Finduilas

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  1. Scene, IMO, you've still given up too much attack slotting for bonuses. This is compounded by the fact that some of the sets you are using give primarily positional defense bonuses rather than typed, which means you are using more slots than you need to get bonuses you need.

    With some slotting changes, this is what I came up with. The S/L def is the same, recharge is a little lower, but regen, recovery, HP are slightly better and E/NE defense and damage slotting is much better. Granted, the Kinetic Combat sets will not be cheap, but last time I looked full sets of ToD and Obliteration weren't cheap either.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Scenata: Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Dark Melee
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(3), Heal-I:50(3), Heal-I:50(5)
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(7), SipInsght-%ToHit:50(15)
    Level 2: Fast Healing -- Heal-I:50(A), Heal-I:50(9), RgnTis-Regen+:30(9)
    Level 4: Shadow Maul -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(11), Erad-Acc/Dmg/Rchg:30(13), Sciroc-Acc/Dmg/EndRdx:50(13), Sciroc-Dmg/EndRdx:50(15)
    Level 6: Hover -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(11)
    Level 8: Rise to the Challenge -- Numna-Heal/EndRdx:50(A), Numna-Heal/EndRdx/Rchg:50(17), Numna-Heal:50(19), Numna-Heal/Rchg:50(19), Taunt-I:50(21), DarkWD-Slow%:50(21)
    Level 10: Swift -- Flight-I:50(A)
    Level 12: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(17), P'Shift-EndMod/Acc:50(23), P'Shift-End%:50(25)
    Level 14: Fly -- Frbd-Fly:50(A), Frbd-Stlth:50(25)
    Level 16: Siphon Life -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(27), KntkC'bat-Dmg/Rchg:35(27), KntkC'bat-Dmg/EndRdx/Rchg:35(29), Nictus-Heal/HP/Regen/Rchg:50(29), Nictus-Acc/Heal:50(31)
    Level 18: Health -- Mrcl-Heal:40(A), Mrcl-Rcvry+:40(31)
    Level 20: Stamina -- Efficacy-EndMod:50(A), EndMod-I:50(23), Efficacy-EndMod/Rchg:50(31)
    Level 22: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(33), LkGmblr-Rchg+:50(33)
    Level 24: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(33), Zinger-Taunt/Rchg/Rng:50(34), Zinger-Acc/Rchg:50(34), Zinger-Taunt/Rng:50(34), Zinger-Dam%:50(36)
    Level 26: Indomitable Will -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(42)
    Level 28: Soul Drain -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(36), Erad-Acc/Dmg/Rchg:30(37), Erad-Dmg:30(37), Erad-Acc/Dmg/EndRdx/Rchg:30(37), M'Strk-Dmg/EndRdx/Rchg:50(39)
    Level 30: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(39), RctvArm-ResDam/EndRdx/Rchg:40(39), RctvArm-ResDam:40(45)
    Level 32: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(48)
    Level 35: Smite -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(42), Mako-Dam%:50(50)
    Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43), Mako-Acc/Dmg/EndRdx/Rchg:40(43)
    Level 41: Focused Accuracy -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(45), GSFC-ToHit/Rchg/EndRdx:50(45), GSFC-Rchg/EndRdx:50(46), GSFC-ToHit/EndRdx:50(46), GSFC-Build%:50(46)
    Level 44: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/EndRdx/Rchg:50(48), Aegis-ResDam:50(48)
    Level 47: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(50), LkGmblr-Rchg+:50(50)
    Level 49: Physical Perfection -- Numna-Regen/Rcvry+:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 2: 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)
    • 29.3% Defense(Smashing)
    • 29.3% Defense(Lethal)
    • 7.38% Defense(Fire)
    • 7.38% Defense(Cold)
    • 11.8% Defense(Energy)
    • 11.8% Defense(Negative)
    • 3% Defense(Psionic)
    • 18% Defense(Melee)
    • 9.25% Defense(Ranged)
    • 7.06% Defense(AoE)
    • 3.6% Max End
    • 6% Enhancement(Heal)
    • 35% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 344.4 HP (18.4%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 14.9%
    • MezResist(Terrorized) 2.75%
    • 7.5% (0.13 End/sec) Recovery
    • 70% (5.48 HP/sec) Regeneration
    • 15% RunSpeed

    Code:
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  2. Quote:
    Originally Posted by Arbegla View Post
    Dull Pain fixes the psi hole pretty nicely IMO...
    Agreed, IMO, it's a waste of time and inf to try to build up Psi resistance or defense. Starting at nothing with Invul, you'd really have to have that as your primary goal in order to get meaningful amounts of Psi resists/defense, which means you couldn't achieve other goals. I think it's much better to slot for S/L/E/NE defense and to maximize S/L resistance rather than worry about Psi.
  3. Quote:
    Originally Posted by mauk2 View Post
    Take everything but Unstoppable. Maybe skip Taunt too, unless you wanna be 'tank light'.

    Five resist powers (you pick 'em) get five reactive armors each. The last passive gets three Aegis.
    Most of your advice is fine, but I disagree about the Reactive Armor slotting. *Four* slots of RA is the standard recommendation, not five. The fifth slot will just give you some unneeded additional endurance reduction and a less than one percent F/C bonus. Not worth slotting for, IMO, I've always been able to find a much better use for those slots.

    Especially since Aegis will give you 5 times the bonus with just three slots--and I do agree with your recommendation about using them in the passives.
  4. Hmm, your slotting is rather baffling; the base defense for Weave is almost twice as much as for Manuevers, yet you've devoted 5 slots to Manuevers and only two to Weave--and no end reduction. Manuevers' defense is small compared to BA, Deflection and Weave, and they should be slotted as close to the ED cut-off as possible. I strongly recommend that you drop Manuevers entirely and pick up CJ instead. CJ has slightly more defense than Weave at a fraction of the endurance cost. CJ needs 2 slots at most--3 if you can spare them.

    Hasten is overslotted, I take at one, if not two, slots and use them elsewhere. Active Defense needs two slots, at least until you have all your global recharge bonuses in place.

    Drop the Psi resistance slot from Tough and use it elsewhere. You don't have enough Psi resist to do you any good, and both Deflection and True Grit could use some resist slotting. Believe me, slotting for S/L resistance will be MUCH more worthwhile than the piddly amount of Psi resist you're getting. (Be sure to slot the Res/End and Res/End/Rchg in Tough so you have enough end reduction.)

    IMO, both True Grit and Stamina are overslotted; they don't need more than 4 slots apiece. I really don't think the bonuses you're getting from them are worth not slotting Deflection and TG for resistance.

    I'd do something like this; the Recharge and Regen are very slightly lower than in your build, but the resist values and end usage are much better.

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Mutation Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(25), ResDam-I(46), ResDam-I(50)
    Level 1: Jab -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Acc/Dmg(5), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(7)
    Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Def/EndRdx(25)
    Level 4: Haymaker -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg(9), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(11)
    Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(15)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Phalanx Fighting -- Ksmt-ToHit+(A), LkGmblr-Rchg+(13)
    Level 14: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(15)
    Level 16: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(19), ResDam-I(45), ResDam-I(50)
    Level 18: Against All Odds -- EndRdx-I(A)
    Level 20: Stamina -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(21), Efficacy-EndMod(23), Efficacy-EndMod/Rchg(23)
    Level 22: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/EndRdx(27), Hectmb-Dmg/Rchg(27), Hectmb-Acc/Dmg/Rchg(29), Hectmb-Acc/Rchg(29)
    Level 24: Boxing -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(33)
    Level 26: Shield Charge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(33), Oblit-Dmg(33), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34)
    Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
    Level 30: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(43), ImpArm-ResDam(45), S'fstPrt-ResDam/Def+(45)
    Level 32: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(40), GftotA-Def/EndRdx/Rchg(46), GftotA-Def(46)
    Level 35: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(37), Zephyr-Travel/EndRdx(40)
    Level 38: Foot Stomp -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg(39), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(40)
    Level 41: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(42), Mocking-Taunt/Rchg/Rng(42), Mocking-Acc/Rchg(42), Mocking-Taunt/Rng(43), Mocking-Rchg(43)
    Level 44: Conserve Power -- RechRdx-I(A)
    Level 47: Laser Beam Eyes -- Apoc-Dmg/EndRdx(A), Apoc-Dmg(48), Apoc-Dmg/Rchg(48), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(50)
    Level 49: Grant Cover -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Mako-Dam%(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 9.5% DamageBuff(Smashing)
    • 9.5% DamageBuff(Lethal)
    • 9.5% DamageBuff(Fire)
    • 9.5% DamageBuff(Cold)
    • 9.5% DamageBuff(Energy)
    • 9.5% DamageBuff(Negative)
    • 9.5% DamageBuff(Toxic)
    • 9.5% DamageBuff(Psionic)
    • 8.63% Defense(Smashing)
    • 8.63% Defense(Lethal)
    • 7.38% Defense(Fire)
    • 7.38% Defense(Cold)
    • 4.88% Defense(Energy)
    • 4.88% Defense(Negative)
    • 4.88% Defense(Psionic)
    • 10.5% Defense(Melee)
    • 6.75% Defense(Ranged)
    • 7.06% Defense(AoE)
    • 3.6% Max End
    • 78% Enhancement(Accuracy)
    • 6% Enhancement(Heal)
    • 95% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 231.9 HP (12.4%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 6.6%
    • MezResist(Stun) 2.2%
    • 16.5% (0.28 End/sec) Recovery
    • 58% (4.54 HP/sec) Regeneration
    • 7.54% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 5% RunSpeed

    Code:
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  5. Quote:
    Originally Posted by Zero_Oblivion View Post
    I've been playing red-side exclusively for a while now, but I decided to give give heroes another shot. I'm at level 5 in Atlas Park and I've got a mission in Galaxy City. Is there an easier/quicker way to get there other than going through Perez Park? Is there some quick-travel system to make getting around easier? I'm not enjoying how spread out early missions seem to be on this side, so far.
    Good lord, don't try to go through Perez, that's a death sentence. Look for the "T" marked on the map and take the tram to Galaxy.

    And take heart, once you've leveled up enough to do the Safeguard mish in King's Row (level 5 and above) you'll have access to a temp travel power.
  6. Quote:
    Originally Posted by lockars20 View Post
    If I were to take the Fighting pool for tough and weave whould I still be able to be soft capped in all three areas. Melee, ranged and AOE?
    It will actually be much easier to soft-cap if you take Weave, since fully slotted it gives 7.8% defense to all damage types and positions. That's 7.8% less defense you have to acquire through set bonuses, so it'll be a lot less expensive too. The cost is that you have to use 3 power slots to get it.
  7. Finduilas

    Dumb Question!

    Quote:
    Originally Posted by Logan Storm View Post
    And I got the aditional Powers of Hover and Areal Assault.
    Just an FYI, you don't need to get both Hover and Air Superiority to open up Fly, just one will do. (I strongly prefer Air Sup) The reason Fly hasn't become available for you yet is that you have to get to level 14 before you can pick it.

    At some point you might want to respec and drop one or the other to make room for another power.
  8. Quote:
    Originally Posted by Sharker_Quint View Post
    go into the archetype section and PvP section of the forums and there are all sorts of builds there to work with.

    and yes, PvP is completely different from PvE now thanks to the i13 changes.
    Yep, I mostly hang out in the Tanker and Brute forums, and know there's a lot of people there who will critique or create builds for others, just for fun, because I'm one of them!

    I would be very surprised if you went the appropriate archetype forum that you couldn't get extensive build help if you ask nicely. Though often it's considered more polite to post a tenative build for people to comment on rather than asking for a custom build from scratch.
  9. Finduilas

    My Ice/Fire tank

    Quote:
    Originally Posted by SilverBullet_NA View Post
    Actually its 34.6% def debuff resistance which is one of the lowest for pure def sets.
    I was going by Mid's, which reports it to be 51.9%.
  10. Finduilas

    My Ice/Fire tank

    Quote:
    Originally Posted by JayDee_EU View Post
    Also on a side note is it necesary to get over 50% def on a tank or is 45% more than enough?
    Don't have time to review your build tonight, but I did want to answer this question. Your current build is soft-capped WITHOUT EA. Which means anytime EA is up--which should be often--with 1 foe in melee range you're going to be up near 50% defense anyway. So no, IMO you don't need to get your defense any higher than it is. Ice Armor has around 50% def debuff resistance, which will also help.
  11. Well, your video driver has the same funky date as thgebull, and looks like a corrupted driver installation. Also, your sound driver is nearly 3 years old, which could be part of the problem.

    Have you tried the "uninstall, clean, and reinstall newest" routine that Texas Justice recommended to Invisobill? It's worth a shot.
  12. Quote:
    Originally Posted by Texas Justice View Post
    *makes a note to be prepared to add M-B to The List*
    <<Pokes Texas Justice with a stick and runs out of the thread giggling madly.>>
  13. Hey, Rangle, I want to look at your build, but the link doesn't work!
  14. Quote:
    Originally Posted by _Tux__EU View Post
    Very true Finduilas, I've had Op Gloom while levelling up from about 40-47 and I've found that while it looks cool and costs next to nothing endurance-wise, 2 Footstomps takes minions out of the fight anywyay in the higher levels (and that's without the purp proc ), and I think the self-rez is going to be useful if I get dropped unexpectedly against any of the nasty AVs or just long drawn-out fights.

    Thanks for your reply.
    Fair enough.
  15. Finduilas

    My Ice/Fire tank

    Unfortunately, most of the sets you are using (Mako's Bite, Obliteration, Scirocco's) give primarily positional set bonuses, and Ice is a typed defense set. That means you are using far more slots (and more influence) than you need to get to the soft-cap.

    In addition, you have two powers slotted with Obliteration, which has almost no end reduction, and one of them is Icicles, which is very end costly. You could get the same S/L bonus as both the Oblit sets by using one 4-slot set of Kinetic Combat, or 2 4-slot sets of Smashing Haymaker, an SH would be a fraction of the cost of the Oblits.

    I'd recommend that you replace at least one set of the Oblits with Eradication, which will give you a E/NE bonus and allow you to drop the Mako's from Incinerate. Since it only takes 3 Erad slots to get the bonus, you can frankenslot with the remaining slots to get end reduction and whatever else you need.

    Here are my recommendations for changes; I used a Kinetic Combat set for the S/L defense, but you can save a lot of influence by using two Smashing Haymaker sets instead. I usually don't recommend Scirocco's sets for typed defense builds, but this combo has a lot of AoEs and I didn't need them all to get sufficient E/NE defense. Also note that I changed the slotting of Energy Absorption; with all the LotG and Scirocco's you were well over the "rule of 5" on a couple of bonuses and the Red Fortunes will be a lot cheaper than the LotGs.

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Lairy Mary: Level 50 Science Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Fiery Melee
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery
    Hero Profile:
    Level 1: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(17)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(15)
    Level 2: Hoarfrost -- Dct'dW-Heal(A), Dct'dW-Rchg(7), Dct'dW-Heal/EndRdx(7), S'fstPrt-ResDam/Def+(17), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal/Rchg(21)
    Level 4: Combustion -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Rchg(11), Sciroc-Acc/Dmg/EndRdx(11)
    Level 6: Chilling Embrace -- P'ngTtl--Rchg%(A), P'ngTtl-Rng/Slow(13)
    Level 8: Swift -- Run-I(A)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(13)
    Level 12: Boxing -- Acc-I(A)
    Level 14: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(21), Numna-Regen/Rcvry+(23), Numna-Heal(23), RgnTis-Regen+(25)
    Level 16: Wet Ice -- EndRdx-I(A)
    Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def(25), LkGmblr-Def/EndRdx/Rchg(46)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(27), P'Shift-EndMod(29), P'Shift-EndMod/Rchg(29)
    Level 22: Icicles -- Erad-Dmg(A), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(31), M'Strk-Dmg/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(33)
    Level 24: Super Jump -- Zephyr-Travel/EndRdx(A)
    Level 26: Energy Absorption -- LkGmblr-Rchg+(A), RedFtn-Def/Rchg(27), RedFtn-Def(37), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(45), P'Shift-Acc/Rchg(45)
    Level 28: Build Up -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(33), GSFC-ToHit/Rchg(34), GSFC-Build%(34), GSFC-ToHit/EndRdx(34), GSFC-ToHit(36)
    Level 30: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(37)
    Level 32: Tough -- Aegis-Psi/Status(A), Aegis-ResDam(39), Aegis-ResDam/EndRdx(39), Aegis-ResDam/EndRdx/Rchg(39), Aegis-ResDam/Rchg(40)
    Level 35: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(46)
    Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(42), C'ngImp-Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Dmg/EndRdx(48)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(43), LkGmblr-Def/EndRdx/Rchg(43)
    Level 44: Taunt -- Zinger-Dam%(A)
    Level 47: Char -- Lock-Acc/Hold(A), Lock-%Hold(48), Lock-Acc/Rchg(48), Lock-Acc/EndRdx/Rchg/Hold(50), Lock-Rchg/Hold(50), Lock-EndRdx/Rchg/Hold(50)
    Level 49: Hibernate -- RechRdx-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:
    • 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)
    • 8% Defense(Smashing)
    • 8% Defense(Lethal)
    • 13.3% Defense(Fire)
    • 13.3% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 7.38% Defense(Melee)
    • 10.8% Defense(Ranged)
    • 18.9% Defense(AoE)
    • 1.8% Max End
    • 2.5% Enhancement(Held)
    • 4% Enhancement(Heal)
    • 59% Enhancement(Accuracy)
    • 52.5% Enhancement(RechargeTime)
    • 15% FlySpeed
    • 281.1 HP (15%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • MezResist(Held) 2.2%
    • MezResist(Immobilize) 9.35%
    • MezResist(Sleep) 4.4%
    • MezResist(Terrorized) 2.2%
    • 7.5% (0.13 End/sec) Recovery
    • 62% (4.85 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 6.25% Resistance(Negative)
    • 3% Resistance(Psionic)
    • 20% RunSpeed
    • 2.5% XPDebtProtection
    Code:
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  16. So here's what I came up with; it's soft-capped to S/L with one in range of Invinc, and has over 30% defense to E/NE/F/C. There's slightly more regen and recovery than in the build you posted, but less recharge. But note that you could get another 7.5% recharge if you could find another MB slot for Taunt. I'll let you decide where to take it from.

    If you're not interested in quite this much defense, you could easily swap out a Kinetic Combat set in one of your ST attacks for a Crushing Impact set for the recharge bonus. Of course, if you've got the infamy, you could also add an LotG +Recharge to one of the defense powers. Oh, and as you can see, I used a GotA set instead of LotG in Weave; GotA has good recovery and +end bonuses for 4 slots, but it's up to you whether you prefer that or the LotG bonuses.

    Be warned; in addition to the Numina unique and the other IOs you'd expect to be costly, some of the Kinetic Combat pieces are very expensive and hard to find. You might want to use Smashing Haymaker as placeholders until you can collect the KC sets. 4 Smashing Haymaker have half the S/L defense bonus that KC does, but are a fraction of the cost. With the SHs in place of the KCs you'll still have 39% S/L def, which is still quite good.

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

    Click this DataLink to open the build!
    Level 50 Mutation Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Knock%(19), C'ngImp-Acc/Dmg/EndRdx(27)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(43)
    Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13)
    Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(27)
    Level 6: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(23)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Dam%(40)
    Level 10: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(46)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(36), Numna-Heal(37)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(23)
    Level 18: Rage -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(34), RechRdx-I(36), RechRdx-I(36)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21), P'Shift-EndMod/Acc(40)
    Level 22: Super Jump -- Jump-I(A)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(46)
    Level 26: Kick -- Acc-I(A)
    Level 28: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(29), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def(31)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(33)
    Level 32: Foot Stomp -- Erad-Dmg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Rchg(34), Sciroc-Dmg/EndRdx(34), Sciroc-Acc/Dmg/EndRdx(40)
    Level 35: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(37), LkGmblr-Def(37)
    Level 38: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(39), GftotA-Def/EndRdx/Rchg(39), GftotA-Def(39)
    Level 41: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(42), Mocking-Taunt/Rchg/Rng(42), Mocking-Acc/Rchg(42), Mocking-Taunt/Rng(43)
    Level 44: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Ball Lightning -- Ragnrk-Acc/Rchg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Dmg(50)
    Level 49: Resist Energies -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(50), Aegis-ResDam(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 23.6% Defense(Smashing)
    • 23.6% Defense(Lethal)
    • 9.25% Defense(Fire)
    • 9.25% Defense(Cold)
    • 11.1% Defense(Energy)
    • 11.1% Defense(Negative)
    • 3% Defense(Psionic)
    • 13.3% Defense(Melee)
    • 7.06% Defense(Ranged)
    • 6.13% Defense(AoE)
    • 5.4% Max End
    • 4% Enhancement(Heal)
    • 33% Enhancement(Accuracy)
    • 21.3% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 191.2 HP (12.8%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 16%
    • MezResist(Terrorized) 2.2%
    • 20% Perception
    • 11% (0.18 End/sec) Recovery
    • 52% (3.25 HP/sec) Regeneration
    • 7.86% Resistance(Fire)
    • 5.36% Resistance(Cold)
    • 10% RunSpeed


    Code:
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  17. Needless to say, I disagree that Soul Transfer is more useful than Op Gloom. I've always found Op Gloom to be tremendously useful, both on my DA/WM tank and my Spines/DA scrapper. It has great synergy with Death Shroud, and allows you to take minions out of the picture entirely and whittle away their health with DS while you deal with lts. and bosses.

    It baffles me that anyone could argue that a power that provides significant damage mitigation in every fight is less useful than one you can only use when you're dead; but c'est la vie.

    I do think, however, that the OP should actually try both powers before deciding, clearly there's no unanimity of opinion on which is better, and under the circumstances it might be better to rely on his own experience.
  18. First of all, your power order needs work. Against all Odds should be taken much earlier--it's your Taunt aura--and Shield Charge should be taken at 26 when it becomes available. I'd delay Taunt or SJ post-Stamina so you can fit AAC earlier and shift the other powers to get Shield Charge ASAP.

    Another concern is that full Eradication and Obliteration sets have almost no endurance reduction, so I'd be worried that slotting four of them will kill your end bar, even with Physical Perfection. I'd cut that back to one, or at very most two, the Oblit sets in Shield Charge and Lightning Rod.

    Also, the Gaussian's give a very nice defense bonus to all positions when 6-slotted, so move the four in FA over to Build Up. IMO, FA is a pointless power these days, it's a huge end hog and you can replace most of its functionality with a Kismet +Acc IO. I'd drop it and get Conserve Power instead.

    The LotG End/Rchg in BA and Deflection are not needed, you can sufficient end reduction with the Def/End and Def/End/Rchg, and recharge is not needed at all for a toggle. If you are planning on having the +Recharge, slot Def/End, Def/End/Rchg and Def or Def/End instead. You don't need the fifth slot in BA and it can be used somewhere else.

    Since Shield Defense doesn't need additional KB protection--Active Defense has it already. (AD needs two recharge slots to perma, BTW, so add another) So those BotZ -KB are a *very* expensive way to get a little AoE defense, I'd try to find another way to get it.

    If possible, you want to slot resistance in both Deflection and True Grit. It will take a little creative reslotting to replace the AoE defense from the BotZ and the Numina's set in TG, but it can be done. Here's what I came up with. Of course, this would have been a heck of a lot easier (and less expensive) if you had taken Tough and Weave, but I'm guessing you didn't want to give up three other powers to do so.

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Natural Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Electrical Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15), LkGmblr-Def(43), LkGmblr-Def/EndRdx/Rchg(46), ResDam-I(46), ResDam-I(46)
    Level 1: Charged Brawl -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Acc/Dmg(42), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(43), Mako-Acc/EndRdx/Rchg(43)
    Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def/Rchg(3), LkGmblr-Def/EndRdx/Rchg(37)
    Level 4: Jacobs Ladder -- Erad-Dmg(A), Erad-Dmg/Rchg(5), Erad-Acc/Dmg/Rchg(5), M'Strk-Dmg/EndRdx(29), M'Strk-Acc/Dmg/EndRdx(36)
    Level 6: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Regen/Rcvry+(7), Numna-Heal/Rchg(9), ResDam-I(9), S'fstPrt-ResDam/Def+(50)
    Level 8: Active Defense -- RechRdx-I(A), RechRdx-I(15)
    Level 10: Taunt -- Zinger-Dam%(A), Zinger-Taunt/Rng(11), Zinger-Taunt(11), Zinger-Taunt/Rchg(17), Zinger-Taunt/Rchg/Rng(19), Zinger-Acc/Rchg(29)
    Level 12: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(13), Zephyr-Travel(13), Zephyr-Travel/EndRdx(17)
    Level 14: Against All Odds -- EndRdx-I(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- RgnTis-Regen+(A), Numna-Heal(19), Numna-Heal/EndRdx(37)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod(21), P'Shift-EndMod/Acc(27), P'Shift-Acc/Rchg(42), P'Shift-EndMod/Acc/Rchg(48)
    Level 22: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Rchg(23), Sciroc-Dmg/EndRdx(23), Sciroc-Dmg/Rchg(25), Sciroc-Acc/Dmg/EndRdx(25)
    Level 24: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
    Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-%Dam(27), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45)
    Level 28: Phalanx Fighting -- LkGmblr-Rchg+(A), Ksmt-ToHit+(50)
    Level 30: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(34), GSFC-Build%(36)
    Level 32: Chain Induction -- 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%(34)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Lightning Rod -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), M'Strk-Dmg/Rchg(40)
    Level 41: Grant Cover -- LkGmblr-Rchg+(A)
    Level 44: Conserve Power -- RechRdx-I(A)
    Level 47: Physical Perfection -- P'Shift-End%(A), Mrcl-Rcvry+(48), Numna-Heal(48)
    Level 49: One with the Shield -- Aegis-ResDam(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 0: Ninja Run
    ------------
    Set Bonus Totals:
    • 16% DamageBuff(Smashing)
    • 16% DamageBuff(Lethal)
    • 16% DamageBuff(Fire)
    • 16% DamageBuff(Cold)
    • 16% DamageBuff(Energy)
    • 16% DamageBuff(Negative)
    • 16% DamageBuff(Toxic)
    • 16% DamageBuff(Psionic)
    • 11.1% Defense(Smashing)
    • 11.1% Defense(Lethal)
    • 8.94% Defense(Fire)
    • 8.94% Defense(Cold)
    • 10.5% Defense(Energy)
    • 10.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 14.6% Defense(Melee)
    • 13.3% Defense(Ranged)
    • 14.9% Defense(AoE)
    • 1.8% Max End
    • 45% Enhancement(Accuracy)
    • 47.5% Enhancement(RechargeTime)
    • 6% Enhancement(Heal)
    • 10% FlySpeed
    • 203.8 HP (10.9%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 6.05%
    • MezResist(Immobilize) 6.05%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 2.75%
    • 5% (0.08 End/sec) Recovery
    • 74% (5.79 HP/sec) Regeneration
    • 6.25% Resistance(Negative)
    • 10% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
  19. Please post a data link and/or data chunk so we can review it in Mid's.
  20. Twilight, your build is a huge improvement over the OP's, but I'm surprised you left Stamina at level 38. WM/SD is not what I'd call an endurance-light combo and based on my experience with both sets, I'd strongly recommend that the OP take Stamina at 20.

    I'd also recommend pulling a slot from Phalanx Fighting and one from Hasten and put a couple of common resist IOs in Deflection to increase the S/L resistance. Otherwise, it's a good build, and I completely agree that CJ is a better choice than Stealth. (To the OP, CJ and Stealth provide about the same amount of defense, but Stealth has a much higher end cost, a movement penalty, and the defense bonus suppresses in battle.)

    Here's the power order I'd recommend, I hope you find it helpful!

    Villain Plan by Mids' Villain Designer 1.704
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 48 Magic Brute
    Primary Power Set: War Mace
    Secondary Power Set: Shield Defense
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Villain Profile:
    Level 1: Pulverize -- Empty(A)
    Level 1: Deflection -- Empty(A)
    Level 2: Jawbreaker -- Empty(A)
    Level 4: Battle Agility -- Empty(A)
    Level 6: True Grit -- Empty(A)
    Level 8: Clobber -- Empty(A)
    Level 10: Active Defense -- Empty(A)
    Level 12: Hasten -- Empty(A)
    Level 14: Swift -- Empty(A)
    Level 16: Against All Odds -- Empty(A)
    Level 18: Health -- Empty(A)
    Level 20: Stamina -- Empty(A)
    Level 22: Super Speed -- Empty(A)
    Level 24: Whirling Mace -- Empty(A)
    Level 26: Shatter -- Empty(A)
    Level 28: Phalanx Fighting -- Empty(A)
    Level 30: Build Up -- Empty(A)
    Level 32: Crowd Control -- Empty(A)
    Level 35: Shield Charge -- Empty(A)
    Level 38: Boxing -- Empty(A)
    Level 41: Tough -- Empty(A)
    Level 44: Weave -- Empty(A)
    Level 47: Grant Cover -- Empty(A)
    Level 49: Combat Jumping -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 6: Ninja Run

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |E41189C|
    |-------------------------------------------------------------------|
  21. Quote:
    Originally Posted by gameboy1234 View Post
    Well I have to take something to get Tough. It's that or Boxing. Does it really matter?
    Ahh, now I understand, you mean Kick. Jump Kick is an attack in the Leaping Pool, and I couldn't understand why you wanted to take that.

    Yes, Boxing or Kick makes no real difference unless you want to use it as a set mule. Then it might be important that Boxing takes Stun sets and Kick takes KB sets.
  22. Quote:
    Originally Posted by mauk2 View Post
    "Jack of all trades, Master of none."

    I just prefer more focus. YMMV.
    Well, I've never found it particularly challenging--mentally or otherwise--to manage two different forms of damage mitigation in the same attack set, and I doubt most players do either. Similarly, I think I've 'mastered' having both ST and AoE attacks and using them appropropriately; it's not exactly rocket science.

    Quote:
    Because it isn't an AOE? Why would I take an extra ST attack when I wanted AOE's? I am a tank, I don't really care how much damage it does. With hasten, AAO, Shield Charge, Whirling Mace, and Crowd Control, I am not short-changing the team at all on my damage output.
    But none of those options is particularly useful against a single hard target, and as a ST attack, Clobber is about as good as it gets for Tanks. Superior damage, quick animation, and the ability to insta-stun minions and lieutenants...why piddle around with Jab or Pulverize when Clobber is an option?

    As you can tell, I'm a player that does indeed care about the amount of damage my tanks do, I think it's only second in importance to durability and aggro control for a tank. There's also the fact that damage helps you control aggro since damage done is part of the threat calculation.

    I respect the fact that you've decided that you prefer KD to stuns, AoE to ST, but to suggest that a Mace tank *has* to choose between them is ridiculous, IMO.
  23. Quote:
    Originally Posted by gameboy1234 View Post
    I think that leaves me with two power choices if I respec, and remove Build Up and OWTS, I'm thinking Jump Kick (moar knockdown) and Tough. Then Weave at 41, and Whirling Mace at 44 and Crowd Control at 47. That gives me one choice at 49. :-) Yeah this is a tight build.
    Jump Kick?!? Ugh, no. Believe me, with JB, Shatter, and Crowd Control you'll have *plenty* of KD/KU. Crowd Control can easily hit 5-10 foes at once. I think you'd be better off getting OwtS instead.

    If you respec to drop OwtS and Build Up, be sure to take WM, Shatter, and CC when they're available. CC in particular is a fantastic attack, and you'll want to have it ASAP. Now that you've decided on your powers, I can post a suggested power order if you like.
  24. Quote:
    Originally Posted by gameboy1234 View Post
    OK, well I don't use Mids, so here's a hand written list of powers. I have no idea what level I took this stuff at right now, so I'm omitting level information.
    I highly recommend learning to use Mid's, if possible, it's extremely helpful in build planning.

    Based on your power picks, and following C_M_A's advice to drop Grant Cover and OWtS, (and mine to take all but one of the attacks) if you take everything in your primary and secondary except GC, OWtS, and Pulverize, you'll have room for 4 additional powers.

    If you take the Fighting Pool for Weave--which I strongly recommend if you want to soft-cap "on the cheap"--that leaves you room for one additional power, epic or otherwise. You could also consider dropping Build Up, Taunt, or one more attack. It wouldn't be my choice to drop any of those, but C_M_A usually doesn't take Build Up, for instance, so it's really up to you.

    I would think that if you've taken care of potential endurance problems by slotting for recovery and +end bonuses, you wouldn't necessarily need the Energy epic. If you end up having room for just one epic power, one of the ranged hold/immob powers in Pyre or Arctic mastery might be useful. Of course, if you end up with two or more slots it'll increase your options quite a bit.

    By the way, though Fly is by far my favorite travel power, switching to CJ/SJ would have the advantage that CJ's defense boost would get you around 4% closer to the soft-cap. Just something to consider.

    Hope that helps!
  25. Quote:
    Originally Posted by mauk2 View Post
    In mace.... it's more complicated. I took all but pulverize, clobber, and shatter. But I was optimizing for AOE. I could easily see ditching whirling mace (weak) for Shatter.

    Mace is a ticklish set to pick powers for, because you really should decide what you want to be good at: stun or knockdown.
    I strongly disagree; I think it's much better to be good at both, which is why I recommend that a Mace tank take everything but either Pulverize or Jawbreaker.

    And for any Mace player not to take Clobber is a *very* bad idea, IMO. Even if you're optimizing for AoE, why wouldn't you take the most damaging ST attack in the set?