Finduilas

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  1. And don't forget that this change was followed shortly (a few months later, IIRC) by Enhancement Diversification. Talk about insult on injury! At least that's how the players perceived it--boy, were the forums hot for a while there.
  2. Quote:
    Originally Posted by Fulmens View Post
    Dechs (and Deus Otiosus ): Are you perhaps hammering on Aegis (about 4.5% En/N per set) to get that level of E/N? 20% from powers, +3% from Steadfast - you have four resist powers ANYWAY... I'm trying to stay away from specific build discussions but it's like yummy candy for me.
    Fulmans, Aegis gives F/C defense, not E/NE; 3.13% for 3 slots, 4.69% total for 5 slots. (IME, slotting for the second bonus is pretty rare.) As was mentioned, since S/L/E/NE is so much more common than F/C, Reactive Armor is used more frequently than Aegis in defense builds.

    Besides Reactive Armor, some good sets for E/NE defense are:

    Eradication, (PBAoE, 3.13% for 3 slots)
    Thunderstrike, (Ranged, 2.5 for 3 slots, 3.75% total for 6 slots)
    Basilisk's Gaze, (Hold, 2.5% for 2 slots)
    Pounding Slugfest/Pulverzing Fisticuffs, (Melee, 1.25% for 3 slots)
    Cleaving Blow, (PBAoE, 1.25% for 3 slots--not used much anymore since Eradication is so much better.)

    There are also some PvP sets, but they're so hard to come by that I don't count them as a real option to help you soft cap. I also used to recommend BotZ, since 1.56% for just two slots isn't bad at all. Won't be worth it when the change goes into affect, though.
  3. Finduilas

    Will/SS Build

    Quote:
    Originally Posted by zII_HITMAN_IIz View Post
    That's exactly why, HPT is slotted for resistance, not regen. You have to remember, that the resistance in PvE completely sucks. That's the main reason why WP was nerfed to begin with, according to Mids, the only good aspect of it is Smashing/Lethal resitance, the other, you need to have Tough to make up for it.
    Having additional HP is a major component of a tank's ability to withstand damage, and WP tank's primary additional means of damage mitigation is the ability to regen damage. A WP tank that doesn't take advantage of the tools the set offers is always going to be able to withstand less than a tank that does.

    Besides, slotting HPT is not a "either/or" situation where you have to choose between slotting for heal and slotting for resistance. It's a passive, so end reduction and recharge are not needed and a player can fully slot it with common resist and heal IOs. Getting IO bonuses is fine, but not if it's at the expense of slotting core powers.

    What's really ironic is that you talk about how important resistance is, but your build that has Tough still has *less* S/L resistance than the OP's build without Tough, just because HPT and MoB are so poorly slotted. The OP's build also has around 200 more hit points, so, tell me, which one has the better slotting?

    Quote:
    His RTTC will cover for the unslotted regen in HPT.
    It's not regen in HPT, it's +MaxHealth, which is different. Besides, RttC and the other main source of +regen in WP, Fast Healing, are also underslotted. The OP's build has significantly higher regen than your build (681% vs 596%) which is important for a set that is so dependent on regen as damage mitigation.

    Quote:
    It's single-target damage with the PBAoE Foot Stomp.

    I don't see why a Tanker would go for more than that.
    Umm, because defeating foes is *also* a form of damage mitigation? Because it's awfully damn boring to stand around getting hit and doing nothing about it?

    Quote:
    As for the KB, one can't have enough KB and status resistance. Likewise for defense, in none of the builds did I see Fighting, that is a absolute must for a Tanker.
    Complete and utter hogwash. I have 2 level 50 Invul tanks (which have the same level of KB protection as a WP tank) and I have never, NOT ONCE had one of them KB'd through UY except by Rikti bombs, which are unresistable. I'm sure it's possible, but so rare that it's not at all worth slotting for in PvE. And even 34 points of KB protection will be useless against Ritki bombs.

    And your argument about the Fighting Pool would be more convincing if your build had better defense and resistance numbers across the board. It has more defense because of Weave, but in all other forms of damage mitigation (and I include regen and HP in that) it falls short of the OP's build and just about any more conventionally slotted WP build.

    Quote:
    The build I sketched wasn't 'dishing out' damage to begin with, it needs to be revised, it always needs to be tweaked, adjusted, made better. That's just a rough idea where he should look into. I can't stress enough that Tankers are meant to take damage and not give, they can if you know how to build them.
    Also BS. A tank's primary role is to manage aggro and taking damage is part of that, but doing damage is an important secondary role.

    I do agree, however, with your last comment, that tankers can be adequate damage dealers if built properly, but unslotted attacks is about as far from "built properly" as can be, IMO.
  4. Finduilas

    Will/SS Build

    When I first looked at the build I thought you were giving him a PvP build even though he didn't ask for one, since your slotting choices make absolutely no sense for PvE.

    In what CoH universe does a WP tanker need an additional 24 points of KB protection on top of the 10 pts (and 1000% resistance) provided in Indom Will for *PvE*? Likewise for those status protection IOs; they are completely unnecessary for 99% of PvE situations.

    You say that part of a tank's job is to take damage, but HPT's primary function is add additional HP so they CAN take more damage, and it's completey unslotted for heal, which would enhance the amount of additional HP available. Even worse, you've allotted 6 resistance slots to HPT, and it isn't even fully slotted for resistance. Same thing for MoB; you've wasted so many slots on superfluous KB and status protection that you've neglected to slot it for its main function.

    And in terms of "dishing out" damage, this build has no ST attack chain to speak of; Jab and Boxing are very low level attacks, and you've left them essentially unslotted.

    I have no idea where or how you got the idea that this is the way to build a PvE tank, but I can guarantee you that the OP's last build will be far more durable and able to dish out damage than a tank with the build you posted.
  5. Finduilas

    Will/SS Build

    Hmm, maybe that's a good build for PvP, but the OP didn't say a word about wanting a PvP build. But for PvE, it's downright awful.
  6. Quote:
    Originally Posted by LastPhantomZoner View Post
    thx you very much for the info. This toon would only be used at lvl 50 missions and tf's so the order that you were saying to pick stuff I don't think really matters. But I do appreciate your input especially the slotting info. I always need help on those.
    Glad to help.

    Regarding the power order, since it doesn't take any more effort to respec a build in leveling order, I always recommend it just in case you ever need/want to exempt down. But your call.
  7. Hmm, yeah, needs a lot of work.

    First of all, Unyielding and Invinc are taken way too late. UY should be taken by level 10 and Invinc at 18. RPD and the Fighting pool can be easily be delayed until the 20s or 30s to give room. Similarly, Stamina at 20, no question! If you feel you have to take both SS and SJ, fine, but do NOT delay the Fitness pool, UY or Invinc to do so. I would certainly not recommend taking more than 2 powers from the travel pools before level 20--you've got 4!

    Tough Hide is a "must take" power, IMO, and I also usually take ResEn on my Invul tankers. I'd drop either SS or SJ to take TH at the very least. TH has the same defense value as Weave--in a passive, no less--so taking it means you'll have to slot for fewer bonuses.

    Weave does not need to be taken before ET and TF! Take them when they're available and move Weave to 41.

    Slotting: RPD and CJ both have a relatively low base value, so they're a good choice to pull slots from if you need them.

    Instead of a mish-mash of Acc, Recharge, and End Red commons to finish out the slotting of those KC sets, using a triple from another set like CI or Mako's to more fully slot those attacks. Done that way, you can get away with 5 slots instead of 6 if you need to.

    In case you hadn't heard, the BotZ bonuses are going to be nerfed, and IMO will no longer be worth slotting for the typed defense bonus. In addition, Invul does NOT need any additional KB protection, so that BotZ -KB is doubly a waste of money.

    Oblit isn't a great choice for typed defense; the quad is very expensive, the S/L bonus for 6 slots is relatively small, and the set has very little end reduction. I think you'd be better off slotting 3-4 Eradication for the E/NE bonus and then finish out slotting with 2 Scirocco's Dervish, Dam/End and Acc/Dam/End. If you need to, you can make up for the S/L def lost from the Oblits by either slotting Build Up with 2 Rectifed Recticle or Taunt with Mocking Beratement. (5 slots of MB will also give you a substantial F/C def bonus.)

    Health needs to be slotted with heal enhancement as well as the uniques; I'd pull a slot from SJ or CJ and add a level 50 Heal common.

    Weave is a relatively high-end toggle and needs end reduction. Add a slot for a End Reduction common. You might also want to consider 4-slotting a set like GotA or LotG in Weave, Invinc, and Tough Hide, just go by what you can afford and what bonuses you like.

    As I mentioned earlier, you'd be better off using the last two slots in ET and TF with triples or quads from another set. As is, they're underslotted for accuracy and damage.
  8. Finduilas

    Will/SS Build

    Switch out that last Perfect Zinger in Taunt for a 5th slot of Mocking Beratement and you're good to go! (Plus the other stuff about using IOs and making sure HPT is slotted with level 50s where possible.)

    Good luck!
  9. Quote:
    Originally Posted by DarkGob View Post
    [/code]And holy crap yeah, somehow I forgot about the ridiculous cost of Death Shroud (I'm not actually running this yet, I'm still on mostly SOs). I could probably free up other slots somewhere else, although from the way you're talking it sounds like I should abandon the idea of defense entirely since it's going to bork my build (which from the sound of it is already borked, as most of my slotting is unchanged between the two builds).
    No, not at all. But I wouldn't recommend being so set on increasing defense that it borks your build in other ways.

    I've got a Dark scrapper and a Dark tanker, and IMO you'd be better off trying for typed defense rather than positional. You can concentrate on the damage types that would be most useful to you (S/L/E) and it will take far fewer slots than getting the level of melee defense you have in this build.

    I took my Spines/Dark scrapper and altered it to be a DM/DA, and this is what I came up with. It has 31% S/L defense, 34% E/NE defense, and the attacks are adequately slotted. You'll probably want to swap out Air Sup/Fly and Recall Friend for your own picks, but I didn't want to bother changing them. CJ will more than make up for the loss of the SH set in Air Sup. But note that I took Cloak of Darkness; it has as much defense as Weave, so you definitely don't want to skip it on a defense build.

    EDIT: Sorry 'bout that, my export type got reset for some reason.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Silverslash: Level 50 Science Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Dark Armor
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Teleportation
    Power Pool: Fighting
    Hero Profile:
    Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(39)
    Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5)
    Level 2: Death Shroud -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(5), C'ngBlow-Dmg/Rchg(9), M'Strk-Dmg/EndRdx(15), M'Strk-Acc/EndRdx(17)
    Level 4: Shadow Maul -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(9), Erad-Dmg/Rchg(31), M'Strk-Dmg/EndRdx(31), M'Strk-Acc/EndRdx(31)
    Level 6: Air Superiority -- S'ngH'mkr-Dmg/EndRdx(A), S'ngH'mkr-Acc/Dmg(13), S'ngH'mkr-Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(17), S'ngH'mkr-Dmg/EndRdx/Rchg(21)
    Level 8: Siphon Life -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(19), S'ngH'mkr-Dmg/Rchg(23), S'ngH'mkr-Dmg/EndRdx/Rchg(27), C'ngImp-Acc/Dmg/Rchg(29)
    Level 10: Obsidian Shield -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(11), ResDam-I(11), ResDam-I(13)
    Level 12: Swift -- Run-I(A)
    Level 14: Fly -- Flight-I(A)
    Level 16: Dark Regeneration -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(36), Erad-Acc/Dmg/Rchg(36), Theft-+End%(37), Numna-Heal/EndRdx(37), Numna-EndRdx/Rchg(37)
    Level 18: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(19), Heal-I(40)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-End%(46)
    Level 22: Recall Friend -- Jnt-Rng(A), Jnt-EndRdx/Rng(23)
    Level 24: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(27)
    Level 26: Soul Drain -- Erad-Dmg(A), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(34), M'Strk-Acc/EndRdx(40), M'Strk-Dmg/EndRdx(40)
    Level 28: Touch of Fear -- N'mare-Acc/Rchg(A), N'mare-Acc/Fear/Rchg(29), N'mare-Acc/EndRdx(39)
    Level 30: Cloak of Darkness -- Krma-ResKB(A), Ksmt-ToHit+(39), DefBuff-I(42), DefBuff-I(42)
    Level 32: Midnight Grasp -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(33), S'ngH'mkr-Dmg/Rchg(33), S'ngH'mkr-Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34)
    Level 35: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-Stun/Rng(36)
    Level 38: Dark Consumption -- Erad-Dmg(A), Erad-Dmg/Rchg(42), Erad-Acc/Dmg/Rchg(43), M'Strk-Acc/EndRdx(45), M'Strk-Dmg/EndRdx(46)
    Level 41: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 44: Cloak of Fear -- Abys-Acc/EndRdx(A), N'mare-Acc/EndRdx(45), SipInsght-ToHitDeb/EndRdx/Rchg(45)
    Level 47: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48)
    Level 49: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(50), GftotA-Def/EndRdx/Rchg(50), GftotA-Def(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 0: Ninja Run
    ------------
    Set Bonus Totals:
    • 19.9% Defense(Smashing)
    • 19.9% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 22.4% Defense(Energy)
    • 22.4% Defense(Negative)
    • 3% Defense(Psionic)
    • 11.4% Defense(Melee)
    • 12.7% Defense(Ranged)
    • 3% Defense(AoE)
    • 9% Max End
    • 1.65% Enhancement(Terrorized)
    • 85.3 HP (6.37%) HitPoints
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Immobilize) 15.4%
    • MezResist(Sleep) 6.6%
    • 9.5% (0.16 End/sec) Recovery
    • 16% (0.89 HP/sec) Regeneration
    • 2.5% Resistance(Fire)

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |78DA9D934B4F13511886BF69A74CEF57A0A5402F1428BD4D61E76561543021A1585|
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  10. Your link doesn't work, Could you please either fix that or include a data chunk?

    But I can tell you right away that your Death Shroud slotting is completely inadequate. I'd recommend at least 50-60% end reduction, and currently you have none.

    EDIT: just saw your note at the end of your post. It's hard to tell without seeing your build in Mid's, but from what I can see (no end red in DS, two attacks slotted with Oblit, Dark Regen underslotted for end red) I think you're being way too optimistic about the ability of the ToE+End and DC to make this an endurance friendly build.
  11. Your best bet is to repost this question in the Tech forum; and have your computer specs on hand, they will certainly ask for them.

    By the way, is this a crash to the desktop, or does the entire computer shut down? Shut downs are often associated with overheating, a common problem with laptops.
  12. Finduilas

    Will/SS Build

    Much, much better, almost there!

    Presumably you'll replace the SOs you have slotted in Mid's with common IOs, and slot HPT with level 50s, or something close to it, rather than level 30s. (Except for the Steadfast +Def, of course.)

    A couple of things:

    Fast Healing is close to the ED cutoff without the Heal common, and you'd get better regen numbers (648% vs 619%) if you moved the Heal common to Health.

    RttC is still way overslotted with end reduction. You need to replace the Numina's triple with a Numina's Heal to more fully slot it for heal. (On top of the previous suggestion, this will increase your regen rate to 671%.)

    Also, I think 5 slotting Taunt with Mocking Beratement is a better use of slots than 3 slotting SS. So I'd take 2 slots from SS and one from Hasten to do that, but that's more personal preference.

    Other than that, looks good!
  13. The best way to do that is to go to the tailor, select Cloak of Darkness in the power customization section, and set it to "No Fade or Pulse".
  14. Quote:
    Originally Posted by PBAtty View Post
    Yeah, I may be thinking back to some info I had read before regarding the Celerity +Stealth Proc and whether you could put it into Swift versus Sprint.
    None of the Stealth IOs (which are also "proc 120s" like the Numina's unique) can be slotted in passive powers. As I understand it, this is designed to prevent players from having "always on" Stealth, which causes problems with escorting hostages and the like.

    Other than the Stealth IOs, AFAIK all the other proc 120s can be slotted in any passive that takes that category of set IO. And IMO, that's by far the best place to put them, though a toggle that you use all the time is is also a good choice.
  15. Finduilas

    Will/SS Build

    Much better, but it could use a liitle more tweaking.

    Manuevers? Ugh, no, the tank values for it are terrible. Combat Jumping actually gives more defense at a fraction of the cost. I'd swap out Manuevers for CJ and take CJ much earlier. The slotting you have for Manuevers is okay for CJ, but swap the LotG Def/End/Rchg for a LotG Def IO.

    Heal is still very underslotted in HPT; you need to look at the enhancement values as well as the number of slots. Personally, I'd put the Regen Tissue unique in either Health or FH, then slot HPT with heal commons or a Heal set that goes to 50. And no triples! They do very little for you in a passive. Slotting the Steadfast +Def there is fine, but WP does not need additional KB protection and the small bonus for slotting the SP Res/End is not worth the loss of resist enhancement. Slot it with the Steadfast +Def and two level 50 common IOs instead.

    Mind Over Body is overslotted, anything more than 4 slots is just giving you additional end reduction, which you don't need. Take out the End and End/Rchg IOs and move the slots to Health.

    Indomitable Will is overslotted for end reduction; swap out the LotG End/Rchg for the LotG Defense.

    If you're going to slot an attack with a high-recharge purple set like Hecatomb, it should be your biggest, slowest recharging attack, in other words, KoB. So switch the slotting of Haymaker with KoB.

    Mind Over Body is still underslotted for Heal and way overslotted for end reduction. Replace the Heal/End/Rchg with and NC Heal.

    The BotZ -KB is not needed for WP and its bonus values are about to be nerfed. (See separate thread for more details.) If you think the E/NE bonus is still worth it, fine, but drop the -KB.

    I'm not a fan of self-rez powers so I'm no expert on slotting Resurgance, but I'd think slotting some Recharge would be more useful than all end mods. Though personally, given that RttC is a relatively weak Taunt aura, I think Taunt would be a more useful choice than Resurgance. 5-slotted with Mocking Beratement it will give you nice S/L and F/C def bonuses.

    You might also want to consider switching the Devastion set in Hurl for Thunder Strike. 6 slots of TS gives you a 3.75% E/NE bonus.

    EDIT: Oh, and take that End/Rechg out of FH and replace it with the Heal IO. Passives don't need either endurance reduction or recharge, and it's underslotted for heal.
  16. Finduilas

    Dark/WM help

    Not bad at all for a first try, but I'd recommend a few changes.

    No Death Shroud? No Whirling Mace? I wouldn't build a Dark/Mace without either one of them. However, if you can make room for just one, I'd pick Death Shroud. It's a good taunt aura, and does a considerable amount of (non-resisted) damage over time. It also works extremely well in combination with Op Gloom. I'm not a fan of Soul Transfer, so I'd drop that to get DS sometime shortly after Stamina, and make sure it's well-slotted for end reduction.

    EDIT: Darn it, posted before I was finished.

    I think Gift of the Ancients bonuses are more useful than Red Fortune's, so I'd use them in CoD too, which will free up a slot to use elsewhere.

    Also, Multi Strike is an okay set for positional defense, but it's typed defense bonuses are pathetic. I'd slot Shatter and CC with 3-4 Eradication for the E/NE bonus (Dark has a weakness to Energy damage) and finish out the slotting with two Scirocco's Dervish, Dam/End and Acc/Dam/End.

    You don't need the additional end red you've slotted in your resistance and defense toggles; it's better for them to be fully slotted for resistance or defense. So swap out the End/Rchg or End IOs for whichever def/resist IO you skipped.
  17. Finduilas

    Will/SS Build

    Well, your power order and slotting needs a lot of work.

    First, power order. Quick Recovery is actually better than Stamina and available much earlier. Between QR and FH, you can delay the Fitness pool until much later in your build.

    Knock Out Blow and Foot Stomp are the best attacks in SS and should be taken as soon as they're available. Rage should also be taken ASAP. Personally, I think taking 4 powers from the travel pools is too much, but if you really want to take them, fine, just don't delay important primary/secondary powers to do so.

    Hand Clap is not a great choice for a set like WP that depends on having foes in melee range. If you decide to take it, be sure to use it judiciously.

    In a build with both QR and Stamina, Conserve Power really is overkill. You should consider taking a ranged or AoE power from one of the other ancilliary pools instead.

    Okay, slotting. I can't tell what if you have a particular goal in mind for set bonuses, but your slotting is all over the place. It would be to your advantage to decide what sort of bonuses you want and work toward them; this build is very...random.

    Some basics:

    High Pain Tolerance, Mind Over Body, Jab and Haymaker are severely underslotted. You should be aiming for around 56% resist enhancement in MoB and 95% heal enhancement in HPT, something close to 56% resist enhancement in HPT would be nice too, though not as essential as the heal. The Psi resist slot in MoB is doing you very little good, you'd be better off slotting it normally with a resist set like Reactive Armor. There is no earthly reason to slot a single Heal/End/Rchg in a passive like HPT; unless you're going for a specific bonus, commons IOs are all you need.

    I like at least 4 slots in all my attacks, but even if you decide to keep Jab underslotted, Haymaker needs at least five slots, IMO. If you're not going for defense bonuses, 5 Crushing Impact would be a good choice.

    Fast Healing is overslotted; I'd take out at least one, if not two, slots. Again, all it needs is 95% Heal enhancement; the bonus on the 5th Numina is useless.

    Heightened Senses gives E/NE/F/C defense, but you've given it less slots than IW, which only gives Psi defense. Pull a slot from IW and put a 4th LotG in HS to get it up close to 56% defense enhancement.

    The base value of CJ very small, so all those LotG are doing very little for you. I'd give it two slots, max, the +Recharge and the Defense IO, for instance.

    The ToHit Debuff in RttC is far less important than the regen boost it gives; so replace two of those Dark Watcher's with Numina's or some other Heal set. The Taunt aura in RttC is pretty weak, so you might also want to add a Taunt IO.

    QR is way overslotted. Make sure it's slotted to 95% End Mod enhancement, and pull the rest of the slots. IMO, the bonuses will help you a lot less than adequately slotting the rest of your build.

    Both SJ and SS are also overslotted, IMO. If you end up with enough slots to 3 slot them both, fine, but they should be a low priority compared to slotting your primary and secondary powers.

    I'd also recommend getting the Steadfast +Def unique. It's inexpensive compared to a lot of the IOs you have in your build, and it'll give you a nice defense boost. It won't help much with S/L defense since you have so little, but it'll get your defense to the other damage types up near 30%, which is useful.
  18. Quote:
    Originally Posted by Rodion View Post
    Weirdly, Mids indicates 38% psionic defense, though in-game it's listed as 13%.
    If you recently upgraded your version of Mid's, it's probably set to PvP mode. (Look for a button in the upper right corner.) Drove me nuts until I figured out what was causing the problem.

    Either that, or you have an accolade toggled on that has Psi defense.
  19. Well, that stinks but I understand why they're doing it; it really was too good to be true.

    In any case, it's definitely more of a blow for positional defense sets than typed, I think I'm going to have to rework the builds of my Shield tank and SR scrapper.
  20. Sailboat, I couldn't tell for certain, but are the 6 slots in Blazing Aura and Fire Sword Circle 6 Eradication, or 3 or 4 Erad with some other set IOs? You mention 3 Erad + frankenslotting for Combustion, but don't specifiy for the other two.

    If it is a full set of Eradication in those two powers, that's a really bad idea, especially for Blazing Aura since an Erad set only has about 15% end reduction in 6 slots. I strongly recommend that you just use 3 or 4 Erad, then drop in another 2 or 3 slots from another set, heavy on the end reduction. I like using Scirocco's Dam/End & Acc/Dam/End for that purpose since 2 slots gives a 10% regen bonus. For BA, if you use the Scirocco's you'll also want to incude the Erad Acc/Dam/End/Rchg for a little bit more end reduction.

    P.S. Yes, you can get a low level Steadfast -KB (and a +Def for that matter) slot them in TP, and have them work at lower levels--three lower than the IO level, to be exact. But note that the Kismet +Acc does NOT work that way; in a toggle like CJ, you have to have the power toggled on to get the bonus.
  21. War Mace has a 100% chance of a mag 3 stun in Clobber, which is also it's most damaging attack. Between OG and Clobber, you can stun bosses at will.

    The chance to stun in the rest of the WM attacks is pretty low, though the 30% in Whirling Mace means that if you use it in a group. chances are it's going to hit on someone.
  22. Quote:
    Originally Posted by Call Me Awesome View Post
    I'd agree with this assessment, my own experience coincides here. If I'm playing a character with CJ then the only time CJ won't be toggled on is while I'm not in combat... and if I'm not in combat then I don't need the 6% tohit bonus. It also frees up a slot doing it that way if that's a factor.

    I believe it's also one of the "120 second" enhancements... so it's benefit would continue for two minutes after you turn off CJ anyway. Frankly given the end cost, or lack thereof, of CJ I see no reason not to run it any time you aren't running SJ or Ninja Run. For that matter on all my jumpers I have a macro to swap between SJ & CJ; one or the other is ALWAYS running immediately after I log in.
    That's fine if you have CJ and truly do run it all the time, but that's not something you can count on everyone doing. I don't even HAVE CJ on any of my tanks.

    The "you get TH too late" argument seems a little dubious, too, since most players don't begin buying set IOs until the late 20s or 30s at the earliest.
  23. ArcWeld, the build you posted is good, but I would recommend a couple of changes. Both Tough and Weave are underslotted for end reduction and they're fairly expensive toggles. You're also over the cap on 10% regen bonuses, so I'd pull two slots from Grant Cover (which is only helping your allies anyway) and put one slot each in Tough and Weave.

    Adding a LotG Def/End/Rchg, and 3-slotting Tough with a set like Titanium Coating or Aegis, (Res/End, Res, Res/End/Rchg) will give you nearly 48% end reduction in each power.

    Another Aegis set would put you well over the soft-cap for AoE, so you could replace one of the Scirocco's sets with 3 or 4 Eradication, which would boost E/NE def over the soft-cap.
  24. Finduilas

    DM/Inv Build

    If you check the "Sets and Bonuses" tab on your current build, you'll see that you're over the "rule of 5" for 10% regen bonuses and 1.13% HP bonuses, so some of those sets aren't doing much for you.

    I've tweaked your build to get rid of the unused bonuses, and also shifted a slot to Tough Hide. (TH has a higher defense value than CJ, so it makes more sense to underslot CJ.) I removed the Efficacy Adaptors from Unstop since you weren't getting the bonus, and end mods in Unstop are unnecessary anyway. I put Imperv Armors in Unstop instead, for the recovery bonus, but common recharge IOs would be a good choice too. I also swapped the Aegis Psi/Status resist out for a Aegis with some defense enhancement; a 3% Psi resist bonus is completely useless without any other Psi resist to stack with.

    Villain Plan by Mids' Villain Designer 1.621
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Miss Painfull Mk III: Level 50 Science Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Villain Profile:
    Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), P'ngS'Fest-Acc/Dmg(5), P'ngS'Fest-Dmg/EndRdx(7)
    Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam(7), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9)
    Level 2: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam/Rchg(13)
    Level 4: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Rchg(17)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(17), Zephyr-Travel/EndRdx(27)
    Level 8: Siphon Life -- Numna-Heal(A), Numna-Heal/EndRdx(21), Mrcl-Heal(23), C'ngImp-Dmg/EndRdx(23), C'ngImp-Acc/Dmg(25), C'ngImp-Dmg/EndRdx/Rchg(25)
    Level 10: Swift -- Run-I(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(27)
    Level 14: Shadow Maul -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(29), Erad-Dmg(29), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31)
    Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx(33)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(34), Numna-Heal/EndRdx(34), Mrcl-Heal(34), RgnTis-Regen+(43), Mrcl-Rcvry+(45)
    Level 20: Dark Consumption -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod(36), Efficacy-EndMod/EndRdx(36)
    Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(36), P'Shift-EndMod/Acc(37), P'Shift-EndMod/Rchg(37)
    Level 24: Super Jump -- EndRdx-I(A)
    Level 26: Soul Drain -- Oblit-Acc/Rchg(A), Oblit-%Dam(33), Oblit-Dmg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46), Mako-Dam%(46), Mako-Acc/Dmg/EndRdx/Rchg(48)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(45), Ksmt-ToHit+(45), LkGmblr-Def/EndRdx(50)
    Level 38: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(48)
    Level 44: Unstoppable -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam/EndRdx/Rchg(50)
    Level 47: Resist Elements -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(48)
    Level 49: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 14.4% Defense(Smashing)
    • 14.4% Defense(Lethal)
    • 9.69% Defense(Energy)
    • 9.69% Defense(Negative)
    • 10% Defense(Melee)
    • 7.19% Defense(Ranged)
    • 1.8% Max End
    • 40% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 27% Enhancement(Accuracy)
    • 5% FlySpeed
    • 185.5 HP (12.4%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 15.4%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 2.2%
    • 9% (0.15 End/sec) Recovery
    • 82% (5.13 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 15% RunSpeed

    Code:
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  25. Quote:
    Originally Posted by Ribic View Post
    What about this build? I swapped out the sets on Whirling hands to get you more E/N def, and end and rec, traded unstoppable (you won't need it on a soft capped invuln) for conserve power, which you mentioned in your OP that you would like to take, and removed one slot from it to add the kismet to CJ so its pretty much always available to you. It will be perma as long as CJ is toggles on, which should be anytime you're not using SJ.
    As I noted in my post above, if you put the Kismet +Acc in Tough Hide, it is literally always available to you, not just when CJ is running. IMO, that's clearly the best place to slot it in an Invul build.