed up to add a MotT +Res to Lightning Field, and the other for a LotG Def/End/Rchg in Maneuvers since it's currently underslotted for end reduction.

    I'd also replace the Stupefy Chance of KB in Fault with the Acc/Stun/Rchg. Fault is KD for most foes, but when that proc hits it's going to KB instead, *not* a good idea.

    You could also squeeze in a little more resistance by switching to a Resilient alpha instead of Cardiac since this build shouldn't be needing additional end reduction, but your call.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!
    Level 50 Magic Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Stone Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(5)
    Level 1: Stone Fist -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:30(9), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/EndRdx/Rchg:30(11), Mako-Acc/Dmg/EndRdx/Rchg:50(50)
    Level 2: Conductive Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(5), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(7)
    Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/EndRdx/Rchg:30(13), KntkC'bat-Dmg/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:30(15)
    Level 6: Static Shield -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/EndRdx/Rchg:50(9), Aegis-ResDam:50(31)
    Level 8: Grounded -- S'fstPrt-ResDam/Def+:30(A)
    Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(48)
    Level 12: Energize -- Dct'dW-EndRdx/Rchg:50(A), Dct'dW-Heal/Rchg:50(21), Dct'dW-Heal/EndRdx/Rchg:50(21), Dct'dW-Heal:50(34), Dct'dW-Rchg:50(34)
    Level 14: Super Jump -- Winter-ResSlow:50(A)
    Level 16: Lightning Field -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(17), Erad-Dmg:30(17), Sciroc-Acc/Dmg/EndRdx:50(19), Sciroc-Dmg/EndRdx:50(19), MotTanker-Rchg/Res%:50(37)
    Level 18: Lightning Reflexes -- Run-I:50(A)
    Level 20: Fault -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(39), Stpfy-Acc/Stun/Rchg:30(39), Stpfy-Acc/EndRdx:50(40), Stpfy-Stun/Rng:50(40)
    Level 22: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(23), Mocking-Taunt/Rchg/Rng:50(23), Mocking-Acc/Rchg:50(25), Mocking-Taunt/Rng:50(27), Mocking-Rchg:50(27)
    Level 24: Build Up -- Rec'dRet-Pcptn:20(A), Rec'dRet-ToHit/Rchg:20(25)
    Level 26: Power Sink -- Efficacy-EndMod/Acc/Rchg:50(A), Efficacy-EndMod/Rchg:50(29), Efficacy-Acc/Rchg:50(29), Efficacy-EndMod:50(31)
    Level 28: Boxing -- Acc-I:50(A)
    Level 30: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam/EndRdx:40(45), RctvArm-ResDam/Rchg:40(45)
    Level 32: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def/Rchg:50(33), LkGmblr-Def/EndRdx/Rchg:50(33)
    Level 35: Tremor -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(36), Erad-Acc/Dmg/Rchg:30(36), Erad-Acc/Dmg/EndRdx/Rchg:30(36), M'Strk-Acc/Dmg/EndRdx:50(43)
    Level 38: Seismic Smash -- P'ngS'Fest-Acc/Dmg:30(A), C'ngImp-Dmg/EndRdx/Rchg:50(40), P'ngS'Fest-Dmg/EndRdx:30(45), P'ngS'Fest-Dmg/Rchg:30(46), C'ngImp-Acc/Dmg/Rchg:50(46)
    Level 41: Gloom -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(43)
    Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx:50(A), DarkWD-Rchg/EndRdx:50(46), DarkWD-ToHitdeb/Rchg/EndRdx:50(50), DarkWD-ToHitDeb:50(50)
    Level 47: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(48), LkGmblr-Def/EndRdx/Rchg:50(48)
    Level 49: Power Surge -- RechRdx-I:50(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(34), Numna-Regen/Rcvry+:50(37)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(37), P'Shift-End%:50(39)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Paragon
    ------------
    ------------
    Set Bonus Totals:
    • 18.63% Defense(Smashing)
    • 18.63% Defense(Lethal)
    • 9.25% Defense(Fire)
    • 9.25% Defense(Cold)
    • 18% Defense(Energy)
    • 18% Defense(Negative)
    • 3% Defense(Psionic)
    • 10.81% Defense(Melee)
    • 12.38% Defense(Ranged)
    • 6.13% Defense(AoE)
    • 5.4% Max End
    • 4% Enhancement(Heal)
    • 3% Enhancement(Stunned)
    • 16% Enhancement(Accuracy)
    • 38.75% Enhancement(RechargeTime)
    • 9% SpeedFlying
    • 260 HP (13.88%) HitPoints
    • 9% JumpHeight
    • 9% SpeedJumping
    • MezResist(Held) 2.75%
    • MezResist(Immobilized) 11%
    • MezResist(Terrorized) 2.2%
    • 20% PerceptionRadius
    • 8.5% (0.14 End/sec) Recovery
    • 70% (5.47 HP/sec) Regeneration
    • 20% ResEffect(SpeedFlying)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(SpeedRunning)
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 14% SpeedRunning


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  18. If you want to build specifically for foes that do S/L damage, Shield is not the best choice. Not because positional defense won't protect you from S/L damage--it will--but because some tanker sets, notably Invul, can be capped for both S/L defense and S/L resistance.

    However, if you want to play Shield tanker, there are several problems with the posted build, including as Rangle noted, that the Kinetic Combat sets are a waste of slots and influence. You also have WAY too much melee defense--the most you should reasonably aim for, IMO, is around 59%, the incarnate soft-cap. Most shield tanks don't bother with that, however, since it's a lot of trouble and expense for what is really an edge case.

    In addition, you have FIVE attacks slotted with full Obliteration sets and Focused Accuracy--a recipe for disaster since Oblits are notoriously low in end reduction and FA is a complete end hog. I would also strongly recommend that you pick up Grant Cover, since it provides 1/3 of Shield's defense debuff resistance.

    For comparison purposes, here's my Shield/Elec tanker, who just hit 50 recently. This is a relatively inexpensive build--you could swap out the GotA for LotGs, for instance--but still plenty sturdy and endurance efficient.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Faraday Shield: Level 50 Natural Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Electrical Melee
    Power Pool: Flight
    Power Pool: Medicine
    Power Pool: Fighting
    Power Pool: Speed
    Hero Profile:
    Level 1: Deflection -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(3), GftotA-Def/EndRdx/Rchg(3), GftotA-Def(5), ResDam-I(5), ResDam-I(19)
    Level 1: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(34)
    Level 2: Battle Agility -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(7), GftotA-Def/EndRdx/Rchg(7), GftotA-Def(9)
    Level 4: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(46), C'ngImp-Acc/Dmg/Rchg(50)
    Level 6: True Grit -- ResDam-I(A), ResDam-I(15), Mrcl-Heal/EndRdx(15), Mrcl-Heal(17), Mrcl-Heal/Rchg(17)
    Level 8: Jacobs Ladder -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx/Rchg(21), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(33), M'Strk-Dmg/EndRdx(43), M'Strk-Dmg/Rchg(43)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Against All Odds -- EndRdx-I(A)
    Level 14: Fly -- Winter-ResSlow(A)
    Level 16: Phalanx Fighting -- Ksmt-ToHit+(A), LkGmblr-Rchg+(31)
    Level 18: Thunder Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(40), M'Strk-Dmg/Rchg(43), M'Strk-Acc/EndRdx(46), M'Strk-Acc/Dmg/EndRdx(48), M'Strk-Dmg/EndRdx/Rchg(48)
    Level 20: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(36), GSFC-Build%(37)
    Level 22: Aid Other -- Heal-I(A)
    Level 24: Aid Self -- IntRdx-I(A), IntRdx-I(34), Mrcl-Heal/EndRdx/Rchg(34), Mrcl-EndRdx/Rchg(42), Mrcl-Heal/Rchg(46)
    Level 26: Shield Charge -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(29), M'Strk-Dmg/EndRdx(29), M'Strk-Dmg/EndRdx/Rchg(31)
    Level 28: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(40)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Taunt -- Mocking-Taunt/Rchg/Rng(A)
    Level 35: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(42), S'fstPrt-ResDam/Def+(50), ImpArm-ResDam/EndRdx/Rchg(50)
    Level 38: Lightning Rod -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/Rchg(39), M'Strk-Acc/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(48)
    Level 41: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(42), GftotA-Def/EndRdx/Rchg(45), GftotA-Def(45)
    Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45)
    Level 47: Grant Cover -- LkGmblr-Rchg+(A)
    Level 49: One with the Shield -- ResDam-I(A)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 0: The Atlas Medallion
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(21), Mrcl-Rcvry+(23)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(23), P'Shift-End%(25)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Dash -- ULeap-Stlth(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 50: Agility Partial Core Revamp
    ------------
    ------------
    Set Bonus Totals:
    • 5.5% DamageBuff(Smashing)
    • 5.5% DamageBuff(Lethal)
    • 5.5% DamageBuff(Fire)
    • 5.5% DamageBuff(Cold)
    • 5.5% DamageBuff(Energy)
    • 5.5% DamageBuff(Negative)
    • 5.5% DamageBuff(Toxic)
    • 5.5% DamageBuff(Psionic)
    • 7.06% Defense(Smashing)
    • 7.06% Defense(Lethal)
    • 7.06% Defense(Fire)
    • 7.06% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 4.88% Defense(Psionic)
    • 11.13% Defense(Melee)
    • 10.81% Defense(Ranged)
    • 11.13% Defense(AoE)
    • 7.2% Max End
    • 14% Enhancement(Accuracy)
    • 25% Enhancement(RechargeTime)
    • 10% SpeedFlying
    • 217.9 HP (11.63%) HitPoints
    • 10% JumpHeight
    • 10% SpeedJumping
    • MezResist(Held) 3.3%
    • MezResist(Immobilized) 7.7%
    • MezResist(Sleep) 6.6%
    • MezResist(Stunned) 4.95%
    • 16% (0.27 End/sec) Recovery
    • 12% (0.94 HP/sec) Regeneration
    • 20% ResEffect(SpeedFlying)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(SpeedRunning)
    • 10.34% Resistance(Fire)
    • 2.84% Resistance(Cold)
    • 10% SpeedRunning

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  19. Quote:
    Originally Posted by Xi_Omicron View Post
    Thanks so much Finduilas. Would you suggest a certain alpha slot other than musculature that would work better? I was thinking that maybe Agility or Cardiac. I don't debuff, which seems to be musculature's main benefit other than damage.
    Both of those are good options, as is Spiritual if you're happy with how much end recovery you have.

    I recently switched my two Invul 50s from Cardiac to Agility, since I found the additional Dam Res in Cardiac to be less useful than Agility's defense. The problem with adding Dam Res to Invul is that if you're taking the Fighting Pool S/L resistance will be capped anyway, and Invul's resistance to other damage types is low enough that Cardiac and Resilient won't make much difference.
  20. Hmm, yeah, "needs work" is an understatement. Power selection, power order, and slotting are all quite sub-optimal.

    All of Gate-keeper's suggestions were right on the money; here's a build with his recommendations and some of my own. It's soft-capped to S/L/E/NE with one in range of Invinc and within 1% of soft-capping F/C. I dropped the Leadership pool (No Rage?!? Bad, bad, bad idea.) Spring Attack, Jump Kick (!) and Melt Armor for CJ, Rage and Boxing, Tough and Weave. Personally, I would drop Recall Friend for Hasten and Punch for Haymaker, but that's really just a preference. Some of the set IOs are on the expensive side, but the Numina regen/recovery, for instance, isn't required to make the build work. Similarly, if you can't afford LotGs, including the +Recharge, the much less expensive Gift of the Ancients will work just as well.

    And yes, Hyper, I DID include a Stealth IO.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Xi Omicron: Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Teleportation
    Ancillary Pool: Pyre Mastery
    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(11)
    Level 1: Jab -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(5), S'ngH'mkr-Dmg/EndRdx/Rchg(7), MotTanker-Rchg/Res%(7)
    Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal(13), Dct'dW-Rchg(13)
    Level 4: Punch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(23), S'ngH'mkr-Dmg/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(25)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(15), Ksmt-ToHit+(27)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(19)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(15), Mocking-Taunt/Rchg/Rng(19), Mocking-Acc/Rchg(21), Mocking-Taunt/Rng(21), Mocking-Rchg(29)
    Level 12: Super Jump -- Winter-ResSlow(A)
    Level 14: Resist Physical Damage -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(23), Aegis-ResDam(29)
    Level 16: Boxing -- Empty(A)
    Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(33), LkGmblr-Rchg+(33), LkGmblr-Def/EndRdx/Rchg(33)
    Level 20: Knockout Blow -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(34), S'ngH'mkr-Dmg/Rchg(36), S'ngH'mkr-Dmg/EndRdx/Rchg(36), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(37)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31)
    Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(34), LkGmblr-Rchg+(34)
    Level 26: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(40), LkGmblr-Def(40)
    Level 28: Rage -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(37), RechRdx-I(37), RechRdx-I(39)
    Level 30: Recall Friend -- Range-I(A)
    Level 32: Unstoppable -- S'fstPrt-ResDam/Def+(A)
    Level 35: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(43)
    Level 38: Foot Stomp -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Dmg/EndRdx(42), FrcFbk-Rechg%(43)
    Level 41: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(43)
    Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(48)
    Level 47: Resist Elements -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(48), Aegis-ResDam(50)
    Level 49: Resist Energies -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(50), Aegis-ResDam(50)
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Heal(A), Heal-I(46), Numna-Regen/Rcvry+(46)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(46), P'Shift-End%(48)
    Level 1: Gauntlet
    Level 1: Prestige Power Slide -- Empty(A)
    Level 4: Ninja Run
    Level 50: Musculature Partial Radial Revamp
    Level 50: Ion Judgement
    Level 50: Reactive Interface
    ------------
    ------------
    Set Bonus Totals:
    • 16.75% Defense(Smashing)
    • 16.75% Defense(Lethal)
    • 15.5% Defense(Fire)
    • 15.5% Defense(Cold)
    • 17.38% Defense(Energy)
    • 17.38% Defense(Negative)
    • 3% Defense(Psionic)
    • 9.88% Defense(Melee)
    • 10.19% Defense(Ranged)
    • 9.25% Defense(AoE)
    • 3.6% Max End
    • 27% Enhancement(Accuracy)
    • 48.75% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 5% SpeedFlying
    • 105.4 HP (5.63%) HitPoints
    • 5% JumpHeight
    • 5% SpeedJumping
    • MezResist(Held) 2.75%
    • MezResist(Immobilized) 9.9%
    • MezResist(Terrorized) 2.2%
    • 20% PerceptionRadius
    • 6.5% (0.11 End/sec) Recovery
    • 62% (4.84 HP/sec) Regeneration
    • 20% ResEffect(SpeedFlying)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(SpeedRunning)
    • 2.84% Resistance(Fire)
    • 2.84% Resistance(Cold)
    • 20% SpeedRunning

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  21. Quote:
    Originally Posted by Hyperstrike View Post
    Note that I removed the stealth proc from Sprint.

    Honestly, the only way it's normally going to be useful is if you shut off Invincibility. Of course, doing that ALSO takes your Mez protection with it. My tank is tough, but I'm NOT running around with mez protection off at +4x8.

    Not nobody! Not nohow!
    Ahem, Hyper, since when does Invinc provide mez protection for Invul instead of Unyielding?
  22. Curses, scooped by Rangle!

    (In my defense, I was helping my daughter with a school project while I was reworking the build.)
  23. Yes, it's an improvement, but I'd still recommend a number of changes.

    First of all, your power order leaves a lot to be desired. Tough Hide, Invinc and Unyielding should be taken *much* earlier than you have here. You do NOT want to exemplar down to a level where you no longer have mez protection, KB protection or your single biggest source of defense. Take UY by level 10, Invinc at 18 and TH by 30. RPD can wait until the 20s and ResEl until the 30s or even 40s.

    I would also recommend taking Jacob's Ladder, replacing Havoc Punch if you don't want another attack. (I have both JL and HP on my Shield/Electric) JL is a nice cone that can double as a ST attack, and will help you boost your E/NE def since you can slot another set of Erads there. If you don't want to drop HP, consider dropping ResEl or Unstop for it.

    Other issues:

    Too much S/L defense! Remember, this is with one in range of Invinc, in most situations your defense will be higher. The Smashing Haymaker set in Boxing is a waste of slots, IMO. Use the three slots elsewhere.

    You're above the "rule of 5" for Reactive Armor sets, and RPD doesn't need to be slotted so heavily. Either use the Steadfast +Def plus another resist common in RPD, or three slot it with Aegis for the F/C defense.

    All the attacks that are 4-slotted with SH or Kin Combat are underslotted for accuracy and damage. Pull the slots from Boxing and add a 5th slot to each. I like the Mako's Acc/Dam/End/Rchg, but any IO with acc and damage will do.

    BotZs aren't really worth slotting for positional defense, the bonus values are too low. Drop SS down to one slot and use a Winter's Gift Slow resist instead.

    Drop the DW Heal/End/Rchg in Dull Pain for the DW Recharge. You'll be close to the end cap for both Heal and Recharge that way.

    The F/C bonus for the 5th RA slot in UY is pitiful. Use that slot elsewhere.

    Invinc and Weave are underslotted for end reduction, which is a big problem for Weave. I'd add an LotG Def/End/Rchg to each.

    Eradication is a good choice for E/NE def, but a whole set of them is a bad idea--they are very low in end reduction. I'd use 3 or 4 Erad plus a couple other IOs for end reduction. Scirocco's Dervish or Multistrike work well.

    Instead of the BotZ, put a defense common or another defense IO in CJ. I'd also recommend putting a Kismet +Acc in either CJ or TH.

    I probably wouldn't use three slots of Rectified Reticle. Go with the +percep, ToHit/Rchg and a Recharge common.

    Physical Perfection is overslotted and Health/Stamina very underslotted. Health and Stamina have twice the base value of PP, and should be slotted accordingly.

    The full set of Steadfast Protection in Unstop is a waste, IMO. For one thing, Invul does not need KB protection other than UY! Just use the Steadfast +Def plus maybe a recharge there.

    Here's the sort of thing I'd do with your build. It's not quite soft-capped for E/NE, but it's close. I think you'll find the recovery and regen to be better, too.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Dessente: Level 50 Mutation Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Electrical Melee
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 1: Charged Brawl -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx/Rchg(5), S'ngH'mkr-Dmg/EndRdx(15), S'ngH'mkr-Dmg/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(17)
    Level 2: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(7), Dct'dW-Rchg(33), Dct'dW-EndRdx/Rchg(33)
    Level 4: Jacobs Ladder -- Erad-Dmg(A), Erad-Dmg/Rchg(9), Erad-Acc/Dmg/Rchg(11), Sciroc-Dmg/EndRdx(11), Sciroc-Acc/Dmg/EndRdx(15)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 8: Super Speed -- Winter-ResSlow(A)
    Level 10: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(27)
    Level 12: Taunt -- Zinger-Dam%(A), Zinger-Taunt/Rng(27), Zinger-Taunt(29), Zinger-Taunt/Rchg(29), Zinger-Taunt/Rchg/Rng(31), Zinger-Acc/Rchg(31)
    Level 14: Resist Physical Damage -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(39), Aegis-ResDam(48)
    Level 16: Thunder Strike -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(21), Erad-Dmg(23), Erad-Acc/Dmg/Rchg(23), M'Strk-Dmg/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(50)
    Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def/Rchg(19), LkGmblr-Def/EndRdx/Rchg(21)
    Level 20: Boxing -- Empty(A)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(42)
    Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(37)
    Level 26: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def/EndRdx(37), LkGmblr-Def/Rchg(37)
    Level 28: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def/Rchg(40)
    Level 30: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(33), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43)
    Level 32: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(34), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(36)
    Level 35: Build Up -- RechRdx-I(A), Rec'dRet-ToHit/Rchg(39), Rec'dRet-Pcptn(40)
    Level 38: Lightning Rod -- M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Acc/Dmg/EndRdx(43), M'Strk-Acc/Dmg(45), M'Strk-Dmg/EndRdx(45), M'Strk-Dmg/Rchg(45), M'Strk-Acc/EndRdx(46)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- Mrcl-Rcvry+(A), RgnTis-Regen+(46), P'Shift-End%(46)
    Level 47: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(48)
    Level 49: Unstoppable -- RechRdx-I(A), S'fstPrt-ResDam/Def+(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Empty(A)
    Level 4: Health -- Numna-Heal/EndRdx(A), Numna-Heal(9), Numna-Regen/Rcvry+(50)
    Level 4: Hurdle -- Empty(A)
    Level 4: Stamina -- EndMod-I(A), P'Shift-EndMod(34), P'Shift-End%(42)
    Level 50: Nerve Core Paragon
    Level 50: Ageless Core Epiphany
    ------------
    ------------
    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 19.56% Defense(Smashing)
    • 19.56% Defense(Lethal)
    • 7.06% Defense(Fire)
    • 7.06% Defense(Cold)
    • 15.5% Defense(Energy)
    • 15.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 12.69% Defense(Melee)
    • 9.25% Defense(Ranged)
    • 6.44% Defense(AoE)
    • 3.6% Max End
    • 4% Enhancement(Heal)
    • 17.5% Enhancement(RechargeTime)
    • 18% Enhancement(Accuracy)
    • 5% SpeedFlying
    • 189.7 HP (10.13%) HitPoints
    • 5% JumpHeight
    • 5% SpeedJumping
    • MezResist(Immobilized) 10.45%
    • MezResist(Sleep) 3.3%
    • MezResist(Stunned) 1.65%
    • MezResist(Terrorized) 4.95%
    • 20% PerceptionRadius
    • 62% (4.84 HP/sec) Regeneration
    • 20% ResEffect(SpeedFlying)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(SpeedRunning)
    • 2.21% Resistance(Fire)
    • 2.21% Resistance(Cold)
    • 10% SpeedRunning

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1473;699;1398;HEX;|
    |78DA65934D53D35014866F9A006D69295868CB470B2D1FA5404B33B2D68554476DA|
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    |5D7FFEDD35C56E645FB082025CADD0A1D7D177AF7B0F3FFE0220E5E3F4|
    |-------------------------------------------------------------------|
  24. Quote:
    Originally Posted by Cheetatron View Post
    I'm pretty sure that when I last checked Storm kick only provided def to all positions of course I could be wrong
    In Beta it did, but enough people complained (myself included) that they changed it to include typed defense as well.
  25. Quote:
    Originally Posted by Atomic_Avenger View Post
    Stealth isn't there for Defense, the build is basically already capped.

    The only reason I would use it is for soloing missions that require you to "find the glowie" as it's usually easier to just turn off the taunt aura, turn on stealth and zip through to the object.

    That being said it really is only slightly more practical than Afterburner as I would rarely ever use it.
    If you want the option to be stealthy, get a stealth IO rather than waste an entire power pick on it. I usually slot mine in a vet sprint.