Finduilas

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  1. Quote:
    Originally Posted by LastPhantomZoner View Post
    His focus is probably what I was asking for.
    I understand with this toon that because I want 2 travel powers and laser beam eyes (which i know is not a very good power) because of my concept for him that He probably won't have soft-cap defense unless surrounded by enemies which is fine.
    The reason I asked about soft-capping is that if that's not the plan, you can drop the Fighting Pool to get more attacks. Can't speak for you, of course, but having just three secondary attacks would drive me absolutely nuts.
  2. Quote:
    Originally Posted by BabyLou Tattoo View Post
    Looking for some advice for a solid Elec/SuperStrength tanker build. Any advice would be grateful!
    My advice would be to ask this question in the Tanker forum. If you could post your current or proposed build for people to comment on, that would help too.
  3. Finduilas

    Inv/WM

    First of all, I think Whirling Mace is a better choice to add to your other AoEs, rather than taking all four ST attacks. I'd drop either Pulverize or Jawbreaker and pick up WM instead.

    Also, your attack slotting needs work. Clobber definitely needs to be slotted for damage, not just stun--it's the most damaging attack in the set! And currently, Bash and Pulverize are underslotted for damage. Instead of slotting Boxing with Kinetic Combat, save yourself some slots and put them in a Mace attack.

    The Oblits in Crowd Control are not a great choice because the set is very low in end reduction. You'd be better off slotting CC (and WM if you take it) with 3 or 4 Eradication for the E/NE bonus, then finish out the slotting with Scirocco's Dervish Dam/End and Acc/Dam/End for the end reduction and the regen bonus.

    Weave is underslotted for end reduction and needs another slot, so try to free up a slot and put a Def/End/Rchg in it.

    Focused Accuracy is a huge end hog, and the ToHit bonus can be replicated by slotting a Kismet +Acc in one of your defense powers. I'd drop FA and get Conserve Power instead, and slot the Kismet in Tough Hide.

    If you replace the Heal/End/Rchg in Dull Pain with the DW End/Rchg, you'll be closer to the ED cut-off for recharge.

    Here's what it looks like with the changes I recommended; the attacks are more fully slotted, S/L def is a hair higher, and E/NE def is much higher.

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: War Mace
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
    Level 1: Bash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(46)
    Level 2: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(7), Dct'dW-EndRdx/Rchg(7), Dct'dW-Rchg(11)
    Level 4: Jawbreaker -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(23), Hectmb-Acc/Dmg/Rchg(23), Hectmb-Acc/Rchg(29), Hectmb-Dmg/EndRdx(33)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11)
    Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(31), Zinger-Taunt/Rchg/Rng(31), Zinger-Acc/Rchg(31), Zinger-Taunt/Rng(43), Zinger-Dam%(45)
    Level 12: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(13), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15)
    Level 14: Fly -- Winter-RunSpd/Jump/Fly/Rng/EndRdx(A), Winter-ResSlow(50)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(39)
    Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(21)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(37), P'Shift-EndMod/Rchg(37)
    Level 22: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37)
    Level 24: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(29)
    Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), Ksmt-ToHit+(46)
    Level 28: Whirling Mace -- Erad-Dmg(A), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dmg/EndRdx(46)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(43)
    Level 35: Shatter -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(40), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Acc/Rchg(45), Armgdn-Dmg/EndRdx(45)
    Level 38: Crowd Control -- Erad-Dmg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dmg/EndRdx(40)
    Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(42), LkGmblr-Rchg+(42)
    Level 44: Conserve Power -- RechRdx-I(A)
    Level 47: Laser Beam Eyes -- Apoc-Dmg(A), Apoc-Dmg/Rchg(48), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(50)
    Level 49: Physical Perfection -- Panac-Heal/+End(A), Mrcl-Rcvry+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 6.5% DamageBuff(Smashing)
    • 6.5% DamageBuff(Lethal)
    • 6.5% DamageBuff(Fire)
    • 6.5% DamageBuff(Cold)
    • 6.5% DamageBuff(Energy)
    • 6.5% DamageBuff(Negative)
    • 6.5% DamageBuff(Toxic)
    • 6.5% DamageBuff(Psionic)
    • 19.9% Defense(Smashing)
    • 19.9% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 15.5% Defense(Energy)
    • 15.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 11.4% Defense(Melee)
    • 9.25% Defense(Ranged)
    • 3% Defense(AoE)
    • 3.6% Max End
    • 48% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 62.5% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 210.8 HP (11.3%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 11%
    • MezResist(Terrorized) 4.95%
    • 8% (0.13 End/sec) Recovery
    • 78% (6.1 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 6.3% Resistance(Fire)
    • 11.3% Resistance(Cold)
    • 5% RunSpeed

    Code:
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  4. Chrome, your link doesn't work.

    If I were the OP, I'd definitely consider skipping the Fighting Pool to get more attacks. Having only 3 EM attacks is not my idea of a balanced build.

    And what is your goal with this build? Can't tell for sure without the link, but judging by the set picks, it doesn't look like you're aiming for the defense soft-cap.
  5. Finduilas

    Acrobatics

    Kinrad, for one thing, I'm surprised you didn't take Shadow Maul, it's one of Dark's signature attacks and one of the set's only multi-target attacks.

    As for where you could put -KB IOs, I can see a number of possibilities:

    1) Drop the sixth slot from Cloak of Fear--that 3% Psi resist bonus add very little to your survivability--and move it to one of your resist toggles. In general, you might be better off not worrying about bonuses and frankenslotting CoFfor accuracy and endurance reduction; it's currently rather underslotted for end reduction.

    2) Swap out the Red Fortunes in CoD for 4 slots of Gift of the Ancients--the GotA 4-slot bonuses are quite useful--and put a Karma -KB in the fifth slot.

    3) Drop the Damage/Recharge from Death Shroud and put the slot in a resist toggle. (The loss of damage per tick will be very small.)

    4) Drop the Res/End/Rchg from Ob Shield and slot a Steadfast -KB in its place. Then move the Steadfast +Def (and its slot) from DE. You'll lose a little Psi resist and the +End bonus, but gain a small recovery bonus from the two Steadfast.

    5) Pick something to replace Acro that can be single-slotted, and voila! an extra slot.

    You might also want to post in the scrapper section for future suggestions.
  6. Finduilas

    Acrobatics

    Quote:
    Originally Posted by Aggelakis View Post
    I don't think I'd bring Acrobatics into a Dark Armor set, since it's an already endurance-heavy set, and Acrobatics is one of the higher end/sec toggles.
    Actually, it's not. Acrobatics has an end cost of .26 EPS, which is the same as most other non-damage toggles. (Many toggles display in City of Data with an end cost of .13, but that's per activation of .5 seconds)

    That said, I think one or two KB protection IOs are the way to go, and any Dark Armor character should have plenty of places to put them.
  7. Quote:
    Originally Posted by Aggelakis View Post
    If you have the slots to spare, it's always a good idea to put one in, but if you're strapped for slots and need to either slot an attack or a toggle with endred, slot the attack first.
    Except for the case of damage toggles (many melee defense/resistance sets have them) which tend to have a much higher endurance costs than plain defense/resistance/mez protection toggles. Like attacks, it should be a priority to put end reduction in high-endurance cost toggles.

    If you're not sure, check the endurance cost on the "Info" tab of the toggle in Mid's, or ask in the AT forum of the character you're working on. Players there will be able to help you prioritize your slotting for the best end reduction.
  8. Quote:
    Originally Posted by Black_Strike View Post
    I've read a couple places where peeps have said not to take Unstoppable, but not why exactly. Did it get Nerfed?

    Thanks.
    Nope, Unstop hasn't changed. However, if you manage to soft-cap S/L defense (one in range of Invinc is the usual standard) you probably won't need it very often, and you *will* need the space to fit in the Fighting Pool.

    If you decide not to try for the soft-cap, I think Unstop is still very useful for those times when you get in over your head. Just don't try to use it against Psi foes.

    EDIT: Some players have always disliked Unstop; some don't like the concept, some don't like the crash. What's new is that now that you can beef up your defense to the soft-cap with IOs, some players that had used it have found they don't need it very often.

    P.S. I vote for WM/Invul. It might not be quite as strong and pretty as WM/EA, but it's close!
  9. Finduilas

    Tricks to EA?

    I leveled a FM/EA to 50, and that's widely regarded as the squishiest brute in existence.

    Long term, concentrate on getting your defense to the soft-cap. CJ, Weave, slotting Energy Cloak all help, and eventually you'll want to slot some IO sets for defense bonuses so you can soft-cap S/L/E/F/C. (NE is tougher since you start with a smaller base.)

    Short term, look for damage mitigation wherever you can. I took Air Sup and Aid Self early on and that helped considerably. DB's KD attacks don't come until late in the build, so something like Air Sup will be helpful in the early levels. However, you may want to replace it later with CJ depending on your travel pool preferences. Likewise, you may want to drop Aid Self when Energy Drain becomes available, but IME ED is pretty lacklaster as a heal, so I kept Aid Self on my EA brute.

    Hope that helps!
  10. Finduilas

    Electric/Fire

    Much better, StarKitten.

    I'd still strongly recommend that you replace the Reactive Armor Endurance IOs with Res/Rchg, and the Accuracy commons in the KC sets with an Acc/Dam or something similar from another set. It won't cost you a single slot, but your toggles and attacks will be much better slotted.
  11. Finduilas

    Electric/Fire

    StarKitten IMO your build just needs a few more tweaks, so don't get frustrated.

    Here's the changes I recommended in my previous post; as you can see, with CJ running it's right at the soft-cap for S/L.

    If you want to add a APP attack (which is by no means required, not all of my tanks have them) I'd recommend dropping either SJ or Hasten. The challenge will then be to find enough slots for it, though I think you could pull a slot each from Incinerate and GFS without hurting their slotting too much.

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Cybernetic Cinder: Level 50 Technology Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Fiery Melee
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Hero Profile:
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), Mako-Dam%(9)
    Level 2: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13)
    Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(15), RctvArm-ResDam/Rchg(15)
    Level 6: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(19), RctvArm-EndRdx(19), RctvArm-ResDam/EndRdx/Rchg(21)
    Level 8: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 10: Swift -- Run-I(A)
    Level 12: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(17), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(23), Dct'dW-Rchg(25)
    Level 14: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(21)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Heal(27), Mrcl-Rcvry+(27)
    Level 18: Super Jump -- Jump-I(A)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(29), EndMod-I(31)
    Level 22: Lightning Reflexes -- Run-I(A)
    Level 24: Lightning Field -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(25), Erad-Acc/Dmg/Rchg(29), Erad-Dmg/Rchg(31), Sciroc-Dmg/EndRdx(31), Sciroc-Acc/Dmg/EndRdx(33)
    Level 26: Power Sink -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(37)
    Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-%Dam(36)
    Level 30: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(33), RechRdx-I(37), RechRdx-I(37)
    Level 32: Taunt -- Zinger-Taunt(A), Zinger-Dam%(33), Zinger-Taunt/Rchg(39), Zinger-Taunt/Rchg/Rng(39), Zinger-Acc/Rchg(39), Zinger-Taunt/Rng(40)
    Level 35: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Acc/EndRdx/Rchg(50)
    Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/EndRdx/Rchg(40), KntkC'bat-Dmg/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Acc/EndRdx/Rchg(48)
    Level 41: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Knock%(42)
    Level 44: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam(46), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(48), LkGmblr-Def/EndRdx/Rchg(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 5.5% DamageBuff(Smashing)
    • 5.5% DamageBuff(Lethal)
    • 5.5% DamageBuff(Fire)
    • 5.5% DamageBuff(Cold)
    • 5.5% DamageBuff(Energy)
    • 5.5% DamageBuff(Negative)
    • 5.5% DamageBuff(Toxic)
    • 5.5% DamageBuff(Psionic)
    • 33.6% Defense(Smashing)
    • 33.6% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 11.1% Defense(Energy)
    • 11.1% Defense(Negative)
    • 3% Defense(Psionic)
    • 21.1% Defense(Melee)
    • 7.06% Defense(Ranged)
    • 3% Defense(AoE)
    • 1.8% Max End
    • 4% Enhancement(Heal)
    • 18% Enhancement(Accuracy)
    • 22.5% Enhancement(RechargeTime)
    • 224.9 HP (12%) HitPoints
    • MezResist(Immobilize) 24.8%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 4.95%
    • 20% Perception
    • 4% (0.07 End/sec) Recovery
    • 52% (4.07 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)

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  12. Finduilas

    Electric/Fire

    Quote:
    Originally Posted by kangaroo120y View Post
    I came up with this build, I like how it looks on paper, I just don't have a lot of experience with getting defense on non defense builds. Perhaps this would be a viable option?
    The Aegis set bonuses are very nice, and I've used them on builds that have more 'native' defense than ELA, but F/C is a relatively uncommon damage type. Since Electric starts from no defense, it's most effective to concentrate on defending against the damage players see most often--S/L. That's why you see so many builds heavily weighted toward S/L defense, and Reactive Armor used much more than Aegis.

    In addition, as I mentioned in my reply to StarKitten, Obliteration is a very poor choice for Lightning Field since LF is a high-end toggle and Oblit sets have very little end reduction.
  13. Finduilas

    Electric/Fire

    Just want to reiterate some of the comments C_M_A made. Currently, all your resist toggles are overslotted for end reduction and underslotted for resistance. The amount of additional end you save by overslotting for end reduction is absolutely trivial, and there is some benefit to slotting to the ED cut-off. Each toggle should get the RA Res, Res/End, Res/Rchg, Res/End/Rchg, and drop the fifth slot in CA and CS. One of those slots can be used to put a LotG Res/End/Rchg in Weave, which is currently underslotted for both end reduction and defense.

    Also, replace the Heal/End/Rchg in Energize with a DW Recharge, so you'll be close to the ED cut-off for both Heal and Recharge.

    The Kinetic Combat sets need additional damage as well as accuracy, so if you're going to add one additional slot, use a set IO that has both accuracy and damage. Both Crushing Impact and Mako's Bite have IOs with a combination of accuracy, damage, end reduction and recharge, so you can pick according to your preference. And I agree with C_M_A that the Hecatombs in Incinerate are a lot of influence for relatively little benefit.

    An Obliteration set is a very poor choice for Lightning Field; LF is a very high end-cost toggle and Oblit has less than 20% end reduction in 6 slots. A much better choice would be to use 3 or 4 Eradication for the E/NE bonus and then add Scirocco's Dervish Dam/End and Acc/Dam/End to finish out the slotting and give you a 10% regen bonus. If you wish, you can replace the lost S/L bonus from the Oblits by slotting 2 Rectified Reticle in Build Up.

    Some pieces of Kinetic Combat are scarce as well as expensive. If you're going to use Boxing purely as a set mule, consider using the KD proc instead of one of the more hard-to-find IOs.

    Lastly, CJ is a very low cost toggle, so use a Defense IO instead of a Def/End to squeeze a little more defense out of it. That change, and the additional slot in Weave is enough to inch you up to the soft-cap for S/L without losing any of the other bonuses.
  14. Overslotting low-endurance cost toggles for end reduction is the worst way to try to manage endurance problems. The Reactive Armor sets should include all four of the IOs that enhance resistance, the End and End/Rchg IOs are unneeded. I'd drop the fifth slot from TI entirely; it doesn't need the end reduction and the .63% F/C def bonus isn't worth slotting for, IMO. I'd recommend moving that slot to Haymaker, as it is, the three attacks slotted with Kinetic Combat are underslotted for Accuracy and Damage. (Killing faster is always good for conserving endurance.)

    Replacing the Oblit set should be a top priority if you want to reduce endurance use; even 6 slotted it has less than 20% end reduction. I'd replace it with 3 or 4 slots of Eradication plus the Dam/End and Acc/Dam/End from Scirocco's Dervish. You'll lose the S/L defense bonus, but there are other ways to get that if it's important to you. Personally, I think having enough end is more important.

    I also agree that another set of GotA in Invinc would be a good idea since you're not to the "rule of 5" limit for those bonuses yet.

    You might also want to consider dropping the Gaussian's set in Rage in favor of 2 Rectified Reticule and 2 lv 50 Recharge IOs. The Gaussian's bonuses are pretty small for typed defense and you'd get a little more S/L defense. It would also free up two slots, one of which could go into Stamina, which is currently underslotted for EndMod. Alternatively, you could pull the third Recharge from Hasten and put it in Stamina.
  15. Not bad, though I'd recommend a couple of changes.

    The Reactive Armor Endurance slots are a waste. You're getting .63% F/C def for each, which is just not worth slotting for, IMO. I do think it would make sense to slot another -KB IO so you'd have 8 pts of KB protection, and putting a Steadfast -KB in DE with the Steadfast +Def would give you a small recovery bonus. If you want to stick with 4 pts of KB protection, compare the prices of the Steadfast to the BotZ, last time I checked the BotZ was much more expensive, but that was before the BotZ bonuses were nerfed.

    The extra slot in Ob Shield (and the one in DE if you decide to stay with the BotZ -KB) can go into Health; currently it's not slotted for Heal at all besides the procs. More regen for a tanker is always good! A single level 50 Heal common IO in Health will give you 17% more regen, 34% for two.
  16. I'm not a fan of using Red Fortune for Ranged defense, since normally you'd only need 4 slots to fully slot a defense power, and the two extra slots seem like a waste to me.

    I do understand why you might want to use them; they're relatively cheap compared to some of the attack sets that give positional defense bonuses. However, if you are going to use them, I think you should move them to Battle Agility; slotting them in Deflection means there's no room to slot for resistance and increase your S/L resist total. While slotting for resistance isn't essential, if both Deflection and Tough are fully slotted you'll have around 45% resistance to S/L, which can be extremely helpful especially in the case of defense debuffs.

    I followed an approach similar to what C_M_A describes above to soft-cap my Shield/Electric tank, though I was able to use three sets of the relatively cheap Multi Strikes for melee and AoE def since Electric has so many AoE attacks.
  17. Quote:
    Originally Posted by ZizsiS View Post
    Excellent advice. I don't know why, but i wanted to cap my PSi resistance. Maybe one mothership raid too many. MAGUS to the north! Energy would have been my weakpoint and the Eradication IOs you put in fill that gap well. I've played the build up to L9 so far and it's been fun.
    Glad to help! A couple of things I forgot to mention in my previous post. First, leaving both CJ and CoD until so late in the build means that you won't have any immob protection until level 44; so you might want to consider taking one of them earlier. I'd probably delay Taunt and the Fighting pool so I could take one at level 24.

    Also, since you've got Conserve Power worked in already, adding Physical Perfection would be very useful for the additional recovery and regen. I'd drop Soul Transfer and take PP instead; even if you can only single-slot it it'll be very helpful.
  18. The main problem I see is that using Red Fortune sets for your Ranged defense means that those powers are overslotted for defense, and Deflection is underslotted for resistance. True Grit is also underslotted for both +HP and resistance.

    So I'd recommend replacing the Call of the Sandman set in Charged Brawl with a full set of Mako's bite for the Ranged defense. (This will have the secondary advantage of slotting CB for damage.) That will allow you to drop the End and End/Rchg slots in BA and Deflection and replace the slots in Deflection and TG with resistance IOs.

    I'd also move the Miracle +Recovery to Health to make room for another slot that will enhance TG's +HP. You can pull a slot from Hasten to put in Health since it is currently way overslotted. IMO, either Doctored Wounds or Numina's would work better in TG because they go to level 50, but you can base your decision on the cost and which bonuses you prefer.

    Since you're no longer using the RF sets for the Ranged bonus, you can replace them with another defense set with better bonuses; either LotG or GotA would be my preference.

    Oh, and drop the Psi Resistance IO from Tough and replace it with an Imperv Armor Res/Rchg so Tough is slotted to the ED cap.

    Here's what it will look like with those changes:

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Nika Tesla IO Build: Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Electrical Melee
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-Def(13), RedFtn-Def/EndRdx/Rchg(15), ResDam-I(43), ResDam-I(45)
    Level 1: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(43), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(50)
    Level 2: True Grit -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(3), Mrcl-Heal/Rchg(3), S'fstPrt-ResDam/Def+(5), S'fstPrt-ResDam/EndRdx(5), ResDam-I(43)
    Level 4: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def(7), RedFtn-Def/Rchg(9), RedFtn-Def/EndRdx/Rchg(13)
    Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(17)
    Level 8: Against All Odds -- EndRdx-I(A), Taunt-I(46)
    Level 10: Taunt -- Zinger-Taunt/Rng(A), Zinger-Taunt/Rchg(11), Zinger-Taunt(11), Zinger-Taunt/Rchg/Rng(15)
    Level 12: Phalanx Fighting -- DefBuff-I(A)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Thunder Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(17), M'Strk-Dmg/Rchg(23), M'Strk-Acc/EndRdx(23), M'Strk-Acc/Dmg/EndRdx(25), M'Strk-Dmg/EndRdx/Rchg(33)
    Level 18: Health -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Regen/Rcvry+(19), Mrcl-Rcvry+(48)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(25)
    Level 22: Build Up -- AdjTgt-ToHit(A), AdjTgt-Rchg(31), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-EndRdx/Rchg(37)
    Level 24: Grant Cover -- DefBuff-I(A)
    Level 26: Shield Charge -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(29), M'Strk-Acc/Dmg/EndRdx(29), M'Strk-Dmg/EndRdx/Rchg(31)
    Level 28: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(48), C'ngImp-Acc/Dmg/Rchg(50)
    Level 30: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37)
    Level 32: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(33), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(34)
    Level 35: Tough -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam/EndRdx(36), ImpArm-ResDam(36), ImpArm-ResDam/EndRdx/Rchg(36)
    Level 38: Lightning Rod -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/Rchg(39), M'Strk-Acc/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Rchg+(42)
    Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(50)
    Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Physical Perfection -- P'Shift-End%(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 9% DamageBuff(Smashing)
    • 9% DamageBuff(Lethal)
    • 9% DamageBuff(Fire)
    • 9% DamageBuff(Cold)
    • 9% DamageBuff(Energy)
    • 9% DamageBuff(Negative)
    • 9% DamageBuff(Toxic)
    • 9% DamageBuff(Psionic)
    • 5.81% Defense(Smashing)
    • 5.81% Defense(Lethal)
    • 5.81% Defense(Fire)
    • 5.81% Defense(Cold)
    • 5.5% Defense(Energy)
    • 5.5% Defense(Negative)
    • 4.88% Defense(Psionic)
    • 8.62% Defense(Melee)
    • 8% Defense(Ranged)
    • 8.62% Defense(AoE)
    • 2.25% Max End
    • 3% Enhancement(Stun)
    • 25% Enhancement(Accuracy)
    • 28.8% Enhancement(RechargeTime)
    • 196.8 HP (10.5%) HitPoints
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 9.9%
    • MezResist(Sleep) 4.95%
    • MezResist(Stun) 4.95%
    • MezResist(Terrorized) 2.75%
    • 10.5% (0.18 End/sec) Recovery
    • 42% (3.29 HP/sec) Regeneration
    • 5.36% Resistance(Fire)
    • 5.36% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)

    Code:
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  19. IMO, he would do just fine standing around. Trying to *do* anything would be problematic, however, since all of your toggles and some of your attacks are extremely underslotted for end reduction. Unslotted Dark Regen takes 33% of your end bar; slotted with Obliteration it uses 28%, so let's hope you don't have to use it very often.

    You've also picked some sets that give primarily positional defense rather than typed, which means you are spending a lot of slots and influence to soft-cap S/L. Instead of Impervium Armor, use Reactive Armor in your resist sets for the S/L and E/NE bonuses, and make sure you slot both the Res/End and Res/End/Rchg so you have sufficient end reduction. (around 40% is good) The same goes for the Defense toggles, make sure you you use both the Def and Def/End/Rchg. In addition, consider using Gift of the Ancients for the recovery and +end bonuses instead of Luck of the Gambler for your defense powers.

    Hand Clap isn't a particularly good choice for a Dark tank, IMO, since it KBs targets out of melee range, and you want them in melee range for Dark Regen. I'd pick up Op Gloom, which provides good damage mitigation for minimal slotting and end cost, and drop either Hand Clap or Soul Transfer. (I'm not a big fan of tier 9 self-rez powers.)

    And as I said earlier, Obliteration is not a good choice because it has so little end reduction. I'd use 3 or 4 slots of Eradication instead, with plenty of additional end reduction in the last 2 or 3 slots. Dark Regen would also greatly benefit from the Theft of Essence +end proc if you can afford one.

    Here's what I would do with your build. It's still soft-capped to S/L, recharge and recovery are lower but your end usage will be much lower with Dark Regen and Foot Stomp properly slotted for end reduction. Regen and E/NE defense are both much higher.

    EDIT: swapped out the Perfect Zinger set for Mocking Beratement's F/C def and recharge bonuses.

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!
    Wi11iam: Level 50 Science Tanker
    Primary Power Set: Dark 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: Death Shroud -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(7), Erad-Acc/Dmg/EndRdx/Rchg(9), Sciroc-Dmg/EndRdx(9), Sciroc-Acc/Dmg/EndRdx(15), Sciroc-Dam%(17)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(43)
    Level 2: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5), S'fstPrt-ResDam/Def+(5), S'fstPrt-ResKB(7)
    Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(40)
    Level 6: Swift -- Run-I(A)
    Level 8: Dark Regeneration -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(42), Erad-Acc/Dmg/EndRdx/Rchg(42), Theft-+End%(42), Numna-Heal/EndRdx/Rchg(43), Numna-Heal/EndRdx(43)
    Level 10: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(15)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(46)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
    Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-End%(23)
    Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(50), Mako-Acc/Dmg/EndRdx/Rchg(50)
    Level 24: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(25), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(27), Mocking-Taunt/Rng(27), Mocking-Rchg(29)
    Level 26: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(34)
    Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), Rec'dRet-ToHit/Rchg(34), Rec'dRet-ToHit(34)
    Level 30: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
    Level 32: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(33)
    Level 35: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
    Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Rchg(39), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Dmg/EndRdx(40)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Cloak of Darkness -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Rchg+(45)
    Level 47: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(48), Ksmt-ToHit+(50)
    Level 49: Soul Transfer -- Dsrnt-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 27.4% Defense(Smashing)
    • 27.4% Defense(Lethal)
    • 6.13% Defense(Fire)
    • 6.13% Defense(Cold)
    • 17.4% Defense(Energy)
    • 17.4% Defense(Negative)
    • 3% Defense(Psionic)
    • 15.2% Defense(Melee)
    • 10.2% Defense(Ranged)
    • 4.56% Defense(AoE)
    • 7.2% Max End
    • 18% Enhancement(Accuracy)
    • 30% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 231.9 HP (12.4%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 15.4%
    • 6.5% (0.11 End/sec) Recovery
    • 62% (4.85 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 5% RunSpeed


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  20. More likely it's dust build-up, not a change in CoH.

    Try blowing compressed air into the vents of the laptop. My daughter's laptop had this problem, and even though there wasn't any visible dust in the vents, cleaning it out with the compressed air made a huge difference immediately.
  21. Finduilas

    invuln / stone

    Quote:
    Originally Posted by Bench View Post
    before i roll one, is this a bad idea?
    Why would it be?
  22. Quote:
    Originally Posted by Father Xmas View Post
    What the laptop buys you is a compact all-in-one design that you can easily pack up and take with you. The downside is that a powerful laptop like this one doesn't have a lot of life on battery power, less than two hours, so where ever you take it you are going to need to plug it in.
    From my experience trying to keep my kids' laptops running a huge advantage of a desktop is that you're much more likely to be able to fix things that are wrong and upgrade if you need to.

    Unless your laptop is under warranty, the options for repairing a malfunction are very limited, and the options for upgrading pretty much non-existent except for the memory and hard drive. With a desktop, most of the time you can just replace a broken component; a pain, sure, but at least you don't have to buy a whole new computer.

    (I know you know all this, Father X, but I just wanted to put my vote in for a desktop unless there's a compelling reason to get a laptop.)
  23. A fully slotted Invul brute with Tough will have about 69% S/L resistance; the resists to E/NE/F/C will be a lot less, Psi nonexistant.

    With IOs, you could get to the defense soft-cap for some damage types with one in range of Invinc, but soft-capping S/L/E/NE/F/C would be a big challenge. (Which damage types are easier to soft-cap depends somewhat on your primary; S/L tends to be easier for primaries with a lot of ST attacks, E/NE for sets with PBAoEs.)

    So although you can't reach Granite levels of protection for every damage type, (though Unstop comes close for resistance) you can make a Brute that's very resistant to some types of damage. If you choose to soft-cap S/L, that will make you very tough indeed without Granite's penalties.
  24. Oops, forgot you wanted Manuevers for concept reasons. Personally, I'd go with RP for Cap's leadership qualities and skip Manuevers, but if you definitely still want it you can swap it in for CJ. You'll lose the BotZ bonus, unfortunately.