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I believe what Windenergy is saying is that if you keep CJ, you can change some of the sets that are currently giving you defense bonuses to sets that give other desirable bonuses, without falling below the soft-cap.
And no, going from, say, 47% to 50% defense will not help you except when your defense is being debuffed, and even then, an additional 3% wouldn't be that much help.
It's hard for me to answer your other questions without seeing the entire build, and I don't think the last build you posted is current. Could you re-post the most recent version? -
Regarding the Fighting Pool build, well, it'll definitely be sturdier than the previous build, but IMO you're spending too many slots to get your defense higher than it needs to be. Remember, anything above 45% will not be used except in cases where your defense is being debuffed, so most of the time the extra defense will not help you. In addition, Ice has EA, which gives a significant defense boost when you're surrounded by foes. My recommendation is that Ice tanks aim for 45% or just above without EA, which leaves EA for those occasions when you need some additional defense.
And as I noted in an earlier post, your end reduction slotting is rather misdirected. The second end red slot in Wet Ice and Chilling Embrace just yields an additional .05 EPS; additional end reduction in a high-end toggle like Icicle would be much more effective. (As a matter of fact, Icicles at 80% end reduction is still more costly than *unslotted* WI and CE!) So those two additional slots could and should be used for something else.
Here's a summary of the changes I'd recommend. (Please note that slotting for less S/L/E/NE defense allows you to slot for other things, in this case, regen and F/C defense.)
1. Smashing Haymaker sets: instead of filling the last two slots with Focused Smite, use two slots of Pounding Slugfest instead (Acc/Dam, Dam/Rchg) for an 8% regen bonus.
2. Pull the second slot from Chilling Embrace and put it in Health so you can reach the ED cut-off for Heal.
3. Pull the second slot from Wet Ice and put it in Tough--you may have to shuffle slots a bit to do this. 5-slot Tough with Aegis for the F/C def bonus. (I normally don't advise more than 4 slots in a standard toggle, but the Aegis bonuses are very nice.)
4. You have Cleaving Blow in your AoEs for an additional E/NE bonus you don't need. I'd slot a mix of Scirocco's Dervish and Multi Strike instead--two Scirocco's give you a 10% regen bonus.
5. You also don't need the third set of Eradication to be well above the soft-cap, so consider slotting a Scirocco's Dervish and/or a Multi Strike set instead since they both have F/C bonuses. (The Scirocco's bonus is considerably better, but they are also quite a bit more expensive than Multi Strike.)
6. As I mentioned earlier, Icicles needs a lot of end reduction, and slotting it with a set of Multi Strikes would be a good choice for that reason. You can pull a slot from Hasten to use as a 6th slot.
I know you said you prefer using lower level IOs, but I also want to note that unless you're getting a bonus you don't want to lose while exemping, there's absolutely no reason not to use level 50 IOs if you need a higher enhancement level. (They're often easier to find than lower level IOs.)
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
I fight for iW: Level 50 Mutation Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Battle Axe
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Frozen Armor -- S'dpty-Def(A), S'dpty-Def/EndRdx(3), GftotA-Def/EndRdx(3), GftotA-Def/EndRdx/Rchg(7), Ksmt-ToHit+(42)
Level 1: Beheader -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(15), P'ngS'Fest-Acc/Dmg(17), P'ngS'Fest-Dmg/Rchg(34)
Level 2: Hoarfrost -- S'fstPrt-ResDam/Def+(A), H'zdH-Heal/Rchg(5), H'zdH-Heal/EndRdx/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Mrcl-Heal/Rchg(13), Mrcl-Heal/EndRdx/Rchg(13)
Level 4: Chilling Embrace -- EndRdx-I(A)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Gash -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(15), P'ngS'Fest-Acc/Dmg(23), P'ngS'Fest-Dmg/Rchg(34)
Level 10: Combat Jumping -- DefBuff-I(A), DefBuff-I(37)
Level 12: Swift -- Run-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Heal-I(A), Heal-I(17), Heal-I(46)
Level 18: Glacial Armor -- S'dpty-Def/EndRdx(A), S'dpty-Def(19), GftotA-Def/EndRdx(19), GftotA-Def/EndRdx/Rchg(42)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Build Up -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(31)
Level 24: Swoop -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(25), S'ngH'mkr-Dmg/Rchg(25), S'ngH'mkr-Dmg/EndRdx/Rchg(29), P'ngS'Fest-Acc/Dmg(33), P'ngS'Fest-Dmg/Rchg(37)
Level 26: Energy Absorption -- RedFtn-Def(A), RedFtn-Def/Rchg(27), S'dpty-Def/Rchg(27), S'dpty-Def(31), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/Acc/Rchg(33)
Level 28: Whirling Axe -- Erad-Dmg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(33), Sciroc-Dmg/EndRdx(34), Sciroc-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(40)
Level 30: Boxing -- Acc-I(A)
Level 32: Hibernate -- RechRdx-I(A)
Level 35: Cleave -- Erad-Dmg(A), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), Sciroc-Dmg/EndRdx(36), Sciroc-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
Level 38: Pendulum -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(42), M'Strk-Dmg/EndRdx/Rchg(43)
Level 41: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(43), Aegis-ResDam/EndRdx/Rchg(43), Aegis-ResDam(45), Aegis-EndRdx/Rchg(46)
Level 44: Weave -- S'dpty-Def(A), S'dpty-Def/EndRdx(45), GftotA-Def/EndRdx(45), GftotA-Def/EndRdx/Rchg(46)
Level 47: Icicles -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(48), M'Strk-Acc/EndRdx(48), M'Strk-Acc/Dmg/EndRdx(48), M'Strk-Dmg/EndRdx/Rchg(50), M'Strk-Dmg/EndRdx(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
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Set Bonus Totals:- 9.56% Defense(Smashing)
- 9.56% Defense(Lethal)
- 10.2% Defense(Fire)
- 10.2% Defense(Cold)
- 9.25% Defense(Energy)
- 9.25% Defense(Negative)
- 3% Defense(Psionic)
- 7.69% Defense(Melee)
- 6.13% Defense(Ranged)
- 12.7% Defense(AoE)
- 3.6% Max End
- 9% Enhancement(Accuracy)
- 84.3 HP (4.5%) HitPoints
- MezResist(Immobilize) 8.8%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 1.65%
- 10% (0.17 End/sec) Recovery
- 70% (5.48 HP/sec) Regeneration
- 0.95% Resistance(Fire)
- 0.95% Resistance(Cold)
- 3.13% Resistance(Negative)
- 5% RunSpeed
- 2.5% XPDebtProtection
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1409;717;1434;HEX;| |78DA9D53DB52D350143D495342E8152AB4945B0BE552DA46AA3E787970404470283| |2CAE88BDA89F500196B5B93A0E0931FA0FE811FE2F8055EC6CB6738EA38DE1EA5EE| |4BE80CC39B9976AD64EDBDD7D9D927A7B2BB1816E2C979A1842FD42DD7AD6E588D7| |BD2E9AEEC789667371BD195CCA6BDB5ED65369B4EC6BEA10B21529C525D949BB2E1| |4A73A526ABF3CEFDA693F403155997D25CB03CAF0E915DD9BBD2D8968E6C78E6C14| |D78BDD9AC9BABD26AD98D2D7E58B2BD8674DD88FF004B42A8879EAEB5A4BC9BB8D8| |B26BE6BC53F3EC5AB562B99E74F652D04D1EFEAF0D0005FEA2AD09156EC685BA0F4| |FD342D514A42E9DC4FC5F1047C4374CA7AB1D14AB0223DD15A29E35A2E815A2F832| |A5672F13BD31FC35A04A492A2869F364AB2D1075AD11852F312D13BD85AA00B7260| |259A0A2780752D097822C7D0749F7BDF5A31D65B9A3113170A8A3012831D8483146| |C928C714844888FD44A8445212A4882F4566C85B0729C6921ACB51563C479112D30| |768AB971708F4EE93D4C7E3EDE3B9E675A26E304A709E9AC850DEB143F4038CFAFD| |95FA0B240D308D32FD8484A43F80240F20C50348F1960CF396647800391EC047A81| |AA44D690707A3D4583A045416E936BB73B7A3CF542A7E4EF40BAA86FCB5863EAB68| |34FC8528F39528FB888A738F89A67788141D433CBF9134499FC068CC97C60A34BFD| |F0606D87B9CBD27D87B82BD27D87BFA90F71FA89AF4AB261F9234C57953BB4C7B44| |79AE9AE5AA007434E37FF53373F4A2B365A69344C55344A513FC95427AC1DFCC824| |AFB56E44352E4CD2CF166BE87664CCE0B9A2D5AE9B8C3E432794465EEA2FC80681C| |DCE7F81594399C4559949986B5CE69831F5C62F588B2AE75CE965048C96B9D23DD3| |6E2706038FABFD7CBF0C192C6D51EC00D847584EB0837116E21DC46B010EE20D410| |DAAF3AD5B1D3D8D71984B308E710FAA13FF11433753C742184304204218A1043882| |32410D2082F10DAFF000194F3EA| |-------------------------------------------------------------------|
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Depending on how much you want the ancillary attacks, the first build could be tweaked so it would reach the soft-cap for S/L/E/NE. Obviously, it will be a more offense-oriented build than the Fighting Pool build.
Here's what that would look like, if you're interested:
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
I fight for iW: Level 50 Mutation Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Battle Axe
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Frozen Armor -- S'dpty-Def/Rchg(A), S'dpty-Def(3), S'dpty-Def/EndRdx(3), S'dpty-Def/EndRdx/Rchg(7)
Level 1: Beheader -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx/Rchg(7), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(11), F'dSmite-Acc/Dmg(15)
Level 2: Hoarfrost -- S'fstPrt-ResDam/Def+(A), H'zdH-Heal/Rchg(5), H'zdH-Heal/EndRdx/Rchg(5), Mrcl-Heal/Rchg(13), Mrcl-Heal/EndRdx/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(17)
Level 4: Chilling Embrace -- EndRdx-I(A)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Gash -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(15), F'dSmite-Acc/Dmg(23)
Level 10: Combat Jumping -- DefBuff-I(A), DefBuff-I(34), Ksmt-ToHit+(37)
Level 12: Swift -- Run-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Heal-I(A), Heal-I(17), Heal-I(46)
Level 18: Glacial Armor -- S'dpty-Def/Rchg(A), S'dpty-Def(19), S'dpty-Def/EndRdx(19), S'dpty-Def/EndRdx/Rchg(34)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(23), RechRdx-I(31), RechRdx-I(40)
Level 24: Swoop -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(25), S'ngH'mkr-Dmg/Rchg(25), S'ngH'mkr-Dmg/EndRdx/Rchg(29), P'ngS'Fest-Acc/Dmg(33), P'ngS'Fest-Dmg/EndRdx(37)
Level 26: Energy Absorption -- RedFtn-Def(A), RedFtn-Def/Rchg(27), S'dpty-Def/Rchg(27), S'dpty-Def(31), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/Acc/Rchg(33)
Level 28: Whirling Axe -- Erad-Dmg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(33), M'Strk-Dmg/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(37)
Level 30: Icicles -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(42), M'Strk-Acc/Dmg(42), M'Strk-Acc/Dmg/EndRdx(43), M'Strk-Dmg/EndRdx(45)
Level 32: Hibernate -- RechRdx-I(A)
Level 35: Cleave -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(36), C'ngBlow-Acc/Rchg(36), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(40)
Level 38: Pendulum -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Dmg/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Rchg(42), Erad-Acc/Dmg/EndRdx/Rchg(43)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 44: Chilblain -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(46), Thundr-Dmg/EndRdx(46)
Level 47: Shiver -- CtlSpd-Acc/Slow(A), CtlSpd-Dmg/Slow(48), CtlSpd-Acc/EndRdx(48), CtlSpd-EndRdx/Rchg/Slow(48)
Level 49: Ice Storm -- AirB'st-Acc/Dmg(A), Det'tn-Acc/Dmg(50), Det'tn-Acc/Dmg/EndRdx(50), Posi-Acc/Dmg/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
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Set Bonus Totals:- 14.3% Defense(Smashing)
- 14.3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 14.9% Defense(Energy)
- 14.9% Defense(Negative)
- 3% Defense(Psionic)
- 8.63% Defense(Melee)
- 8.94% Defense(Ranged)
- 3% Defense(AoE)
- 5.4% Max End
- 2% Enhancement(FlySpeed)
- 2% Enhancement(JumpSpeed)
- 2% Enhancement(JumpHeight)
- 3% Enhancement(Immobilize)
- 6% Enhancement(Accuracy)
- 2% Enhancement(RunSpeed)
- 112.4 HP (6%) HitPoints
- MezResist(Immobilize) 9.9%
- MezResist(Sleep) 4.95%
- 7% (0.12 End/sec) Recovery
- 20% (1.56 HP/sec) Regeneration
- 0.95% Resistance(Fire)
- 0.95% Resistance(Cold)
- 1.88% Resistance(Negative)
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The former, fortunately. You always get the base unenhanceable defense whether you're teamed or solo.
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Thanks, NM, that's a very generous offer, and I appreciate it. I may very well show up on Friday to take you up on it!
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Quote:I'll try to explain as briefly as possible. And to be clear, I know this wasn't anyone's fault, it was just one of those things. Very frustrating and disappointing for me, though.Wow, quite a different experience than what I had. Dare I ask what happened?
I got to KR a couple of minutes late because my son needed to use my computer for a school assignment, and teams were already forming up. I was very excited about doing Synapse--especially so since don't have the badge on that tank--so I asked in local if there were any spots open on a Synapse team. I was told there were, so I asked for an invite. Got an invite, accepted it.
The teams headed out and the leader put up the misson--in PI! I asked if this was a Synapse team, and was told no. Argh! So I posted in Tank HQ asking if there were any spots left on a Synapse team. I was told there was an opening, but it went to someone else. No other responses to my plea.
By this time my team was doing radio missions. Normally, I don't mind doing radios, but I was so bummed by the Synapse situation that the prospect wasn't very appealing. I signed off after that.
What made this more disappointing was that I missed last week's TT because I was traveling. Hopefully, TT Freedom next week will go better. -
Ugh. Worst--or most disappointing--TT ever.
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Quote:Agreed, I think that would be a good change.Also fury, you have way too much healing IOs slotted in true grit, missing out on a good chunk of exotic resistances. And just the 8% regen off of boxing, i'd put that slot at the very least to to health, move the numina unique there, and then slot some resistance IOs into true grit.
However, I am not a fan of Focused Accuracy; it's a huge end hog and not needed as a set mule since you can put the Gaussian's set in Build Up instead. I'd do that and replace FA with Conserve Power. If the OP wants the additional ToHit, I'd recommend slotting the Kismet +Acc in one of the def powers instead--Phalanx Fighting would be a good choice.
Also, I think the amount of defense Maneuvers provides is pretty pathetic considering its high endurance cost. I'd drop it and pick up One with the Shield or Hasten instead. Adding another defense slot to CJ and putting a fifth Scirocco's or 5-slotting Multi Strike in WA will get the OP to the soft-cap for all positions.
Here's what it looks like with those changes:
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Shield Axe: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Battle Axe
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Def(3), LkGmblr-Rchg+(13), ResDam-I(13), ResDam-I(15)
Level 1: Beheader -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(46)
Level 2: True Grit -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(9), Numna-Heal(9), ResDam-I(11), ResDam-I(15), S'fstPrt-ResDam/Def+(19)
Level 4: Battle Agility -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-Def/EndRdx/Rchg(5), S'dpty-Def(50)
Level 6: Chop -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(46)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Gash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(46)
Level 12: Active Defense -- RechRdx-I(A)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(40)
Level 16: Super Jump -- Jump-I(A)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Heal-I(45), RgnTis-Regen+(50)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(43)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A), Ksmt-ToHit+(50)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 28: Whirling Axe -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(29), M'Strk-Dmg/Rchg(29), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(37)
Level 30: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 32: Swoop -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(48)
Level 35: Cleave -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(48)
Level 38: Pendulum -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(48)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(45), Numna-Heal(45)
Level 47: One with the Shield -- ResDam-I(A)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 0: Ninja Run
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Set Bonus Totals:- 16.5% DamageBuff(Smashing)
- 16.5% DamageBuff(Lethal)
- 16.5% DamageBuff(Fire)
- 16.5% DamageBuff(Cold)
- 16.5% DamageBuff(Energy)
- 16.5% DamageBuff(Negative)
- 16.5% DamageBuff(Toxic)
- 16.5% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 8.31% Defense(Fire)
- 8.31% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 13% Defense(Ranged)
- 13.6% Defense(AoE)
- 39% Enhancement(Accuracy)
- 35% Enhancement(RechargeTime)
- 5% FlySpeed
- 309.2 HP (16.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 12.1%
- MezResist(Immobilize) 12.1%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 3.85%
- 4% (0.07 End/sec) Recovery
- 90% (7.04 HP/sec) Regeneration
- 0.95% Resistance(Fire)
- 0.95% Resistance(Cold)
- 6.25% Resistance(Negative)
- 5% RunSpeed
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Gammos, your first priority should be to get your S/L defense to the soft-cap, in your current build it's way below where it should be. The easiest and least expensive way to soft-cap is to pick up the Fighting Pool for Weave; it can be done without Weave, but you'll have to invest in some IO sets for the bonuses, and as Mr. Body suggests, Smashing Haymaker is a good, inexpensive choice.
I see several other slotting issues in your current build:
Your main defense toggles are underslotted; I think they both need 4 slots much more than CE and WI need two end red slots.
Also, Beheader, Whirling Axe, and Icicles are underslotted for end reduction. This is particulary a problem for Icicles, since it's such a high-end toggle.
If you decide not to get Weave, there are relatively inexpensive ways to get the set bonuses you need to soft-cap. Here's my Ice/Axe build, which soft-caps S/L/E/NE without CJ or Weave--it should be easier for you since you're planning to pick up CJ. I have Boxing & Tough as the last two picks, but you could of course get the Ice epic attacks instead. I do recommend Taunt, both as a useful tanking tool and as a good place to put inexpensive sets with defense bonuses.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Hrist Frostreaver: Level 50 Natural Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Battle Axe
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Frozen Armor -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(3), GftotA-Def/EndRdx/Rchg(3), GftotA-Def(5), Ksmt-ToHit+(33)
Level 1: Beheader -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(9), F'dSmite-Acc/Dmg(9)
Level 2: Hoarfrost -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(11), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal(15), S'fstPrt-ResDam/Def+(42)
Level 4: Chilling Embrace -- CtlSpd-Rng/Slow(A), CtlSpd-Acc/Slow(17), CtlSpd-Acc/EndRdx(21), CtlSpd-EndRdx/Rchg/Slow(21)
Level 6: Gash -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(7), F'dSmite-Acc/Dmg(11), S'ngH'mkr-Dmg/Rchg(23), S'ngH'mkr-Dmg/EndRdx/Rchg(23)
Level 8: Wet Ice -- EndRdx-I(A)
Level 10: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(15), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(31)
Level 12: Swift -- Flight-I(A)
Level 14: Fly -- Flight-I(A)
Level 16: Health -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(17), Heal-I(19)
Level 18: Glacial Armor -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(19), GftotA-Def(29), GftotA-Def/Rchg(29)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), P'Shift-End%(40)
Level 22: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(39), Mocking-Taunt/Rchg/Rng(39), Mocking-Rchg(43), Mocking-Taunt/Rng(45)
Level 24: Swoop -- S'ngH'mkr-Acc/Dmg(A), F'dSmite-Acc/Dmg(25), S'ngH'mkr-Dmg/EndRdx(27), S'ngH'mkr-Dmg/EndRdx/Rchg(34), S'ngH'mkr-Dmg/Rchg(42)
Level 26: Energy Absorption -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(31), GftotA-Def/EndRdx/Rchg(36), GftotA-Def(36), GftotA-Def/Rchg(36)
Level 28: Whirling Axe -- Erad-Dmg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), M'Strk-Dmg/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(34)
Level 30: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-Build%(37), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45)
Level 32: Hibernate -- Heal-I(A)
Level 35: Cleave -- Erad-Dmg(A), Erad-Dmg/Rchg(37), Erad-Acc/Dmg/Rchg(37), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Dmg/EndRdx(40)
Level 38: Pendulum -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(42), Erad-Dmg/Rchg(43), Sciroc-Dmg/EndRdx(43), Sciroc-Acc/Dmg/EndRdx(46)
Level 41: Hasten -- RechRdx-I(A)
Level 44: Icicles -- Erad-Dmg(A), Erad-Dmg/Rchg(46), Erad-Acc/Rchg(46), Erad-Acc/Dmg/EndRdx/Rchg(48), M'Strk-Acc/EndRdx(48), M'Strk-Dmg/EndRdx(48)
Level 47: Boxing -- Acc-I(A)
Level 49: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(50), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 0: Ninja Run
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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)
- 18.6% Defense(Smashing)
- 18.6% Defense(Lethal)
- 7.38% Defense(Fire)
- 7.38% Defense(Cold)
- 18% Defense(Energy)
- 18% Defense(Negative)
- 3% Defense(Psionic)
- 12.7% Defense(Melee)
- 12.4% Defense(Ranged)
- 7.06% Defense(AoE)
- 9% Max End
- 5% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 2% Enhancement(FlySpeed)
- 2% Enhancement(JumpSpeed)
- 2% Enhancement(JumpHeight)
- 2% Enhancement(RunSpeed)
- 5% FlySpeed
- 210.8 HP (11.3%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 11.6%
- MezResist(Sleep) 3.3%
- MezResist(Terrorized) 2.2%
- 11% (0.18 End/sec) Recovery
- 20% (1.56 HP/sec) Regeneration
- 8.76% Resistance(Fire)
- 1.26% Resistance(Cold)
- 5% RunSpeed
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Hmm, nearly all of the advice I gave for your Invul/Axe applies to the Invul/EM too.
In addition to the suggestions in that post, for your /EM I'd strongly suggest that you pick up Energy Transfer, dropping Energy Punch or Bone Smasher if necessary.
Also, instead of the purple set in Whirling Hands, I suggest the Eradication + Scirocco's Dervish combo I mentioned in the earlier post. That will get you closer to the soft-cap for E/NE.
By the way, if I"m reading your post correctly, taking on 10 +4 Rikti solo is not a trivial challenge, especially if the group included some of the Rikti that do Psi damage. Your resistance to Psi is non-existent and your defense is around 20%, so fighting +4 Psi-damaging foes is going to *hurt*, and that's not something you can fix very easily. -
Oh, definitely take Clobber. IMO, it's now tied with Crowd Control as the best attack in the set.
Being able to stun minions and lts at will is extremely useful, and since it's also a quick attack and does a ton of damage, what's not to love? -
Quote:Oops, sorry, I've gotten used to posting in abbreviations.I am hoping it helps too.. trying to understand all the abbreviations as well..lol
but thank you for posting..
I think some of these will be understandable in context, but just in case, here are a few translations:
S/L=Smashing/Lethal
E/NE=Energy/Negative Energy
F/C=Fire/Cold
ED=Enhancement Diversification (the reason why there's no point in slotting more than the equivalent of 3 SOs worth of a single attribute in a power. Check Paragon Wiki for more information.)
TI=Temp Invulnerability
UY=Unyielding
RA=Reactive Armor
CJ=Combat Jumping
KD=Knockdown
KC=Kinetic Combat -
Well, for one thing, it makes absolutely no sense to slot the resistance passives to the ED cut-off and underslot TI, UY, and Tough, which have much higher base resistance values. The very first thing I'd do to improve your build is to pull the RA sets from the resist passives and put them in the toggles. And instead of Imperv Armor, I'd suggest 3-slotting Aegis in the toggles for the F/C defense.
Other changes I'd recommend:
Drop Manuevers for CJ. It has slightly more defense than Manuevers, at a fraction of the endurance cost. And with CJ, you won't have to Hover all the time to get a defense boost.
Drop Chop for Cleave, it's the most damaging attack in the set, and a cone, though a narrow one. It also has a much greater chance for KD, which will be useful damage mitigation on the ITF.
Your low level attacks are underslotted, I'd make sure they all have at least 5 slots. The KC set in particular needs accuracy and damage. And if you need a little more S/L def, slot 4 Smashing Haymker in Beheader.
Hover is overslotted, I'd get rid of the Def/End and move the slot somewhere else. Health is also overslotted, you could easily drop one, if not two of the Heal commons.
How are you planning to slot Build Up? I'd recommend either 6 Gaussian's, or if you need slots elsewhere, 2 Rectified Reticle and one or two Recharge commons.
Pendulum is underslotted, it needs at least 5 slots. I'd recommend slotting Pendulum, Whirling Axe, and Cleave if you take it with 3-4 slots of Eradication and 2 of Scirocco's Dervish--the Dam/End and Acc/Dam End. That will significantly boost your E/NE defense.
Hope that helps! -
As others have mentioned, drop Hand Clap. You are dependent on having foes in melee range to feed Invinc, so knocking them away from you is a bad thing.
You're not going to be super tough without investing more heavily in IOs, but taking the Fighting Pool will help substantially. I'd drop Hand Clap, Jab, and one of the patron powers to make room for it. I'd also strongly recommend that you pick up a Steadfast +Def to slot in one of your resist powers, even if you don't get any other IOs.
Regarding your current slotting:
Ack! Three end red slots in a moderate-end toggle is complete overkill. The amount of additional end you'll save for the second and third end red slots is tiny and not worth slotting for. Drop two end red slots each from TI and UY.
Dull Pain doesn't need end red. 2 Recharge commons, 2 Heal commons, and a cheap Heal/Recharge will get you to the end cut-off with 5 slots.
KoB and Punch need an end reduction slot; that in itself will save you more endurance than all those extra end red slots in TI and UY. I'd drop an accuracy to make room for the end red; you don't really need to double-slot accuracy if you're going to have Rage running all the time.
Take Stamina at 20, no question; you're going to want it if you ever exemp that low. Hasten can easily be delayed until level 22.
Invinc is overslotted, Tough Hide ridiculously so. Drop the defense and end red commons from Invinc, and swap out the Serendipity Endurance for the Def/Rchg. 4 slots is all that's needed. LotG is a good choice for Tough Hide, but use the Def, Def/End, and Def/Rchg IOs for maximum enhancement in 3 slots. It'll be slightly below the ED cut-off, but that will have a minimal affect on your defense total. You can drop the 3 defense commons altogether.
Oblit isn't a bad choice for Foot Stomp, but note that the set has very little end reduction. If you start having endurance problems, that would be the first thing to change.
Unstop is also way overslotted. At most, I'd recommend 2xRecharge and 2xResistance, though you shouldn't be needing it nearly that often. -
Did you mean to drop Energy Transfer? Sure, it's slow now, but it's still the mack-daddy attack of the set, and I don't see much point in using Energy Melee if you're not going to get ET. I'd strongly recommend you drop Fly or one of the other ST attacks and then rearrange your late build powers so you can get ET at 35.
The Red Fortune End and End/Rchg are a complete waste, IMO. You don't need that much end reduction, and you're already past the soft-cap for E/NE. Use those slots for Energy Transfer if you pick it up.
Instead of the two Focused Smite in Energy Punch, try two Pounding Slugfest for the 8% regen bonus. Similarly, 2 Scirocco's Dervish in your AoEs instead of the Multi Strikes will give you a 10% regen bonus.
You want to slot defense in EA as well as recharge and end mod. I suggest frankenslotting defense and end mod sets to get as much of all three as possible.
If you find yourself needing slots, you might want to consider dropping the Gaussian's in Build Up and replacing it with 2 Rectified Reticle and 1-2 common recharge IOs. You won't get the small E/NE or F/C bonuses, but you'll get a slighter large S/L def bonus and save a few slots. -
First off, what is your goal for this build? You've accrued a lot of F/C defense bonuses, and hit the soft-cap for those damage types, but most Invul tanks consider that a low priority since F/C damage is rare compared to S/L/E. Though it isn't the only way to build a Invul tank, I think the most common goal for set bonuses is to get to the soft-cap, or at least increase the amount of available defense to S/L/E.
From the top of your build:
It isn't essential to take RPD so early in your build; I'd delay it until the 20s so you can take Stamina right at 20. I'd also try to take Chain Induction when it becomes available; Hasten or the Fighting pool can easily be delayed a few levels.
If you decide to go for S/L/E/NE defense, Reactive Armor is the set to use for your resistance powers; 4 slots will fully enhance your resist toggles (TI, UY, Tough) and give small S/L and E/NE defense bonuses. 3-slotting Aegis ifor the F/C def bonus s a good choice for the resist passives, but S/L def should be your primary goal.
DP is overslotted for Heal; I'd pull the two Miracle IOs and put them in Health so you have better regen. A Doctored Wounds Heal/Rchg in DP will get you to the ED cut-off for both Heal and Recharge. (I prefer 5 DW in DP, but you can choose based on your budget and which bonuses you prefer.)
Invul does NOT need any additional KB protection besides UY; those two BotZ -KB are a *very* expensive way to get less than 2% F/C defense! Personally, I don't think BotZ are worth slotting for typed defense bonuses anymore, I'd find a better use for those slots. Also, there is absolutely no point in using a single attribute set IO by itself; you're not getting any bonus from the LotG Defense in CJ, and it gives exactly the same defense enhancement as a common IO of the same level.
LotG is a good choice for Invinc and Weave, but use Def, Def/End, Def/End/Rchg and +Recharge. That will give you sufficient defense and end reduction in 4 slots.
If you want to get your S/L defense to the soft-cap, you're probably going to have to slot some of your ST attacks with sets that have S/L defense bonuses, like Kinetic Combat or Smashing Haymaker. KC has twice the S/L def bonus, but is much more expensive and hard-to-find than SH. Your call which you want to use, but in both cases, use 4 then add an IO from another set that provides accuracy and damage.
I strongly recommend Eradication for your PBAoE attacks; it has a nice E/NE bonus for just three slots, and you can add other set IOs to finish out the slotting. (Make sure you get enough end reduction.)
If you can free up a slot, put a 6th Mocking Beratement in Taunt, for an inexpensive 7.5% recharge bonus.
I'd also consider slotting a Kismet +Acc in either Tough Hide or CJ.
Hope that helps! -
You must be thinking of Shatter, not Clobber. (Clobber is ST, though it's a great attack in other ways.) Shatter has a fairly wide cone, much wider than Cleave's, so it is indeed easier to hit multiple targets with it.
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Well, for one thing, you don't want to be stuck with Barrage and vet attacks if you exemp, so I'd suggest taking Bone Smasher much earlier. Permafrost can be delayed until very late in the build, so I'd move that to make room for BS. I'd also move ET and TF to 35 and 38. Build Up and Weave can be delayed if necessary.
I'm not a fan of Red Fortune for typed defense sets, it takes 2 otherwise unnecessary slots for a small amount of E/NE defense. Likewise, the return you get on slotting Multi Strike for typed defense is so small that it's not worth slotting for in most cases. I'd drop the two additional slots from Weave, (the End and Def/End Rchg) then slot either Icicles or WH with 4 Eradication and 2 Scirocco's Dervish for the E/NE defense, and the other AoE with Scirocco's Dervish for the F/C defense. (The bonus isn't huge, but it's bigger than Multi-Strike's) Just make sure Icicles is well slotted for end reduction.
You should also consider replacing the Imperv Armor sets in Tough (and in PF if you have the slots) with Aegis for the F/C defense.
The recharge reductions in Hibernate aren't doing anything for you since the Phase Shift nerf, so I'd pull those slots and put them in Health for some additional regen. -
Quote:Yes, and in Mid's next to the red number is another number in parentheses. That's the amount of enhancement that you would have if ED's diminishing returns hadn't kicked in. So in Fury's example above, if the 98.72% had a (123%) next to it (just made that up, don't know off the top of my head what it would be) that means that you've slotted for a lot of recharge that is being wasted because of ED. In that case, it's best to back off on the recharge slotting (or whatever it is) and try to enhance something else.Yellow text means you're approaching ED limits (95%), red means that you've exceeded them and are subject to diminishing returns (i.e., if you totaled up the amount of recharge you actually have, you would actually have more than 98.72% but diminishing returns after 95% lowers it).
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If you're determined to skip Hasten, Rage or Unstoppable, Rage is definitely NOT the one to skip. On a soft-capped build, drop Unstop and take Rage at 28.
To make matter worse, all your attacks are underslotted; the Smashing Haymaker sets for accuracy and damage, and Foot Stop for end reduction and damage. That, combined with no Rage would makes this a very underwhelming build in the damage department. I'd find 6 slots, two each for FS and KoB, and one each for Jab and Haymaker.
You should consider getting sets for your defense powers. Some of them, LotG and GotA especially, have good 4 slot bonuses, and using sets means you'll be able to squeeze in a little more end reduction without using an extra slot.
I'd also drop Focused Accuracy. It's a huge end hog, and with Rage it's not really necessary. I think you'd be better served by picking up another attack; Punch, Hurl, and LBE would all be better options, IMO.
I'd do something like this with your build:
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Paul Pumphrey MK2: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-EndRdx/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(13), S'fstPrt-ResDam/Def+(37)
Level 1: Jab -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(11), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Rchg(13), Dct'dW-Heal(17)
Level 4: Haymaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(5), S'ngH'mkr-Dmg/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 6: Hurdle -- Jump-I(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(17)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(39), Mocking-Taunt/Rchg/Rng(43), Mocking-Acc/Rchg(45), Mocking-Taunt/Rng(46), Mocking-Rchg(46)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Resist Physical Damage -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(15), Aegis-ResDam/Rchg(15)
Level 16: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(25), Numna-Regen/Rcvry+(40), Numna-Heal(45)
Level 18: Invincibility -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(19), GftotA-Def/EndRdx/Rchg(19), GftotA-Def(29)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), EndMod-I(21)
Level 22: Knockout Blow -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(23), S'ngH'mkr-Dmg/Rchg(23), S'ngH'mkr-Dmg/EndRdx/Rchg(34), P'ngS'Fest-Acc/Dmg(37), P'ngS'Fest-Dmg/Rchg(42)
Level 24: Boxing -- Acc-I(A)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(27), LkGmblr-Def(27)
Level 28: Rage -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(29), RechRdx-I(33), RechRdx-I(34)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31)
Level 32: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(33), GftotA-Def/EndRdx/Rchg(33), GftotA-Def(36)
Level 35: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(43)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(40), Sciroc-Dmg/EndRdx(45), Sciroc-Acc/Dmg/EndRdx(46)
Level 41: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(43)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48)
Level 49: Physical Perfection -- EndMod-I(A), P'Shift-End%(50), Numna-Heal(50), Numna-Heal/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
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Set Bonus Totals:- 19.3% Defense(Smashing)
- 19.3% Defense(Lethal)
- 9.25% Defense(Fire)
- 9.25% Defense(Cold)
- 14.9% Defense(Energy)
- 14.9% Defense(Negative)
- 3% Defense(Psionic)
- 11.1% Defense(Melee)
- 8.94% Defense(Ranged)
- 6.13% Defense(AoE)
- 7.2% Max End
- 12.5% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 7% Enhancement(Accuracy)
- 5% FlySpeed
- 126.5 HP (6.75%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 12.1%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 6% (0.1 End/sec) Recovery
- 52% (4.07 HP/sec) Regeneration
- 6.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 10% RunSpeed
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The big problem I see with your current build is that you can't seem to choose between positional and typed defense. Or if you have chosen, it's not apparent since you've used a mix of sets that give primarily typed (Kinetic Combat, Aegis, Mocking Beratement) and some that give primarily positional defense (Touch of Death, Red Fortune, Gaussian's) To get the most "bang for the buck" you should decide which direction you want to go and build for that.
Personally, I prefer typed defense because you can cover a large proportion of attacks that come your way by increasing defense to a few damage types (S/L/E). Just increasing melee defense, for instance, won't cover as many attacks. I also like typed defense bonuses because as a rule you can get them with a smaller commitment of slots.
I made some changes to your build that focuses specifically on typed defense; S/L defense is the primary goal, E/NE defense the secondary goal. You can do the same thing for positional defense if you wish by making sure you concentrate on positional defense bonuses.
Here's what I did:
Dropped Manuevers for Combat Jumping. CJ provides slightly more defense than Manuevers, at a fraction of the endurance cost.
Added a slot each to Energize and Power Sink, with emphasis on adding recharge.
Slotted all the resistance powers with Reactive Armor for the S/L/E/NE bonuses.
Replaced the Touch of Death sets with Kinetic Combat. The KC sets are expensive, but using them is by far the best way to increase your S/L defense. If you want an interim solution while you're collecting the KCs, 4 slots of Smashing Haymaker provides exactly 1/2 the defense as KC, and they're dead cheap.
Replaced the Obliteration set with Eradication to increase the E/NE defense. Oh, BTW, you should definitely take Foot Stomp at 38; Weave can easily wait unti 41.
Replaced the Gaussian's set with Rectified Reticle, which provides slightly more S/L def than 6 slots of Gaussian's with only two slots. This, and some of the other changes freed up slots for the attacks that were underslotted.
I'm not sure you really need Physical Perfection and Conserve Power with Electric Armor--Power Sink should take care of your endurance needs. If you drop one or both of the epics, you could fit in Lightning Field, which will add some additional AoE damage to your build.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Bim Bam Baby: Level 50 Science Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Knock%(43)
Level 2: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(9)
Level 4: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(9), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(13)
Level 6: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/Rchg(17)
Level 8: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam(19)
Level 10: Grounded -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(25)
Level 12: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(21), Zinger-Taunt/Rchg/Rng(21), Zinger-Acc/Rchg(23), Zinger-Taunt/Rng(23), Zinger-Dam%(25)
Level 14: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(27), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal(29), Dct'dW-Rchg(40)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Numna-Heal/EndRdx(A), Numna-Heal(31), Numna-Regen/Rcvry+(31), Mrcl-Rcvry+(31), RgnTis-Regen+(33)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/Acc(33)
Level 22: Lightning Reflexes -- Run-I(A)
Level 24: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), P'ngS'Fest-Acc/Dmg(36), P'ngS'Fest-Dmg/Rchg(36)
Level 26: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(37), Efficacy-EndMod/Acc(37), Efficacy-Acc/Rchg(39)
Level 28: Rage -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(37), RechRdx-I(39), RechRdx-I(39)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 32: Kick -- F'dSmite-Dmg/Rchg(A)
Level 35: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Dmg/Rchg(43), Erad-Acc/Dmg/Rchg(43), Erad-Acc/Dmg/EndRdx/Rchg(45), Sciroc-Dmg/EndRdx(46), Sciroc-Acc/Dmg/EndRdx(46)
Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(45), LkGmblr-Rchg+(46)
Level 44: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(48), LkGmblr-Def(48), Ksmt-ToHit+(48)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(50), Efficacy-EndMod(50), Efficacy-EndMod/Acc(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
------------
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)
- 28% Defense(Smashing)
- 28% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 11.1% Defense(Energy)
- 11.1% Defense(Negative)
- 3% Defense(Psionic)
- 15.5% Defense(Melee)
- 7.06% Defense(Ranged)
- 3% Defense(AoE)
- 1.8% Max End
- 9% Enhancement(Accuracy)
- 25% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 295.2 HP (15.8%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 15.4%
- MezResist(Terrorized) 4.95%
- 20% Perception
- 4.5% (0.08 End/sec) Recovery
- 82% (6.42 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
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Quote:C_M_A covered most of these points, but besides the end issue, the reason I don't recommend Oblits for an Invul build is that it's a lot of slots for relatively little return.Ok I don't quite get it but at what point does WM become a better attack then any of the ST ones other then the fact it's AoE?? With both Physical perfection and Stamina I don't see endurance being a problem hence why I used the Obliterates instead of hybridizing it. Boxing is a set monkey right now and thats all I have it for is the second set of kinetic combat. Sure I can slot Clobber for dmg and if i do that I'm gonna likely go with a Makos bite or Touch of Death for the dmg boost.
If you had a primary that had less of its own defense I could see a need for getting S/L defense wherever possible, but and Invul tank with Weave can find enough defense in other ways that using Oblits is generally not needed--as I've shown in the posted build. That frees your AoEs for using Eradication and the possibility that you can soft-cap E/NE as well as S/L. (Which you actually could do on your build, but you'd have to drop some of the purple sets.) -
BTW, if you choose the vBulletin or Zetaboard formats it won't come out looking so funky.
From the top:
You've taken Bone Smasher way later than you need too. It won't hurt to take RPD later, so just swap the two. I'd also switch Tough and WH.
The End/Rchg slot in Temp Invul is unneeded, and the tiny F/C bonus not worth slotting for, IMO. Use that slot elsewhere.
Mako's Bite isn't a very good choice for typed defense; if you want E/NE defense you can get much more "bang for your buck" by slotting Eradication in Whirling Hands, or by slotting 3 Pounding Slugfest and 3 Pulverizing Fisticuffs in one of your ST attacks. Or if you want a little more S/L def, use 4 Smashing Haymaker; they have half the S/L def of KC at a fraction of the cost.
If you switch out the Heal/End/Rchg in Dull pain for a DW End/Rchg you'll be pretty close to the ED cut-off for both Heal and Recharge without the Recharge IO, so you could move that slot somewhere else.
The BotZ -KB in SJ is completely unnecessary, UY provides all the KB protection you need. If you really want the E/NE bonus (I don't think it's even worth slotting for) use the other BotZ instead.
Red Fortune is a poor choice for your defense powers, IMO; it requires a lot of (unnecessary) slots to get a relatively small E/NE bonus. If you were to put two more Thunderstrike in LBE, you'd get the same bonus--and a better slotted attack. LotG or GotA both have desirable 4-slot bonuses, I'd use one of those sets instead.
Stamina is underslotted; I'd put at least one more slot in it, two if you use more Efficacy Adaptors.
Tough Hide needs another slot; it has the same amount of defense as Weave.
As I mentioned earlier, Eradication would be a good choice for Whirling Hands. Slot 3-4 Erad for the defense bonus and then the Scircocco's Dervish Dam/End and Dam/End/Rchg for some endurance reduction and a nice regen bonus. -
Could you please pot the link or the data chunk so we could see the build in Mid's? Also, if you have a specific goal for this build--defense, recharge, etc.--let us know what it is so we can point you in the right direction.