Finduilas

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  1. Finduilas

    WHY dark/?

    Quote:
    Originally Posted by BrandX View Post
    I'm pretty sure he was group FA/ and ELA/ with DA/.
    In a thread that's specifically discussing Dark Armor, saying "The Set" doesn't suggest that to me at all. But if that's what he meant, fine, he can clarify that if he likes.

    In any case, saying that any all-resist (or in DA's case, almost all resist) set is more expensive to soft-cap than a defense set is hardly a startling revelation. But that doesn't mean they're necessarily more expensive to IO out in general, or that they "don't IO well", whatever the heck that means.
  2. Finduilas

    DM/Inv Build

    Not bad, though I'd recommend a few changes.

    CJ is very overslotted. It's base defense value is low and it uses almost no endurance. I'd suggest pulling two slots and adding one each to Invinc and Weave, since they are both slightly underslotted for defense and end reduction.

    Move the Kismet +Acc to Tough Hide. It's a "proc 120" like the regen/recovery uniques, so putting it in a passive makes it effectively "perma".

    Instead of the full Scirocco's set in Shadow Maul, I recommend 3 or 4 Eradication for the E/NE bonus. Add 2 Scirocco's (Dam/End, Acc/Dam/End) to fully slot the attack and get the 10% regen bonus.

    Also consider swapping out the Gaussian's in Soul Drain for a sixth Obliteration, which gives a modest S/L defense bonus.

    Similarly, if you can find a second slot for SJ, you can 2-slot with BotZ for a small, but useful, E/NE bonus.
  3. Finduilas

    WHY dark/?

    Quote:
    Originally Posted by Jeminiks View Post
    For all the money you spent on IOing a Dark, you can take a Shielder and get better performance and damage. End of story.

    Or an Invuln or an Ice. And while 99% of the PvE game yes, you can be sufficient with a Single KB IO, most people dont IO their tank to do that short of farming. Theyre doing High Endgame content like the STF or Speed ITFs or LGTFs. Not that the Darky doesnt perform well in the later two, but overall most people likely see that it makes more sense to IO something else and play something else.
    I call BS. You can spend a ton of money on any build, and KB IOs (other than the BotZ) are simply not that expensive compared to say, the LotG +Recharge IOs you see in high recharge builds of any type.

    Recovery and +end are the critical bonuses for Dark besides KB protection, and if you stay away from the recovery uniques, quite cheap to acquire.

    Defense *can* be expensive if, for instance, you go for a soft-capped build with a lot of Kinetic Combat sets, but setting your goals more modestly (using Smashing Haymaker instead of KC for example) you can save a lot of influence. In any case, IO'ing Dark for defense is no more expensive than doing the same for any all-resist set like Electric or Fire. (Actually, it's a little easier/less expensive on Dark because of CoD.)

    It's hardly a surprise that slotting for defense specifically is more expensive on Dark than on defense sets like Ice or Shield. But again, how is Dark different from Fire or Electric in that regard?
  4. With the Aegis sets and the BotZ -KB (which WP does NOT need, BTW) you seem to be really concentrating on F/C defense, two of the rarest damage types in the game. I think you'd be better off looking for S/L and E/NE defense, especially S/L since it's so common and WP starts with considerably less of it than E/NE/F/C defense.

    Personally, I'd ditch the Crushing Impacts and use either Smashing Haymaker or Kinetic Combat in the ST attacks, but if you want to keep the recharge bonuses, there are other things you can do to increase S/L defense. For instance, replacing the Aegis sets with Reactive Armor and six-slotting Taunt with Perfect Zinger would give you a bit of S/L defense boost. Soft-capping is great, of course, but even getting S/L defense to 25-30% makes WP significantly more durable.

    Hover seems like a bit of an odd choice. Are you planning to Hover-tank? If not, I think CJ would be a better pick since it adds just as much defense as Hover and the extra mobility is always useful.

    I also think that having QR, Stamina and Physical Perfection is recovery overkill. If you're planning to get PP anyway, why not save your self a power slot and drop Stamina? Either Energy Punch or Build-Up would be more useful, IMO.

    I'd also drop the End/Rchg slot in RttC and use it somewhere else, it's wasted there.
  5. Finduilas

    WHY dark/?

    Quote:
    Originally Posted by Jeminiks View Post
    The Set doesnt IO well, its hole can still be breached even with IOs (KB) and there are just more solid sets that require less effort on the part of the user.
    Completely disagree. With IOs, Dark can get sufficient KB protection for 99% of the game without taking an additional power, very significantly reduce the endurance costs and recovery potential of the set, and add a very important additional layer of damage mitigation by slotting for defense bonuses.

    If that's not "IO(ing) well", I don't know what is.
  6. I'd strongly recommend a couple of other changes:

    By far the best place to put the Kismet unique is in Tough Hide. It's a "proc 120" like the regen/recovery uniques so putting it in a passive will effectively "perma" it.

    Multi Strike is an okay set for positional defense, but its typed defense bonuses are pretty pathetic. A far better choice for Whirling Hands would be Eradication, which gives a 3.13% E/NE bonus for just three slots. I'd slot WH with 3 or 4 Eradication and 2 Scirocco's Dervish (Dam/End and Acc/Dam/End) for the regen bonus.

    This is more of a personal preference, but you might want to consider using Gift of the Ancients for Weave and/or Tough Hide until you can afford LotG. GotA has very useful +recovery and +end bonuses for 4 slots.

    I'd also take Build-Up instead of either ResEn or Unstoppable, but again that's more personal preference.
  7. Finduilas

    Invuln/SS Build

    Quote:
    Originally Posted by Flarecrow View Post
    So much emphasis on when I took powers, even when i said that I didn't do it in a specific order in Mid's, only the game itself. Read, folks!
    If you look at the time stamp, you'll see that I was typing my response when you posted yours. Since you didn't explain anything when you posted the original build, it's not surprising that people didn't know it was a respec build.

    Quote:
    As for the advice, I'll look into it when i get more time.
    How generous of you. Look, you're not compelled to use any of the suggestions offered, but it would be courteous to at least acknowledge the effort people made in responding and trying to help.
  8. Quote:
    Originally Posted by Twilight_Snow View Post
    For both powers together, the resistance is only lowered by less than 1% in terms of absolute value, although it looks larger than that when you look at the percentage. If you want to hit the ED cap, it's ok just to put a generic resistance IO for the fourth slot of both powers. I think the fourth bonus for Titanium coating is not really useful, so I want to put something else there.
    Yes, I know it doesn't affect the overall amount of defense very much, but this slotting struck me as particuarly odd since the end reduction value was so high and the resistance value didn't even reach the ED cut-off. Normally when I see a power slightly underslotted like that it's because the player is trying to save slots.

    Quote:
    It is not a bad idea to use Reactive Armor for the resistance toggles, and add a steadfast +3% def somewhere in the build. I'll leave it to the OP to tweak the build. If the OP wants higher defense, I think it's more effective to have a more focused build on defense than just a couple defense bonus.
    I do agree that small amounts of defense are generally not very useful. But WP is a kind of an odd duck since the set values for E/NE/F/C defense values are pretty significant, enough to build on, IMO. So the Steadfast will help with that, but won't be particularly helpful in adding S/L defense since the starting value is so much smaller.
  9. Finduilas

    Invuln/SS Build

    First of all, your power order needs some work. There's absolutely no reason to take Boxing so early, especially if its causing you to delay Invinc. Invinc should be taken at 18, period. Unyielding should also be taken earlier, by level 10 or 12, IMO. Similarly, KoB is your highest damaging attack and should be taken at level 22/24 at the latest. Boxing can be delayed until well into the 30s, and if you need to delay anything else, either Taunt or Tough Hide could be moved back a couple of levels.

    Are you actually planning to use Hover? Keep in mind that if you use Hover in battle, you will have to turn it off anytime you want to use Foot Stomp, since it has to be used on the ground. I think a better choice would be to pick up Air Sup instead and drop either Punch or Haymaker--Punch would be my choice. That would save a power slot and allow you to fit both Invinc and Taunt in as soon as they're available.

    Kinetic Combat is a good choice--though very expensive--but as slotted they're underslotted for Accuracy and Damage. I'd add a Acc/Dam, Acc/Dam/End, or Acc/Dam/Rchg from another set. Also, the Kinetic Combat KB proc is a poor choice for Punch and Haymaker because if/when it does proc it will change the KD in those attacks to KB. Not a good thing. I'd drop those slots and replace them with the set IO mentioned above.

    Three level 50 IOs in Unstop is a bit of overkill. Unless you think you're going to need it a *lot*, (and you shouldn't with soft-capped defense) then 2 recharge IOs should be more than enough.

    I think you should also consider slotting 2 Rectifed Reticle in Rage for the S/L bonus, which will take you a bit over the S/L soft-cap.

    Instead of all Scirocco's in Foot Stomp, a better choice would be 3 or 4 Eradication for the E/NE bonus, plus the Scirocco's Dam/End and Acc/Dam/End.

    Try replaceing the common IOs in ResEl with 3 slots of Aegis; it will get you a substantial F/C defense bonus.

    And you might as well use a set for Tough Hide and Weave. I like Gift of the Ancients for its +recovery and +end bonuses, but LotG is also a good choice if you can afford them.
  10. Twilight, I don't understand why you slotted Mind Over Body and Tough the way you did. The additional benefit you get from all that end reduction is minimal, and it leaves them short of the ED cap for resistance. Those two toggles aren't any more costly than the defense toggles that you've slotted more normally. I'd 4-slot them with Reactive Armor, but if those are too expensive, 4 TCs aren't too bad.

    I'd also take Mind Over Body much sooner, in the teens or early 20s at the latest, pushing back the Fitness Pool a couple of levels if necessary.

    To the OP: even if you're not trying to maximize defense, I think the Steadfast +Def is worth getting for any character with some defense.
  11. The biggest problem I see with the current build is that all your defense powers are way overslotted; none of them need more than 4 slots. I never bother with the GotA +Runspeed, but if you want to keep it, drop the Def/Rchg and End/Rchg. That will fully enhance those powers and free up 6 slots for something else.

    EDIT: Similarly, Tough is overslotted. Drop the 5th slot in Tough with its piddly .63% F/C defense bonus and use the slots you've freed up from your other powers to 3 slot DF or EP with Aegis, which will give you a 3.13% F/C defense bonus.
  12. Finduilas

    WHY dark/?

    Quote:
    Originally Posted by Minotaur View Post
    My advice on a tanker, get a secondary that stacks stuns with OG, so EM or SM would be my choices.
    Don't forget War Mace, which also has great synergy with Dark. (Points to sig.)
  13. Finduilas

    Invuln/ question

    Hmm, I'd say the one most widely considered skippable is Resist Elements, not Resist Energies. That's partly because F/C damage is less common than E/NE, and partly because the secondary effect of ResEn (end drain resistance) is considered more worthwhile than ResEl's (slow resistance.)

    That said, ResEn also gets skipped sometimes. The only passives that are considered "must haves" by most are RPD and Tough Hide, since they both have defense debuff resistance.

    EDIT: Didn't see the IO question at first. Most often I see them slotted either with common IOs, or with a set that provides a typed defense bonus, like Reactive Armor or Aegis. Putting the Steadfast Protection +Def IO in a passive is also pretty common practice.
  14. Finduilas

    Rate my DM/SD

    Heh, there's no such thing as a "quick purchase" of the Gladiator's Armor +Def IO. If there's even one on the market--and often there isn't--they've been selling for 2 billion apiece with a large number of unfilled bids in place. In other words, don't count on getting one.

    However, getting the Steadfast +Def is a great idea; you can slot it in Tough or True Grit.

    Other than that, Deflection, BA and Weave are all currently overslotted for Defense. I'd drop back to 4 defense set slots in each, then add a couple of common resist IOs to Deflection to beef up your S/L resistance. I'd do the same for Tough; 3 Aegis will even give you a small AoE defense bonus as well. (Though I don't see much point in the Psi/Status IO since you have such a small amount of Psi resists to begin with.)

    If you're going to slot Soul Drain with ToHit Buff set, add an 6th slot and put in a full set of Gaussian's, which will give you a 2.5% defense bonus for all positions. (With just adding the Steadfast +Def and the Gaussian's set you'll be over 44% Melee def.)

    I'd also recommend slotting at least one Mako's set for the Ranged bonus. You could do more to get close to the soft-cap for Ranged and AoE, but you'd have to give up the purples, so your call whether you want to try for a fully soft-capped build or not.

    Just want to note though I understand that you want the AoE bonus, Shield Defense does *not* need additional KB protection, so those BotZ -KB IOs are a very expensive way to get some AoE defense. I don't think it's worth it, but your call.

    Lastly, one of the benefits of Grant Cover is that it provides additional defense debuff resistance. Over the life of your character, it may do more for you than One with the Shield.
  15. I agree with devil dingo that your first priority is to make sure you're soft-capped for S/L/E defense, and in this build you're a little low. There are also a number of other things that could be improved. From the top:

    It seems a little odd that you would 5-slot Kinetic Shield and Power Shield and 3-slot Tough and Weave; especially since Tough and Weave have a higher endurance cost. Personally, I don't think all that recharge is necessary, but if you want it, 4 slot KS, PS, and Weave (and even Energy Cloak if you've got the infamy) with LotG Def, Def/End, Def/End/Rchg, +Recharge. If you want to save some Infamy, replace the +Recharge with the Def/Rchg

    Instead of Aegis in Tough, 4-slot it with 4 Reactive Armor, which will put you closer to the soft-cap for S/L/E.

    I agree that you're taking Focus (and Follow-up) way, way too late; they both should be taken as soon as they're available. The Fighting Pool and Taunt can easily be delayed so you can fit them in.

    With just the Kinetic Combat set and the proc in Slash, it's underslotted for accuracy and damage. I'd add a Acc/Dam or Acc/Dam/End from another set. Focus is also underslotted for damage.

    Even with the Reactive Armor set in Tough, you're still a little low for S/L/E defense, so I'd slot a Smashing Haymaker or Kinetic Combat set in Strike, with a fifth slot from another set. And as devil dingo suggested, you should swap out one of the Obliteration sets for Eradication to get the E/NE bonus. I'd suggest either 3 or 4 slots of Erad, plus two from another set with additional end reduction. (Two Scirocco's is a good choice for the 10% regen bonus.)

    Overload is way, way overslotted for defense. Even with no defense enhancement you'd be at over 80% defense when Overload is on, so I think those slots could be used better elsewhere.

    EA absolutely does NOT need KB protection, so the Steadfast -KB in Dampening Field is a waste of infamy. I'd keep the Steadfast +Def, drop the other two Steadfasts, add a slot, and move the Aegis set you had in Tough to DF.

    Lastly, Energy Protection provides so little resistance that I don't think it's worth a power pick. Just get something useful like Super Jump instead.

    Here's what your build would look like with the changes I suggested:

    Villain Plan by Mids' Villain Designer 1.621
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Lament Configuration: Level 50 Magic Brute
    Primary Power Set: Claws
    Secondary Power Set: Energy Aura
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Villain Profile:
    Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(13)
    Level 1: Kinetic Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(15), LkGmblr-Rchg+(15), LkGmblr-Def/EndRdx/Rchg(19)
    Level 2: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(9), Achilles-ResDeb%(13), C'ngImp-Acc/Dmg/EndRdx(39)
    Level 4: Power Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def/EndRdx/Rchg(17), LkGmblr-Rchg+(19)
    Level 6: Spin -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(7), Erad-Acc/Dmg/Rchg(7), Erad-Acc/Dmg/EndRdx/Rchg(9), Sciroc-Dmg/EndRdx(11), Sciroc-Acc/Dmg/EndRdx(40)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 10: Entropy Shield -- EndRdx-I(A)
    Level 12: Follow Up -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Dmg/EndRdx/Rchg(46)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Health -- Mrcl-Rcvry+(A), Heal-I(37), RgnTis-Regen+(43)
    Level 18: Focus -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg(48)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
    Level 22: Energy Cloak -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-Def/EndRdx/Rchg(23), RedFtn-Def(37)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(45)
    Level 28: Energy Drain -- Numna-Heal(A), Numna-Heal/Rchg(29), Mrcl-Heal(29), Dct'dW-Heal/Rchg(31), Mrcl-Heal/Rchg(33), Efficacy-EndMod/Rchg(34)
    Level 30: Eviscerate -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34)
    Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37)
    Level 35: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(36), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(40)
    Level 38: Overload -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(39)
    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(48)
    Level 44: Dampening Field -- Aegis-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(45), Aegis-ResDam/Rchg(46), Aegis-ResDam(50)
    Level 47: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 0: 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)
    • 14.3% Defense(Smashing)
    • 14.3% Defense(Lethal)
    • 9.25% Defense(Fire)
    • 9.25% Defense(Cold)
    • 8.94% Defense(Energy)
    • 8.94% Defense(Negative)
    • 3% Defense(Psionic)
    • 8.63% Defense(Melee)
    • 8.31% Defense(Ranged)
    • 6.13% Defense(AoE)
    • 5.85% Max End
    • 52% Enhancement(Accuracy)
    • 60% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 163 HP (10.9%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 13.8%
    • MezResist(Stun) 2.2%
    • 5% (0.08 End/sec) Recovery
    • 64% (4.01 HP/sec) Regeneration
    • 2.84% Resistance(Fire)
    • 2.84% Resistance(Cold)
    • 10% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  16. Depending on what level you are, the St. Martial bosses may be a little too high. I got the Gangbuster badge by patrolling the Marconeville and Oil Spill neighborhoods of Port Oakes. Look for the bald guys in white suits, or the guys with black suits and black hats.
  17. Quote:
    Originally Posted by Blue_Centurion View Post
    Invulnerability (one of my favorites) has a hidden drawback it is slightly End intensive. THis is true for many tank primaries.
    Invulnerability is endurance intensive compared to what? Invul itself only has three toggles, two of which have the standard end-cost for a non-damage toggle, (.26 EPS) and the third--Invincibility--actually has a lower end cost, .21 EPS. All of the other tanker secondaries either have more toggles to run, a damage aura, or both! (Dark even has a very high endurance heal on top of everything else.)

    Now, some tank primaries do have endurance recovery powers, but strictly in terms of *cost*, Invulnerability is a cheap as it gets.

    So basically, if you're have endurance problems with an Invul tank, it's almost certainly due to the slotting of your secondary rather than the cost of the Invul powers.
  18. Tanks have more tools for aggro control than just Taunt and Gauntlet. Any tank who knows his business should also have his taunt aura running, which for many tanks is auto-hit and will work even when Gauntlet does not. Did you check to see or ask if any of the tanks had a taunt aura running?

    And for the record, IMO there's nothing wrong with a tank fully slotting their attacks for damage; that is NOT necessarily the sign of a bad tank. All my tanks slot for damage as well as accuracy, recharge, and end reduction and are able to hold aggro just fine.

    If the tanks you were playing with 1) didn't have or didn't use taunt, 2) were not hitting their foes and 3) had a taunt aura with a to-hit check (Mud Pots, Blazing Aura, Death Shroud all do) that wasn't hitting because the foes were too high level, I can see where that would be a problem. However, I think the main problem was that the tank players didn't recognize that they were holding aggro poorly and ask for the mission to be reset.

    As has been said in this thread many times, tanks don't have to have or use taunt to effectively control aggro. Having attacks slotted for damage as well as accuracy and recharge is also no impediment to being a good tank. IMO, having players that were not paying attention to the fact that they weren't doing a good job holding aggro was the real problem in this case.
  19. What are you using for your calculation? The 0 defense cell is correct, but the rest are wrong; for instance, the chances of being hit at 45% defense by a +1 Minion should be 5.5, not 30.

    Try this calculation: AccMod*(50-defense value)

    EDIT: said that the 0 defense cell is incorrect, meant to say correct.
  20. No, I used the wrong name for the power I was talking about. He had the RF set in Focused Fighting already, but my question was why he didn't do the same for Focused *Senses*. And as far as I know, he hasn't changed that.

    Sorry for the mix-up.
  21. Just out of curiosity, why did you put the full RF set, with almost 100% end reduction, into a passive instead of Focused Fighting, which can actually use the end reduction? Not that it needs that much end red, but still, I think it would make sense to switch them.
  22. I start *planning* the build very early, but I usually don't start actively buying recipes until the late twenties/early 30s. Then I slot them when I reach the appropriate level; filling in the gaps with common IOs. FYI, I buy and use a wide level range of set IOs, from the low 30s up to 50, depending on what's available and what I'm using them for.

    BTW, having SG storage is a *huge* help in this endeavor, since you can craft IOs as you can afford them, and then sock them away until you reach the level where you can slot them.

    EDIT: Just saw the common IO question. It varies, but in general I'll get level 15s or 20s instead of DOs as soon as I can slot them, then move on to 25s or 30s until I start slotting set IOs.
  23. Quote:
    Originally Posted by Heraclea View Post
    Neither Dark nor Fire tankers lose the aggro they had instantly upon being moved, and knockback only takes you out of the action for a couple seconds, so my opinion is that it isn't that big a deal.
    I think it's a bigger issue for Dark than it is for Fire; Dark's heal depends on having foes in melee range, FA's does not.
  24. Yep, mag 8 would be my recommendation. And unless you've got influence to burn, stay away from the BotZ KB IO. It's much, much more expensive than the Steadfast or Karma IOs, and between your resist toggles and CoD, DA has plenty of places to put a -KB IO.
  25. You'll definitely need Stamina (and it may not be enough) if you try to run Icicles and use Frozen Aura and GIS so poorly slotted for end reduction. Eradication is a great set, but very low in end reduction, which is why I'd never recommend using more than 3 or 4 slots. I'd strongly recommend that you replace the last two slots in FA with Scirocco's Dervish Dam/End and Acc/Dam/End so it has sufficient end reduction. If you're going to use Erad in Icicles, it needs more slots, so I'd recommend moving it to earlier in your build so you can 5 or 6 slot it. I'd also change one of the slots in GIS to one that gives some additional end reduction.

    As I think I mentioned before, Ice Patch and Hibernate are overslotted for Recharge. Ice Patch is effectively "perma" with one Recharge, and Recharge enhancements quite literally do *nothing* in Hibernate. Those slots can be used for Icicles or elsewhere in your build.

    If you're not planning to use Weave all the time, I'd move the Kismet +Acc to either FA or GA, since you won't get the ToHit bonus if the toggle it's slotted in isn't running.

    It seems a very odd choice to be wasting slots on Kick when you could easily move the Kinetic Combat set to Frozen Fists. That would free up three slots that you could use to more fully slot Tough, for instance, or add a Perf Shifter +end to Stamina, either of which would be a better use of slots. As a matter of fact, if you can find 3 additional slots for Tough, you can slot it with Aegis, which has a substantial 3-slot F/C def bonus.

    Here's your build with the changes I just recommended:

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Ice Melee
    Power Pool: Fitness
    Power Pool: Teleportation
    Power Pool: Fighting
    Hero Profile:
    Level 1: Frozen Armor -- DefBuff-I:50(A), DefBuff-I:50(3), DefBuff-I:50(3), EndRdx-I:50(43), Ksmt-ToHit+:30(46)
    Level 1: Frozen Fists -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(11), P'ngS'Fest-Acc/Dmg:30(13), P'ngS'Fest-Dmg/EndRdx:30(13)
    Level 2: Hoarfrost -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal/EndRdx/Rchg:50(7), Dct'dW-Heal:50(7), Dct'dW-Rchg:50(9)
    Level 4: Chilling Embrace -- EndRdx-I:50(A), ImpSwft-Dam%:30(43), Slow-I:30(45)
    Level 6: Wet Ice -- EndRdx-I:50(A)
    Level 8: Swift -- Run-I:50(A)
    Level 10: Recall Friend -- RechRdx-I:50(A)
    Level 12: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(15), Mocking-Taunt/Rchg/Rng:50(17), Mocking-Acc/Rchg:50(21), Mocking-Taunt/Rng:50(23), Mocking-Rchg:50(40)
    Level 14: Teleport -- EndRdx-I:50(A), EndRdx-I:50(15)
    Level 16: Health -- Heal-I:50(A), Heal-I:50(17)
    Level 18: Glacial Armor -- DefBuff-I:50(A), DefBuff-I:50(19), DefBuff-I:50(19), EndRdx-I:50(43)
    Level 20: Ice Patch -- RechRdx-I:50(A), EndRdx-I:50(21)
    Level 22: Stamina -- EndMod-I:50(A), EndMod-I:50(23), P'Shift-End%:50(46)
    Level 24: Frost -- AirB'st-Acc/Dmg:50(A), AirB'st-Dmg/EndRdx:50(25), AirB'st-Dmg/Rchg:50(25), Det'tn-Acc/Dmg:50(34), Det'tn-Dmg/EndRdx:50(34), Det'tn-Acc/Dmg/EndRdx:50(34)
    Level 26: Energy Absorption -- DefBuff-I:50(A), DefBuff-I:50(27), RechRdx-I:50(27), RechRdx-I:50(29), EndMod-I:50(29), EndMod-I:50(31)
    Level 28: Freezing Touch -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(31), KntkC'bat-Acc/Dmg:35(31), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(33)
    Level 30: Build Up -- RechRdx-I:50(A), RechRdx-I:50(37), GSFC-Build%:50(45)
    Level 32: Hibernate -- Heal-I:50(A), EndMod-I:50(45)
    Level 35: Greater Ice Sword -- B'Snap-Acc/Dmg:25(A), P'ngFist-Acc/Dmg:25(36), P'ngS'Fest-Dmg/EndRdx:30(36), P'ngS'Fest-Acc/Dmg:30(36), S'ngH'mkr-Dmg/Rchg:35(37), S'ngH'mkr-Dmg/EndRdx:35(37)
    Level 38: Frozen Aura -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(39), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), Sciroc-Dmg/EndRdx:50(40), Sciroc-Acc/Dmg/EndRdx:50(40)
    Level 41: Icicles -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg:30(42), Erad-Dmg/Rchg:30(42), Sciroc-Dmg/EndRdx:50(42), Sciroc-Acc/Dmg/EndRdx:50(46)
    Level 44: Kick -- Acc-I:35(A)
    Level 47: Tough -- Aegis-ResDam/EndRdx:35(A), Aegis-ResDam:35(48), Aegis-ResDam/EndRdx/Rchg:50(48), S'fstPrt-ResDam/Def+:30(48)
    Level 49: Weave -- DefBuff-I:35(A), DefBuff-I:35(50), DefBuff-I:35(50), EndRdx-I:35(50)
    ------------
    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:
    • 13% Defense(Smashing)
    • 13% Defense(Lethal)
    • 9.25% Defense(Fire)
    • 9.25% Defense(Cold)
    • 11.8% Defense(Energy)
    • 11.8% Defense(Negative)
    • 3% Defense(Psionic)
    • 8% Defense(Melee)
    • 7.38% Defense(Ranged)
    • 6.13% Defense(AoE)
    • 5.4% Max End
    • 2% Enhancement(Knockup)
    • 2% Enhancement(Knockback)
    • 12.5% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 112.4 HP (6%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 7.7%
    • MezResist(Sleep) 1.65%
    • MezResist(Terrorized) 2.2%
    • 36% (2.82 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 1.88% Resistance(Energy)
    • 1.26% Resistance(Toxic)
    • 1.26% Resistance(Psionic)
    • 5% RunSpeed

    Code:
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