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Posts
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Oops, you're right, I didn't notice that. I'd probably still use Decimation for the +end and recharge, but if you prefer the regen and +HP, stick with the set you have. I really don't think it's worth losing the other LotG or CI bonuses to avoid going over the "Rule of 5" for that HP bonus.
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Under normal conditions, 45% defense is all you need and anything above that is ignored when the game calculates foe To-Hit chances. But there are two reasons you might use more: in the case of ToHit debuffs and for some Incarnate content where base mob ToHit is higher and you need 59% defense instead of 45%. But since defense buffs are commonly available during Incarnate trials many players feel that trying to get defense to 59% is not worth the effort.
Regarding the most recent build you posted, I think overall it's fine, but I'd suggest a couple of changes. First, Deflection and Battle Agility are underslotted for end reduction. (If I missed that when I first reviewed your build, my apologies.) I'd replace the LotG Def/Rchgs in both powers with a Def/End/Rchg. The amount of defense you'll lose is miniscule and it will insure that both powers are adequately slotted for end reduction.
Also, I prefer the set bonuses in Decimation to those in Devastion; you'lll lose some HP and the regen bonus, but gain +end and 6.25% recharge. I think the trade-off is worth it, but your call.
Other than that, looks good! -
Some changes I'd recommend to your most recently posted build:
Most of the benefit of the fifth slot in Invinc is being lost to ED. Drop the LotG Def/Rchg from Invinc, move the slot to Weave, and add a LotG Def/End/Rchg. That will have the added benefit of slotting Weave adequately for end reduction.
Go back to your previous slotting for Maneuvers. (Def/End, Def/End/Rchg, LotG +Recharge) It's a high end cost toggle with a low base defense value and needs more than 27% end reduction. Another option is to use a couple of Cytoskeletons instead of the Def and Def/End IOs.
Currently Combustion is completely unslotted for end reduction and that's not good. I'd go with Eradication Damage, Acc/Dam/Rchg, Acc/Dam/Rchg/End and a Dam/End and a Acc/Dam/End from either Scirocco's Dervish or Multistrike.
I prefer Rectified Reticle for Build Up. Try the To Hit/Rchg and +Perception; you'll get a nice 1.88% S/L def bonus plus some +perception. That will allow you to drop the fourth slot from either ResEn or ResEl and have a slot to use elsewhere. IMO, a second slot in Hasten would be useful.
Here's your build with those tweaks:
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Big Soto: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(3)
Level 1: Scorch -- Mako-Acc/Dmg/EndRdx/Rchg:35(A), Mako-Acc/Dmg:50(7), Mako-Dmg/EndRdx:50(7), Mako-Dmg/Rchg:50(9), Mako-Acc/EndRdx/Rchg:50(31), Mako-Dam%:50(34)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-EndRdx:40(5), RctvArm-ResDam:40(5)
Level 4: Combustion -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(11), Sciroc-Dmg/EndRdx:50(13), Erad-Dmg:30(13), Sciroc-Acc/Dmg/EndRdx:50(15)
Level 6: Dull Pain -- Panac-Heal:50(A), Panac-Heal/EndRedux:50(15), Panac-EndRdx/Rchg:50(17), Panac-Heal/Rchg:50(17), Panac-Heal/EndRedux/Rchg:50(21)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48)
Level 10: Unyielding -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(21), Aegis-ResDam/Rchg:50(27), Aegis-ResDam/EndRdx/Rchg:50(29)
Level 12: Kick -- Acc-I:50(A)
Level 14: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(31), Aegis-ResDam/Rchg:50(31), Aegis-ResDam/EndRdx/Rchg:50(33)
Level 16: Breath of Fire -- MotTanker-Acc/Dmg:50(A), MotTanker-Rchg/Res%:50(33), MotTanker-Acc/Dmg/EndRdx/Rchg:50(34), MotTanker-Acc/Dmg/Rchg:50(34)
Level 18: Invincibility -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(19), LkGmblr-Def/EndRdx/Rchg:50(19), LkGmblr-Def:50(29)
Level 20: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(46)
Level 22: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(23), LkGmblr-Def:50(23), LkGmblr-Def/EndRdx/Rchg:50(33)
Level 24: Maneuvers -- HO:Cyto(A), HO:Cyto(25), LkGmblr-Rchg+:50(25)
Level 26: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(27), LkGmblr-Def:50(46)
Level 28: Fire Sword Circle -- Armgdn-Dam%:50(A), Armgdn-Dmg/EndRdx:50(37), Armgdn-Dmg/Rchg:50(40), Armgdn-Acc/Dmg/Rchg:50(40), Armgdn-Acc/Rchg:50(43)
Level 30: Super Jump -- HO:Micro(A)
Level 32: Unstoppable -- TtmC'tng-ResDam/Rchg:50(A)
Level 35: Taunt -- Mocking-Taunt:50(A), Mocking-Acc/Rchg:50(36), Mocking-Taunt/Rchg/Rng:50(36), Mocking-Taunt/Rng:50(36), Mocking-Taunt/Rchg:50(37), Mocking-Rchg:50(43)
Level 38: Greater Fire Sword -- Hectmb-Dam%:50(A), Hectmb-Dmg/EndRdx:50(39), Hectmb-Dmg/Rchg:50(39), Hectmb-Acc/Dmg/Rchg:50(39), Hectmb-Acc/Rchg:50(40)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(42), Enf'dOp-Acc/EndRdx:50(42), Enf'dOp-Immob/Rng:50(42), Enf'dOp-Acc/Immob/Rchg:50(43)
Level 44: Ball Lightning -- Ragnrk-Knock%:50(A), Ragnrk-Dmg/EndRdx:50(45), Ragnrk-Dmg/Rchg:50(45), Ragnrk-Acc/Dmg/Rchg:50(45), Ragnrk-Acc/Rchg:50(46)
Level 47: Resist Elements -- RctvArm-ResDam:40(A), RctvArm-EndRdx:40(48), RctvArm-ResDam/EndRdx:40(48)
Level 49: Resist Energies -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(50), RctvArm-ResDam/EndRdx:40(50), RctvArm-ResDam/EndRdx/Rchg:40(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:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Run-I:50(A)
Level 4: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(37)
Level 4: Hurdle -- Jump-I:50(A)
Level 4: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(9), P'Shift-EndMod/Rchg:50(11)
Level 50: Agility Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Set Bonus Totals:- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 10.69% Defense(Melee)
- 15.38% Defense(Smashing)
- 15.38% Defense(Lethal)
- 15.38% Defense(Fire)
- 15.38% Defense(Cold)
- 14.75% Defense(Energy)
- 14.75% Defense(Negative)
- 6% Defense(Psionic)
- 13.19% Defense(Ranged)
- 10.69% Defense(AoE)
- 3.6% Max End
- 3% Enhancement(Immobilized)
- 86.25% Enhancement(RechargeTime)
- 63% Enhancement(Accuracy)
- 5% SpeedFlying
- 189.7 HP (10.13%) HitPoints
- 5% JumpHeight
- 5% SpeedJumping
- MezResist(Held) 6.05%
- MezResist(Immobilized) 6.6%
- 20% PerceptionRadius
- 14.5% (0.24 End/sec) Recovery
- 50% (3.9 HP/sec) Regeneration
- 7.56% Resistance(Fire)
- 7.56% Resistance(Cold)
- 1.88% Resistance(Negative)
- 15% SpeedRunning
- 5% XPDebtProtection
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1515;708;1416;HEX;| |78DA6594EF4F526114C79FCBBD88202A8480A220A2264220A4D6CA5A9B9AAD268DC| |DD6BB46D77C84AB3760FCA8EC5DEF5AABADB4AD37F52FF4C7F4BBFE83B6AC5EF786| |8EF77C1536EEC0CF79CE73BEE79CE7B91C738F56DDEFAF3DB92214F78AA9D7EB855| |B7A7957D61C37F546B3A69B829EDE65A318DDA8342A0E5A4478BFB02AB765B92ED3| |D7CB0F9A6659D6F44DC3341A7BC3D8CE4953CAF49A216B7B6C0B57BE5231D31B552| |9B7FA2D73CD28961A46B93868ADD6A5BE256BF59251751FAFABB4E9BF5A35EEA597| |6BCD862CE49A859C5E6F50CA616A2441DF0F4EFAA31CF5D85244908CB0266C67552| |1B29AF0BA049E965DEC10629AE8D916D65E4F91D95B62460CE6C42EF323E55538AF| |AA44C898A1BC134C6D128C317D5447E53A9AFACB66F5E03A64BA1F723EF74F5E0F3| |CE6F527CA6F87C61EE57E07C6989E3018610E8D336374FB0E9CD591E43C73E017CA| |E744BFCE058575196628CB1C9B67DA284F1FD7167D21D6ABE4EB87BE1FFA08F411E| |8A3D0FBE9BC83881D7CCABD455F30279E83CF98DFA82FAF75912DD5EB67FD290FE8| |435F43CC00E5F5E17CBEB7745F3E4DA4DE3135EACF8F9A7EE409204F00FA28F2792| |936C8B1B6E022411362F898D07EA7BE461033025F08F952C817A47E46F18E462FDB| |2CDFD425E6CC05F02233B1C40C52ED30EE36BCC4357F50AD71F8C6937837943B86D| |F66ACC4DAC95D70073451D3408DFBCC11D24EA3AFE924FB4E27C019308EFE669977| |E975C4A189BFE41E665F81FBE00133F19AA99326094DF23CE739730E9C071798A94| |5E6673A6B1AF79AC67CCC615EE630475F2926837799C15E16B159C464316B63DAC9| |0CD3871E31AB9D4C7C2BD1B59BE9F264BB3CF35D9E852ECF7ABB0A0D379F2DAFC14| |53EC58A727A4E26BF7578F45F000A35C553F5A7ED53D4DB7CAB5337F864BF3BE3E3| |1CFFB7EDB3A9FB5CB5F70DD375C0FC1720E0FC7997D59F65DFE9B0F50E7BB3C3FE0| |F6628DBFD| |-------------------------------------------------------------------|
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For some reason it opens at work and not at home.
In general, this is quite a good build, the only big issue I see is that I think you've reversed the slotting of Active Defense and Against All Odds. AAO is the toggle and AD the clickie.
Other than that, if it were my build I'd make some minor changes; for instance using resistance commons in Deflection and True Grit since the Imperv Armor IOs give low resistance slotting. You might also want to put a Winter's Gift Slow resist in Super Speed for some slow resistance.
Lastly, most people consider Melt Armor to be a dog of an attack for Tankers, and you really don't need the AoE def bonus you're getting from it. I'd drop it and get Taunt instead, and use some of the slots to slot up Fire Blast. -
Could you post a data chunk as well? I'm having trouble getting the link to work.
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Quote:Energy damage is *much* more common than either Fire or Cold, so you should concentrate on that after getting S/L to the soft-cap. I'd replace the current sets in your two AoEs with a combination of Eradication plus a couple of other IOs for end reduction. I'd also slot Reactive Armor sets in UY and TI, and use 3 Aegis RPD if you can find the slots. I also noted that you have endurance reduction slotted in some of the passives, which makes no sense at all.With 5 targets Invincibility will bump my En/Neg up to 46.1. Anything less than that I should not be worried, but I will see what I can do without hurting my attacks. thanks for the in put.
Here's a q&d revision of your build, one that essentially replaces your emphasis on F/C with E/NE. It has 46% S/L/E/NE and 40% F/C def with one in range of Invinc. There's undoubtedly a way to get F/C soft-capped as well, though you'd probably have to use different epic attack choices to get there.
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Big Soto: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Resist Physical Damage -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(3), Aegis-ResDam:50(31)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9), Mako-Acc/Dmg/EndRdx/Rchg:50(48)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-EndRdx:40(5), RctvArm-ResDam:40(5)
Level 4: Combustion -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(11), Erad-Acc/Dmg/Rchg:30(13), M'Strk-Dmg/EndRdx:50(13), M'Strk-Acc/Dmg/EndRdx:50(15)
Level 6: Dull Pain -- Panac-Heal:50(A), Panac-Heal/EndRedux:50(15), Panac-EndRdx/Rchg:50(17), Panac-Heal/Rchg:50(17), Panac-Heal/EndRedux/Rchg:50(21)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(46)
Level 10: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(21), RctvArm-ResDam/EndRdx/Rchg:40(29), RctvArm-ResDam:40(29)
Level 12: Kick -- HO:Nucle(A)
Level 14: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam:40(33)
Level 16: Breath of Fire -- MotTanker-Acc/Dmg:50(A), MotTanker-Rchg/Res%:50(33), MotTanker-Acc/Dmg/EndRdx/Rchg:50(34), MotTanker-Acc/Dmg/Rchg:50(34), MotTanker-Dmg/EndRdx/Rchg:50(34)
Level 18: Invincibility -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(19), LkGmblr-Def/EndRdx/Rchg:50(19), LkGmblr-Def:50(33)
Level 20: Build Up -- HO:Membr(A), HO:Membr(46)
Level 22: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(23), LkGmblr-Def/EndRdx/Rchg:50(23)
Level 24: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(25), LkGmblr-Def/EndRdx/Rchg:50(25)
Level 26: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(27), LkGmblr-Def:50(27)
Level 28: Fire Sword Circle -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(37), Erad-Acc/Dmg/Rchg:30(40), M'Strk-Dmg/EndRdx:50(40), M'Strk-Acc/Dmg/EndRdx:50(43)
Level 30: Super Jump -- Jump-I:50(A)
Level 32: Unstoppable -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(43)
Level 35: Taunt -- Mocking-Taunt:50(A), Mocking-Acc/Rchg:50(36), Mocking-Taunt/Rchg/Rng:50(36), Mocking-Taunt/Rng:50(36), Mocking-Taunt/Rchg:50(37), Mocking-Rchg:50(50)
Level 38: Greater Fire Sword -- Hectmb-Dam%:50(A), Hectmb-Dmg/EndRdx:50(39), Hectmb-Dmg/Rchg:50(39), Hectmb-Acc/Dmg/Rchg:50(39), Hectmb-Acc/Rchg:50(40)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(42), Enf'dOp-Acc/EndRdx:50(42), Enf'dOp-Immob/Rng:50(42), Enf'dOp-Acc/Immob/Rchg:50(43)
Level 44: Ball Lightning -- Ragnrk-Knock%:50(A), Ragnrk-Dmg/EndRdx:50(45), Ragnrk-Dmg/Rchg:50(45), Ragnrk-Acc/Dmg/Rchg:50(45), Ragnrk-Acc/Rchg:50(46)
Level 47: Resist Elements -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(48), RctvArm-ResDam/Rchg:40(48)
Level 49: Resist Energies -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(50), RctvArm-ResDam/EndRdx:40(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 -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Run-I:50(A)
Level 4: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(37)
Level 4: Hurdle -- Jump-I:50(A)
Level 4: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(9), P'Shift-EndMod/Rchg:50(11)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Set Bonus Totals:- 2% DamageBuff(Smashing)
- 2% DamageBuff(Lethal)
- 2% DamageBuff(Fire)
- 2% DamageBuff(Cold)
- 2% DamageBuff(Energy)
- 2% DamageBuff(Negative)
- 2% DamageBuff(Toxic)
- 2% DamageBuff(Psionic)
- 18.5% Defense(Smashing)
- 18.5% Defense(Lethal)
- 12.25% Defense(Fire)
- 12.25% Defense(Cold)
- 18.5% Defense(Energy)
- 18.5% Defense(Negative)
- 6% Defense(Psionic)
- 12.25% Defense(Melee)
- 12.25% Defense(Ranged)
- 9.13% Defense(AoE)
- 5.4% Max End
- 76.25% Enhancement(RechargeTime)
- 39% Enhancement(Accuracy)
- 3% Enhancement(Immobilized)
- 5% SpeedFlying
- 210.8 HP (11.25%) HitPoints
- 5% JumpHeight
- 5% SpeedJumping
- MezResist(Held) 2.75%
- MezResist(Immobilized) 8.25%
- MezResist(Sleep) 3.3%
- 10.5% (0.18 End/sec) Recovery
- 50% (3.9 HP/sec) Regeneration
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 1.88% Resistance(Negative)
- 1.89% Resistance(Toxic)
- 1.89% Resistance(Psionic)
- 10% SpeedRunning
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1506;692;1384;HEX;| |78DA6594EB6E124114C767D9AD5C0AB64829B4E5564A858250B055136362526B8DA| |61814E337835B3BB6DBAE80B018FBD16FC64BA2ADF1317C18EFFA0646ABBE011EF6| |FCA5246C80DFEC9973F9CF9C19CA8F57BDEFAE3CB92814EF25536FB76BB7F4FAAE6| |C39AFEB56A7A59B821ED78AB195A836AC86935E623C5F5B95F765BD2D0B57EB8F3A| |665DB6F40DC334ACBD30A6CBD294B2B066C8D61E8F85A7D26898856A53CA4D9F3D5| |C33B6B62DA3BE3566BFAD4B7D53B6DADB46D3FBFFBD4993C1CB4DE35E61A5D5B164| |ADDCA995F5B64529C324244BDFF76EFA517A1ABB0E51A44149138E1233B6CCF47B0| |49EAE262A84A4268EDD006F325D55E6E28EB0633E505E85F3AA4A8C0669CA3BCBD4| |E6C0243340F955E4577F3884886AC2F393E9FD053EE4BCC72DE647CA3F82989184C| |A7311E678148C3127E2CC24EDBE933529CE1CE7C9839F299F1B7ADDD03B116746A0| |3B02BD0ECA33CAB5C5E80582A60A956C3EC4FB101F437C0CF109C40769BD63ECAB8| |D3D656D8997CCD917E033F039F32BE9F3DB1BDA55FD41EECB897130C04C4C302729| |7F80F52981F3AC2F0F6AA433887E07916712792691C74F3E21F884E013864F183ED| |F48CF147CA6E0330D9F69E808918E19F468067D4DA1AF69F4358DBE66D1D710D58E| |626FA319B67DA75A71AC27DE134671D9D3E82DD548F2DC4872DB61DBE676C11DD06| |4A60C66E901738A62E7A16F3EC7B69359300D6698E905E65D2A9B414CE615AF73E1| |35B80F1E30B36F983AC5E410933BC7794E9D0597C06566FE0CF313ADB980FD2DE0D| |C2CE25C2DE25C7D219F227C8AB85325F896E01BD1FA77973EF48805AD7FE3BBD9A1| |D9E290A53464591AB22C0F59D6872C150D65C9A2D816F778FFDE770F7BFF01AC4AA| |879EEFB9F239BA2DEE6BD4C5DE375FD1EF4C739F97B6473A8FBBC8FAEB74CCF01B3| |57B85BF1D8B2ECC27706C6FAC0786360FC0FE2C6E1E6| |-------------------------------------------------------------------|
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Quote:Now that stealth (little 's') is available in a single IO, IMO taking Stealth (big 's') is a waste of a power pick unless you're desperate for the defense. And a well-built Invul tank should NOT be that hard up for defense that it needs Stealth to soft-cap.Once engaged, Stealth suppresses and will have zero effect on aggro control. The only drawback it has is it can delay aggro when first leaping into a spawn, but after that it is irrelevant. Not that I think the above build should have it if it is just for defense, but if they want stealth for the stealth part, it is fine.
As I mentioned, I think Maneuvers is a waste on a Invul tank, too, but at least it doesn't have that annoying movement speed debuff. In addition, I would really dislike *having* to be stealthed in order to soft-cap. Using an IO lets you have the option to be stealthy but doesn't require it get sufficient defense. -
Personally, I have no problem with stealth on a tank. All of my tanks at least have a stealth proc, which comes in handy at times. That being said, however, I certainly do NOT recommend that any Invul take both Maneuvers and Stealth as a means to hit the defense soft-cap. With the posted build, the OP will HAVE to run both to be at the soft-cap, and Stealth not only will play havoc with aggro control, it also slows movement speed, which is definitely less than optimal for a tank.
My first piece of advice to the OP is to delay the resistance passives to take both Dull Pain and Invinc earlier--Invinc at 18 and DP by level 10 at the latest. RPD can be delayed until the 20s and ResEn and ResEl until the 20s or 30s. Invinc is currently very poorly slotted--the 1.25% def bonus from the Gaussian's set isn't nearly as useful as slotting Invinc to the ED max for defense.
My second bit of advice is to not spend so much effort on trying to soft-cap Psi. Psi is a rare damage type and you'd be much better off maximizing defense to more common types like S/L and E without using Stealth. I'm not a fan of Maneuvers either, and I don't recommend it for an Invul tank, but it's a far better choice than Stealth.
Hyper's build is a much better all-around tanking build than the one in the OP, and I'd recommend something of that sort. I'd suggest some minor changes, like taking Sky Splitter at 38 and throwing a Kismet +Acc in TH or CJ, but on the whole it's a very good build. -
Thanks, everyone! Sounds like Staff it is. I can't wait to try it out!
Now I just have to figure out what to pair with SJ. -
Street Justice or Staff Melee?
I'm planning to make two new tanks, one with SJ and one with Staff, and I'd like one of them to be SR, since I haven't played it on a Tank before. I know that SR has a weak aggro aura, but this will primarily be a Tanker Tuesday character, so that doesn't matter too much.
Suggestions would also welcome on what primary to use with the not-SR character.
Thanks! -
Quote:I *was* booting from a Windows install disk (and a boot disk, and a recovery disk--I tried everything) but it still wouldn't work. I've basically tried everything that people mentioned, including changing the boot order in BIOS.Sounds like the boot files weren't copied to your recovery disk
On a Floppy - remember them - you could format with the /SYSTEM flag to create a bootable disk this formatted the disk and then copied the boot files
I'm assuming your recovery disk is a CD or DVD though so your best option may be to try booting from a Windows install disk - one reason I always recommend getting original media and not settling for recovery disks or worse a recovery partition.
However, it turns out there must have been something really funky going on with the HD. Even though I'd reformatted it, in order to get it to ignore the HD and boot from the DVD I had it I actually DISABLE the HD as a boot device in BIOS. I didn't even know you could do that, I just stumbled on it by looking at the BIOS Boot Priority options for the 100th time.
Right now I'm doing a complete reinstall of Windows, so cross your fingers, everyone, that it goes smoothly and I can actually get this thing up and running.
Thanks for the help! -
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This isn't specifically a CoH issue, it's a 'nothing freaking works at all' problem, which definitely impacts CoH as well. So I'm hoping that someone can offer a suggestion.
My son's laptop has been giving him (and me) problems for some time, including the Windows installer and the media player not working--it's on Win 7 64 bit, btw. After backing up his hard drive, I tried to use the system recovery disk that came with the computer to fix the problems. Got an immediate error message--as in getting the word 'error' in red letters 4 inches high.
Restarted, got a 'BootMgr is missing' error. After some internet research, I tried to boot from the recovery disk and a boot disk to try to fix the problem. No dice, got the same message even when I changed the boot order in BIOS to the DVD drive. His DVD drive has been flaky anyway, so I got a cheap external USB DVD and tried to boot from *that*. Same message.
Next I tried removing the HD from his laptop entirely and putting in my desktop to see what's going on. HD has nothing on it--when the heck did that happen? It turns out I have a spare install of Win 7 on hand, so I format the laptop HD and put it back in the laptop, planning to completely reinstall Win 7. No good, got the same "BootMgr" message and it refuses to boot from the Win 7 install disk or a standard boot disk.
I'm stumped. All the fixes I've seen for this message assume you can use a boot disk to run some sort of recovery or installation software, which I am not able to do. It seems to be recognizing the external DVD drive--once I got a "press any key to boot from the drive" message, but then it went directly to the "BootMgr is missing" error. All I can do before getting the message is to open BIOS, and nothing there seems to any help in resolving the problem.
Help! Any suggestions other than dropping the laptop off a bridge--which I am sorely tempted to do--would be greatly appreciated. -
Quote:I think you mean typed def here, LSK.if u can post a build we can tell what u need to improve it or give you some ideas to help u. Other then that I would say look at the tanker guides to help you. Mainly because we have no idea what u r looking for in it. Just remember that a inv tank well go with positional def so you want to try to get your s/l/en/neg close to sc as u can, and do not forget the rule of 5.
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Quote:That's extremely generous of you; I swear I wasn't angling for a prestige donation when I posted!If you send me an email in game, @Red Phantom Ranger. I will make a toon on your server and donate some inf to your base so that you can have the porters that you want.
That said, I may just take you up on that.
Thanks again! -
Quote:I can't speak for 'we', but I didn't see it, either because it wasn't at the top of the forum when I looked, or I just overlooked it.I'm just curious as to why we didnt' see THIS thread at the top of the sub-forum?
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Quote:Well, I clearly didn't assume that at all, since the OP says 1) that I was unsurprised by the inability to attach more than one beacon, and 2) that it was undoubtedly due to the room limit.There have always been multiple limits on base items. Even before this issue, a teleporter wasn't able to be fully used because of that room limit. The fact that the developers created a new version doesn't mean the room limits were changed.
My point was "Why would you assume that it was?"
I will admit to being mildly disappointed that they didn't remove the beacon limit from the 1x2 room since it would have been a nice bonus for small bases, but I don't think it was outrageous to a least wonder if that might have been done along with the addition of the new telepad. -
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Ooookay, not sure why my relatively innocuous question got a hostile response, (which I was too late to see) other than the fact--which I freely admit--that I haven't read the base forum in quite a while nor did I do a more than cursory review for other threads on the topic.
Thanks for the info. -
Just for yucks I created one and installed it in one of my one-person bases last night.
I wasn't totally surprised when I could only attach one beacon to it instead of six as advertised--I'm guessing that's because they haven't changed the one-beacon limit on the 1x2 TP room. Annoying, but par for the course.
Since I won't be able to upgrade to a 2x2 room for a while, has anyone installed one and got it up an running? Does it have the same power and control requirements as a regular TP? Does it help small bases at all, or do you run into control limits trying to use six beacons on a combo unit? -
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Your power selection is good, but IMO your slotting needs some work.
The first thing I'd do is ditch the Red Fortune sets, drop the three toggles back to 4 slots each and slot them with LotG or GotA instead. IMO, the ranged defense bonuses you're getting from them are not worth all the extraneous slots.
Move some of those slots to Taunt and six-slot Mocking Beratement for another 7.5% recharge bonus.
Aid Self is very underslotted; I'd give it 4-5 slots including at least one Interrupt Reduction.
Why all the focus on recharge? SR doesn't have any powers like DP in Invul that really benefit from it. If you're interested in sitting at the Incarnate soft-cap, I'd go for that goal and not worry so much about recharge. For instance, I think all those slots in Boxing are wasted and could be put to better use.
Here's your build with a few revisions, making better use of slots while maintaining the Incarnate soft-cap. It does give up some recharge, but you'll still have a more than adequate attack chain.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Sparkshift: Level 50 Technology Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Electrical Melee
Power Pool: Fighting
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Focused Fighting -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(3), GftotA-Def/EndRdx/Rchg:40(3), GftotA-Def:40(5)
Level 1: Charged Brawl -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(7), T'Death-Dmg/Rchg:40(9), T'Death-Acc/Dmg/EndRdx:40(9), T'Death-Dmg/EndRdx/Rchg:40(11), T'Death-Dam%:40(11)
Level 2: Focused Senses -- GftotA-Def/Rchg:40(A), GftotA-Def/EndRdx:40(13), GftotA-Def/EndRdx/Rchg:40(15), GftotA-Def:40(15)
Level 4: Jacobs Ladder -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(5), Oblit-Acc/Rchg:50(17), Oblit-Dmg/Rchg:50(19), Oblit-Acc/Dmg/Rchg:50(19), Sciroc-Dmg/EndRdx:50(21)
Level 6: Practiced Brawler -- HO:Cyto(A), HO:Cyto(23)
Level 8: Dodge -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(23), LkGmblr-Def/EndRdx:50(25)
Level 10: Boxing -- Amaze-EndRdx/Stun:50(A), Amaze-ToHitDeb%:50(13), Amaze-Stun/Rchg:50(17), Amaze-Acc/Rchg:50(29), Amaze-Acc/Stun/Rchg:50(31)
Level 12: Agile -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(27), LkGmblr-Def/EndRdx:50(27)
Level 14: Evasion -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(29), GftotA-Def/EndRdx/Rchg:40(31), GftotA-Def:40(31)
Level 16: Thunder Strike -- Oblit-Acc/Rchg:50(A), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(34), Sciroc-Dmg/EndRdx:50(34)
Level 18: Lucky -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(21), LkGmblr-Def/EndRdx:50(36)
Level 20: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(37), GSFC-ToHit/Rchg/EndRdx:50(37), GSFC-Rchg/EndRdx:50(37), GSFC-ToHit/EndRdx:50(39), GSFC-Build%:50(39)
Level 22: Tough -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(25)
Level 24: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Rchg+:50(39), LkGmblr-Def:50(40)
Level 26: Quickness -- Run-I:50(A)
Level 28: Chain Induction -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(40), Mako-Dmg/Rchg:50(42), Mako-Acc/EndRdx/Rchg:50(42), Mako-Acc/Dmg/EndRdx/Rchg:50(42), Mako-Dam%:50(48)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(43)
Level 32: Elude -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(43), LkGmblr-Def:50(45)
Level 35: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(36), Mocking-Taunt/Rchg/Rng:50(36), Mocking-Acc/Rchg:50(40), Mocking-Taunt/Rng:50(43), Mocking-Rchg:50(45)
Level 38: Lightning Rod -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(45), Armgdn-Acc/Rchg:50(46), Armgdn-Dmg/EndRdx:50(46), Armgdn-Dam%:50(46)
Level 41: Aid Other -- Empty(A)
Level 44: Aid Self -- IntRdx-I:50(A), Numna-Heal/EndRdx/Rchg:50(48), Numna-Heal/Rchg:50(48), Numna-EndRdx/Rchg:50(50)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- Mrcl-Rcvry+:40(A)
Level 50: Agility Core Paragon
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Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), RgnTis-Regen+:30(50)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-End%:50(7), P'Shift-EndMod:50(50)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:- 14% DamageBuff(Smashing)
- 14% DamageBuff(Lethal)
- 14% DamageBuff(Fire)
- 14% DamageBuff(Cold)
- 14% DamageBuff(Energy)
- 14% DamageBuff(Negative)
- 14% DamageBuff(Toxic)
- 14% DamageBuff(Psionic)
- 11.63% Defense(Smashing)
- 11.63% Defense(Lethal)
- 10.38% Defense(Fire)
- 10.38% Defense(Cold)
- 9.13% Defense(Energy)
- 9.13% Defense(Negative)
- 6% Defense(Psionic)
- 13.5% Defense(Melee)
- 12.25% Defense(Ranged)
- 10.06% Defense(AoE)
- 7.2% Max End
- 75% Enhancement(RechargeTime)
- 57% Enhancement(Accuracy)
- 10% FlySpeed
- 231.9 HP (12.38%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 8.8%
- MezResist(Immobilize) 6.05%
- MezResist(Stun) 4.4%
- 16.5% (0.28 End/sec) Recovery
- 62% (4.84 HP/sec) Regeneration
- 12.54% Resistance(Fire)
- 5.04% Resistance(Cold)
- 10% RunSpeed
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Not bad for a first try, though I'd recommend some changes. First of all, I think you're spending too much time and effort chasing F/C def, Energy damage is much more common and IMO soft-capping E/NE with one in range of Invinc should be your priority after doing the same for S/L.
Regarding your power choices, is there a particular reason that you're taking Afterburner? Personally, I think Combat Jumping is a better choice since it gives you a constantly available source of Defense and a place to slot a LotG +Recharge. Personally, I'd go with Fly + Energy Punch + CJ rather than the three Fly powers. You could also consider picking up Hasten; at the moment DP isn't perma, but having Hasten would definitely help toward that goal. I'd drop ResEl for it if you want to keep three epic powers, most agree that ResEl is the least useful of the resistance passives.
Since you're planning to play redside, I'd strongly recommend Soul Mastery over Leviathan, the attacks are much better, plus Gloom gives you a place to slot for E/NE def bonuses.
Slotting, from the top:
RPD is overslotted, you're well over the resistance hard cap for S/L. I'd drop it back to two slots, the Steadfast +Def and a resistance common, and use the other slots elsewhere. I'd also consider moving RPD to the 20s and ResEn to the 30s so you can take Tough & Weave earlier.
All the attacks you have slotted with 4 Kinetic Combat are underslotted for accuracy and damage. I'd add another slot to each; I like the Mako's quad for that purpose.
The fifth slot in UY is unneeded; the F/C def bonus is tiny and not worth slotting for. Use that slot elsewhere.
There are some Taunt sets with very nice bonuses. If possible, find 6 slots for Taunt and put in a full set of Mocking Beratement or Perfect Zinger.
Tough Hide doesn't need end reduction, so I'd replace the fourth slot there with a Kismet +Acc.
Rectified Reticle is a great choice for Build Up, but I'd replace one of the slots with the +Percep IO, since Invul doesn't have any in the set.
Here's the sort of thing I'd do with your build; I made the power changes I suggested (including switching to Soul Mastery) and changed the power order a bit as well. This build is soft-capped to S/L/E/NE with one in range of Invinc and the attacks are fully slotted.
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(40)
Level 1: Barrage -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(3), S'ngH'mkr-Dmg/Rchg:35(21), S'ngH'mkr-Dmg/EndRdx/Rchg:35(31), Mako-Acc/Dmg/EndRdx/Rchg:50(31)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal/EndRdx/Rchg:50(7), Dct'dW-EndRdx/Rchg:50(34), Dct'dW-Rchg:50(34)
Level 4: Bone Smasher -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(13), Mako-Acc/Dmg/EndRdx/Rchg:50(21)
Level 6: Energy Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(31), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(40)
Level 10: Taunt -- Zinger-Dam%:50(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(43)
Level 14: Fly -- Winter-ResSlow:50(A)
Level 16: Whirling Hands -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(17), Erad-Acc/Dmg/EndRdx/Rchg:30(17), C'ngBlow-Dmg/Rchg:50(23), C'ngBlow-Acc/Dmg:50(37), C'ngBlow-Dmg/EndRdx:50(37)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(19), LkGmblr-Def:50(19), LkGmblr-Rchg+:50(23)
Level 20: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(34)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(25), RctvArm-ResDam:40(33)
Level 26: Tough Hide -- Ksmt-ToHit+:30(A), LkGmblr-Def/Rchg:50(27), LkGmblr-Def:50(27), LkGmblr-Rchg+:50(40)
Level 28: Build Up -- Rec'dRet-Pcptn:20(A), Rec'dRet-ToHit/Rchg:20(29), RechRdx-I:50(29)
Level 30: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(37), LkGmblr-Rchg+:50(42), LkGmblr-Def:50(46)
Level 32: Hasten -- RechRdx-I:50(A), RechRdx-I:50(33), RechRdx-I:50(33)
Level 35: Energy Transfer -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(36), C'ngImp-Dmg/Rchg:50(36), C'ngImp-Acc/Dmg/Rchg:50(36), C'ngImp-Dmg/EndRdx/Rchg:50(43)
Level 38: Total Focus -- Mako-Acc/Dmg:30(A), Mako-Dmg/EndRdx:30(39), Mako-Dmg/Rchg:30(39), Mako-Acc/EndRdx/Rchg:30(39), Mako-Acc/Dmg/EndRdx/Rchg:30(46), Mako-Dam%:30(46)
Level 41: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam:40(42)
Level 44: Gloom -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45)
Level 47: Dark Obliteration -- Cloud-ToHitDeb:30(A), Cloud-Acc/ToHitDeb:30(48), Cloud-Acc/Rchg:30(48), Cloud-ToHitDeb/EndRdx/Rchg:30(48)
Level 49: Darkest Night -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(50), DarkWD-Rchg/EndRdx:50(50), DarkWD-ToHitDeb/EndRdx:50(50)
Level 0: Marshal
Level 0: Invader
Level 0: High Pain Threshold
Level 0: Born In Battle
Level 50: Spiritual Core Paragon
Level 50: Degenerative Core Flawless Interface
Level 50: Rebirth Radial Epiphany
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(15)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(15), EndMod-I:50(45)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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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% Defense(Smashing)
- 18% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 16.75% Defense(Energy)
- 16.75% Defense(Negative)
- 3% Defense(Psionic)
- 10.5% Defense(Melee)
- 12.69% Defense(Ranged)
- 3% Defense(AoE)
- 4.05% Max End
- 4% Enhancement(Heal)
- 51.25% Enhancement(RechargeTime)
- 25% Enhancement(Accuracy)
- 5% FlySpeed
- 217.9 HP (11.63%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 5.8%
- MezResist(Immobilize) 20.1%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 4.7%
- 20% Perception
- 5.5% (0.09 End/sec) Recovery
- 40% (3.12 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 5% RunSpeed
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Hmm, well, I'd recommend a number of changes.
First of all, there's absolutely no reason for Ice to need Maneuvers to soft-cap; it's a very high-end toggle with less defense than CJ. You'd be much better off dropping it and slotting CJ and Weave more fully for defense.
You've also done a lot of slotting that appears to be solely for recharge bonuses; there's no way Hibernate needs that many slots since its recharge is effectively unenhanceable, and Boxing is a very poor attack that would be better left unslotted. You'd be better off using those slots elsewhere--for instance, I'd drop Maneuvers and use some of the Boxing slots to pick up Energy Transfer and fully slot it. I also think FA is a dog of a power; very high end consumption and a To-Hit bonus you can get by slotting a single IO--the Kismet +Acc.
From the top:
Drop down to one or two slots at most in Chilling Embrace. I'd use the slots to 6-slot Taunt with Mocking Beratement, which will give you very nice S/L, F/C and recharge bonuses. Much better than the measly .94% E/NE bonuses you're getting with the Tempered Readiness set.
IMO, using a Stun set in Whirling Hands is a very poor choice; I know it's for the recharge bonus, but I'd certainly want it to do some damage. Three-slot it with Eradication for some E/NE def and add another couple of slots for end reduction.
Slot a Winter's Gift Slow Resistance in SJ instead of the Jump common. That, along with Permafrost and the other Ice powers will give you 100% resistance to slows, which is very handy.
Energy Absorption is underslotted for defense; I'd swap out one of the end mod slots for another GotA.
The Psi defense bonus in Imperv Armor is doing damn all for you; pull a slot from Hibernate and slot it with four Reactive Armor instead.
Put another slot each in Weave and CJ--you could even go with two slots in CJ if you have them. I'd use another LotG set in Weave instead of the GotA.
As I mentioned earlier, I think picking up ET is a better choice than Maneuvers. I'd slot it with another set of Crushing Impact to make up for the bonus lost by removing the DW set in Hibernate.
Physical Perfection is too heavily slotted, IMO. It has half the regen value of Health, so if you're going to underslot or use one for a mule, it should be PP.
Oh, and you're over the 'Rule of 5' for 1.13% HP bonuses, so I'd replace the Efficacy Adapters in EA and Stamina with Perf Shifters.
Here's your build with the changes I recommended; it has just over 1% less recharge than your build, but the attacks are better slotted, there's more defense and regen, and much less end use. If you really want additional recharge, I'd use a LotG +Recharge in EA.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(7), LkGmblr-Def:50(11), LkGmblr-Def/EndRdx/Rchg:50(13)
Level 1: Barrage -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Dmg/EndRdx:35(3), C'ngImp-Dmg/Rchg:35(3), C'ngImp-Acc/Dmg/Rchg:35(5), C'ngImp-Acc/Dmg/EndRdx:50(5)
Level 2: Chilling Embrace -- P'ngTtl--Rchg%:50(A)
Level 4: Hoarfrost -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(15), Dct'dW-Heal/Rchg:50(17), Dct'dW-Heal/EndRdx/Rchg:50(17), Dct'dW-Rchg:50(19)
Level 6: Bone Smasher -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx/Rchg:50(7), C'ngImp-Dmg/EndRdx:50(9), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/EndRdx:50(11)
Level 8: Wet Ice -- EndRdx-I:50(A)
Level 10: Permafrost -- S'fstPrt-ResDam/Def+:30(A)
Level 12: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(13), Mocking-Taunt/Rchg/Rng:50(15), Mocking-Rchg:50(33), Mocking-Acc/Rchg:50(46), Mocking-Taunt/Rng:50(46)
Level 14: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), Ksmt-ToHit+:30(37)
Level 16: Whirling Hands -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(19), Erad-Acc/Dmg/Rchg:30(21), Sciroc-Acc/Dmg/EndRdx:50(21), Sciroc-Dmg/EndRdx:50(23)
Level 18: Glacial Armor -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/EndRdx/Rchg:40(25), LkGmblr-Def:40(25), LkGmblr-Rchg+:40(27)
Level 20: Icicles -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(23), M'Strk-Dmg/Rchg:50(42), M'Strk-Acc/EndRdx:50(43), M'Strk-Acc/Dmg/EndRdx:50(43), M'Strk-Dmg/EndRdx/Rchg:50(43)
Level 22: Super Jump -- Winter-ResSlow:50(A)
Level 24: Boxing -- Acc-I:50(A)
Level 26: Energy Absorption -- GftotA-Def:40(A), GftotA-Def/EndRdx/Rchg:40(27), GftotA-Def/Rchg:40(29), P'Shift-EndMod:50(29), P'Shift-EndMod/Rchg:50(31), P'Shift-EndMod/Acc/Rchg:50(31)
Level 28: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam/EndRdx/Rchg:40(36), RctvArm-ResDam:40(36)
Level 30: Weave -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Def:40(37), LkGmblr-Rchg+:40(42)
Level 32: Hibernate -- Heal-I:50(A)
Level 35: Energy Transfer -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(37), C'ngImp-Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/EndRdx:50(46)
Level 38: Total Focus -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(40), C'ngImp-Acc/Dmg/Rchg:50(40), C'ngImp-Acc/Dmg/EndRdx:50(40)
Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(45), RgnTis-Regen+:30(45), P'Shift-End%:50(45)
Level 47: Energy Torrent -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
Level 50: Agility Partial Core Revamp
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(34), Numna-Heal/Rchg:50(36)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(31), P'Shift-End%:50(34)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:- 6.75% Defense(Melee)
- 7.69% Defense(Smashing)
- 7.69% Defense(Lethal)
- 7.06% Defense(Fire)
- 7.06% Defense(Cold)
- 7.38% Defense(Energy)
- 7.38% Defense(Negative)
- 3% Defense(Psionic)
- 5.19% Defense(Ranged)
- 6.44% Defense(AoE)
- 3.6% Max End
- 64% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 68.75% Enhancement(RechargeTime)
- 10% FlySpeed
- 175.7 HP (9.38%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 9.9%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 1.65%
- MezResist(Terrorized) 2.2%
- 4.5% (0.08 End/sec) Recovery
- 62% (4.84 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 6.28% Resistance(Fire)
- 3.78% Resistance(Cold)
- 10% RunSpeed
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