Finduilas

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  1. Quote:
    Originally Posted by Kheldarn View Post
    Hmm... I don't have room for both AND Clobber on my Leveling Build. Currently, I skipped Clobber...

    I think I'll drop Bash, take Pulverize in place of it, and then Clobber where I took Pulverize...
    Yeah, skipping Clobber would make me a sad Panda too. But I'm glad you've seen the error of your ways.
  2. Finduilas

    Invin/Nrg

    Quote:
    Originally Posted by Starflier View Post
    An incredibly broken build export?

    Invincibility at 18. Always.
    Agreed, on both points.

    Also, unless you're planning to hover-tank, I think Air Sup is a much better choice for Invul/EM. It provides good damage mitigation and does about the same damage as Energy Punch.

    Assault is not a particularly useful choice, either, since the tank value for the power is very low. I think you'd be better off taking Hasten or another attack from the Pyre Mastery pool. (I haven't heard good things about Melt Armor, either, so you might want to reconsider that one.)

    This is the more or less the order I'd recommend, exported in vBulletin format:

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 48 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery
    Hero Profile:
    Level 1: Temp Invulnerability -- Empty(A)
    Level 1: Barrage -- Empty(A)
    Level 2: Dull Pain -- Empty(A)
    Level 4: Bone Smasher -- Empty(A)
    Level 6: Air Superiority -- Empty(A)
    Level 8: Unyielding -- Empty(A)
    Level 10: Taunt -- Empty(A)
    Level 12: Swift -- Empty(A)
    Level 14: Fly -- Empty(A)
    Level 16: Health -- Empty(A)
    Level 18: Invincibility -- Empty(A)
    Level 20: Stamina -- Empty(A)
    Level 22: Whirling Hands -- Empty(A)
    Level 24: Resist Physical Damage -- Empty(A)
    Level 26: Tough Hide -- Empty(A)
    Level 28: Build Up -- Empty(A)
    Level 30: Hasten -- Empty(A)
    Level 32: Unstoppable -- Empty(A)
    Level 35: Energy Transfer -- Empty(A)
    Level 38: Total Focus -- Empty(A)
    Level 41: Resist Elements -- Empty(A)
    Level 44: Resist Energies -- Empty(A)
    Level 47: Char -- Empty(A)
    Level 49: Melt Armor -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 2: Ninja Run
  3. Finduilas

    help plox SS/EnG

    Here's your build soft-capped to S/L/E, with fairly minimal changes to slotting and set selection. F/C could be capped to, but that would take more substantial changes. Note that the ST attacks are very well slotted and hit the ED cutoff for damage, which some of yours weren't. I chose Gift of the Ancients for Weave and Energy Cloak because it has nice +end and +recovery bonuses, but you can use LotG or another set if you prefer. Also, though I didn't change it here, I would recommend that you delay Dampening Field so you can take Energy Cloak sooner. It has the same amount of defense as Weave, and is definitely worth taking.

    Hope this helps!

    Villain Plan by Mids' Villain Designer 1.621
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Hard Kisses: Level 50 Science Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Energy Aura
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery
    Villain Profile:
    Level 1: Punch -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(3), S'ngH'mkr-Dmg/Rchg:35(5), S'ngH'mkr-Dmg/EndRdx/Rchg:35(5), Mako-Acc/Dmg/EndRdx/Rchg:50(7)
    Level 1: Kinetic Shield -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(3), LkGmblr-Def/EndRdx/Rchg:30(9), LkGmblr-Rchg+:50(23), Ksmt-ToHit+:30(27)
    Level 2: Haymaker -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx/Rchg:35(7), S'ngH'mkr-Dmg/EndRdx:35(11), S'ngH'mkr-Dmg/Rchg:35(11), Mako-Acc/EndRdx/Rchg:35(13), Mako-Acc/Dmg/EndRdx/Rchg:50(13)
    Level 4: Power Shield -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(15), LkGmblr-Def/EndRdx/Rchg:50(15), LkGmblr-Rchg+:50(23)
    Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17)
    Level 8: Knockout Blow -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(9), S'ngH'mkr-Dmg/Rchg:35(19), S'ngH'mkr-Dmg/EndRdx/Rchg:35(19), Mako-Acc/EndRdx/Rchg:50(21), Mako-Acc/Dmg/EndRdx/Rchg:50(21)
    Level 10: Entropy Shield -- EndRdx-I:50(A)
    Level 12: Hurdle -- Jump-I:50(A)
    Level 14: Super Speed -- Zephyr-Travel:35(A), Zephyr-Travel/EndRdx:35(43)
    Level 16: Dampening Field -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(17), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(33)
    Level 18: Health -- Numna-Heal:50(A), Mrcl-Rcvry+:40(27), H'zdH-Heal:40(29), Numna-Regen/Rcvry+:50(29)
    Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(31), P'Shift-EndMod/Acc:50(31), P'Shift-End%:50(31)
    Level 22: Rage -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(25), RechRdx-I:50(33), RechRdx-I:50(43)
    Level 24: Boxing -- Acc-I:35(A)
    Level 26: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam:40(34), S'fstPrt-ResDam/Def+:30(36)
    Level 28: Energy Drain -- Efficacy-EndMod:30(A), P'Shift-EndMod/Rchg:50(36), Efficacy-EndMod/Rchg:50(36), Numna-Heal/Rchg:30(37), Numna-Heal:40(37), Numna-Heal/EndRdx/Rchg:50(37)
    Level 30: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(39), GftotA-Def/EndRdx/Rchg:40(39), GftotA-Def:40(39)
    Level 32: Foot Stomp -- Oblit-Dmg:50(A), Oblit-%Dam:50(34), Oblit-Acc/Rchg:50(40), Oblit-Dmg/Rchg:50(40), Oblit-Acc/Dmg/Rchg:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(42)
    Level 35: Conserve Power -- RechRdx-I:50(A)
    Level 38: Energy Cloak -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(46), GftotA-Def/EndRdx/Rchg:40(48), GftotA-Def:30(50)
    Level 41: Electrifying Fences -- Posi-Acc/Dmg:50(A), Det'tn-Acc/Dmg:50(42), Det'tn-Dmg/Rchg:50(42), P'Shift-EndMod:50(43), P'Shift-EndMod/Rchg:50(46), P'Shift-EndMod/Acc/Rchg:50(50)
    Level 44: Ball Lightning -- Posi-Acc/Dmg:50(A), Det'tn-Acc/Dmg:50(45), Det'tn-Dmg/Rchg:50(45), P'Shift-EndMod/Rchg:50(45), P'Shift-EndMod/Acc/Rchg:50(46), P'Shift-EndMod:50(50)
    Level 47: Summon Striker -- BriL'shp-Dmg:30(A), CmdPres-Acc/Dmg:30(48), BriL'shp-Acc/Dmg:30(48)
    Level 49: Overload -- RechRdx-I:35(A)
    ------------
    Level 1: Brawl -- RechRdx-I:50(A)
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 0: 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)
    • 14.9% Defense(Smashing)
    • 14.9% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 7.06% Defense(Energy)
    • 7.06% Defense(Negative)
    • 3% Defense(Psionic)
    • 11.8% Defense(Melee)
    • 7.38% Defense(Ranged)
    • 3% Defense(AoE)
    • 3.6% Max End
    • 27% Enhancement(Accuracy)
    • 20% Enhancement(RechargeTime)
    • 15% FlySpeed
    • 196.8 HP (13.1%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • MezResist(Immobilize) 15.4%
    • MezResist(Sleep) 3.3%
    • MezResist(Stun) 2.2%
    • 20% Perception
    • 6.5% (0.11 End/sec) Recovery
    • 48% (3 HP/sec) Regeneration
    • 5% Resistance(Fire)
    • 15% RunSpeed

    Code:
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  4. Finduilas

    help plox SS/EnG

    I think it's a concern that you're not soft-capped, even though it's fairly easy to do so with EA.

    One of the advantages of having typed defense instead of positional is that getting defense bonuses takes fewer slots, so even if you use, say, 3 or 4 slots in an attack to get a specific bonus, you can use the remaining slots to enhance it to the levels you want. For instance, 4 Smashing Haymaker plus two CI or Mako's will get to the ED cutoff for Damage, plus over 60% acc, end red, and recharge. If you prefer higher amounts of a specific attribute like recharge, you can pick the two final enhancements accordingly.

    Also, though frankenslotting is great for attacks, it's not really very advantageous for defense and resistance powers. Once you're past the ED cut-off for defense or resistance you're really only gaining endurance reduction, and the amount of additional endurance you save by super-slotting for end red in a typical, non-damage toggle is *tiny*. You'd be far better off 4-slotting a set with desirable bonuses. For instance, I'd recommend 4-slotting Dampening Field and Tough with Reactive Armor for the S/L/E/NE bonuses. They're small, but it'll get you closer to the soft-cap, which is where you want to be.

    Lastly, using one single-attribute IO from a set, like the Reactive Armor resistance IO in DF, or the Red Fortune endurance IO is a complete waste of Infamy. They're doing absolutely nothing more for you than a common IO of the same level would.
  5. Quote:
    Originally Posted by Walking_Disaster View Post
    by the way, i had one slot left over from this and i dont know where to put it... and also should i get Grant Cover? if so what could i do to get it to work its way in there?
    The latest version is a good, no frills build. It should do fine for you until/unless you decide to IO it out more completely.

    The last slot could go in Conserve Power, CJ or Phalanx Fighting; your pick.

    I do think Grant Cover would be a good idea, but it's a tough choice deciding what to drop for it. If you can stand to go without a travel power, dropping SJ is one option. Skipping Hasten is the other alternative; I can't really see dropping anything else from your primary or secondary, unfortunately.
  6. Quote:
    Originally Posted by Edana View Post
    Even slotted with HOs double stacked Active Defense alone is only 75-80% defence debuff resistance. Adding Grant Cover on top takes you to the DDR cap and puts you on a par with /SR for dealing with cimerorans.

    Triple stacking AD? Ok, not useful then, but I don't know anyone with that sort of recharge and some of the /Shields I play with are into the 11th digit on their builds now.
    Good to know. As I mentioned, I've never been able to afford the Hami-Os myself, but I've heard others dismiss Grant Cover as unnecessary when they're used.
  7. Postagulous, Ice Armor doesn't NEED KB protection, that Steadfast KB IO is just a waste of influence. You'd be better off 5-slotting with Doctored Wounds or adding another set Heal/Rchg and leaving the 6th slot for the Steadfast +Def.

    I also think you'd be better off 4 slotting GA, FA and Weave with Serendipity or RF or some other cheap Defense set. (Though I prefer GotA myself, it's a little more expensive.) The amount of additional endurance you save by super-slotting those toggles for endurance reduction is tiny.

    Energy Absorption should be taken as soon as it's available at level 26. In your build, it's also poorly slotted; it needs to slotted for recharge, end mod, and defense. I generally use 3 slots from an end mod set and 3 from a defense set, heavy on the recharge.

    If you're not going to use Permafrost as a IO mule, there's not much point in getting it. However, you do definitely want to get Frozen Aura and slot it with Eradication. If you don't want to drop PF, consider dropping one of ice swords or Hasten.

    I'm no Ice Melee expert, but I think you'd be better off actually slotting damage in Freezing Touch and possibly Block of Ice. You'd get better E/NE bonus in Block of Ice by slotting with 2 slots of BG and 3 of Thunder Strike than all BG.

    Here's my revision of the OP's original build. The defense toggles and some of the attacks are still slotted with common IOs, but it's soft-capped to S/L/E/NE without sets in those powers (and without EA) so the OP can slot them however he likes.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Science 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(25), EndRdx-I:50(25)
    Level 1: Frozen Fists -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(9), S'ngH'mkr-Dmg/Rchg:35(9), S'ngH'mkr-Dmg/EndRdx/Rchg:35(15), C'ngImp-Acc/Dmg/EndRdx:35(17), C'ngImp-Acc/Dmg/Rchg:50(17)
    Level 2: Hoarfrost -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(3), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal/EndRdx/Rchg:50(5), Dct'dW-Rchg:50(7), S'fstPrt-ResDam/Def+:30(7)
    Level 4: Chilling Embrace -- EndRdx-I:50(A), ImpSwft-Dam%:30(40), P'ngTtl--Rchg%:50(40)
    Level 6: Wet Ice -- EndRdx-I:50(A)
    Level 8: Swift -- Run-I:50(A)
    Level 10: Ice Sword -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(11), S'ngH'mkr-Dmg/Rchg:35(11), S'ngH'mkr-Dmg/EndRdx/Rchg:35(13), C'ngImp-Acc/Dmg/EndRdx:50(13), C'ngImp-Acc/Dmg/Rchg:50(15)
    Level 12: Frost -- Acc-I:50(A), EndRdx-I:50(19), RechRdx-I:50(21), Dmg-I:50(42), Dmg-I:50(43), Dmg-I:50(43)
    Level 14: Health -- Heal-I:50(A), Heal-I:50(21), Heal-I:50(23)
    Level 16: Taunt -- Mocking-Taunt:50(A), Mocking-Rchg:50(40), Mocking-Taunt/Rchg:50(45), Mocking-Taunt/Rchg/Rng:50(45), Mocking-Acc/Rchg:50(46), Mocking-Taunt/Rng:50(46)
    Level 18: Glacial Armor -- DefBuff-I:50(A), DefBuff-I:50(19), DefBuff-I:50(23), EndRdx-I:50(31)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(31), EndMod-I:50(31)
    Level 22: Ice Patch -- RechRdx-I:50(A)
    Level 24: Recall Friend -- RechRdx-I:50(A)
    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(43)
    Level 28: Teleport -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(33), EndRdx-I:50(39)
    Level 30: Freezing Touch -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(33), Dmg-I:50(33), Dmg-I:50(34), EndRdx-I:50(34), Acc-I:50(34)
    Level 32: Hibernate -- Heal-I:50(A), EndMod-I:50(37)
    Level 35: Icicles -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(36), M'Strk-Acc/EndRdx:50(36), M'Strk-Acc/Dmg/EndRdx:30(36), Sciroc-Dmg/EndRdx:50(37), Sciroc-Acc/Dmg/EndRdx:50(37)
    Level 38: Frozen Aura -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), Sciroc-Dmg/EndRdx:50(42), Sciroc-Acc/Dmg/EndRdx:50(42)
    Level 41: Boxing -- Acc-I:50(A)
    Level 44: Tough -- Aegis-ResDam/EndRdx:40(A), Aegis-ResDam/Rchg:40(45), Aegis-ResDam:50(46), Aegis-ResDam/EndRdx/Rchg:40(48)
    Level 47: Weave -- DefBuff-I:50(A), DefBuff-I:50(48), DefBuff-I:50(48), EndRdx-I:50(50)
    Level 49: Build Up -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(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:
    • 9.25% Defense(Smashing)
    • 9.25% Defense(Lethal)
    • 9.25% Defense(Fire)
    • 9.25% Defense(Cold)
    • 10.2% Defense(Energy)
    • 10.2% Defense(Negative)
    • 3% Defense(Psionic)
    • 6.13% Defense(Melee)
    • 8.94% Defense(Ranged)
    • 6.13% Defense(AoE)
    • 3.6% Max End
    • 12.5% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 42.2 HP (2.25%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 8.8%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 1.65%
    • MezResist(Terrorized) 2.2%
    • 20% (1.56 HP/sec) Regeneration
    • 2.21% Resistance(Fire)
    • 2.21% Resistance(Cold)
    • 5% RunSpeed
    • 2.5% XPDebtProtection

    Code:
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  8. Quote:
    Originally Posted by Arbegla View Post
    If your gonna take BU, slot a full six gaussians in them. the six set bonus is more then worth it, plus the added damage from the BU proc, while random, is still nice to see (only lasts 5 seconds though, so make it count).
    The Gaussian's set is fantastic for positional defense sets, but the bonuses are pretty small for typed defense, especially since you need 6 slots to get them. In a set like WP that really needs S/L defense in particular, the OP might be better off using Rectified Recticle, which has a slightly larger S/L defense bonus for just two slots.

    Quote:
    BotZ is a great set, especially for the ranged defense, but theres no reason to slot the KB proc on a willpower, due to the mez protection you already have, and the price tag on the IO itself. I would personally leave it at the two slots you have, unless you can make up the defense.
    This I completely agree with. Similar to Gaussian's, the BotZ bonus isn't nearly as good for typed defense as it is for positional, but considering you can get it with just two slots, it's definitely worth slotting for, IMO.

    And yeah, the BotZ -KB IO is a huge waste of money for a WP tank.
  9. Quote:
    Originally Posted by Postagulous View Post
    Off Topic:
    My next alt was going to be a dark/db tank but all the stuff I was reading, except for one guide, indicated that I'd be out of end very quickly. I'm not fond of this and in fact one of my favorite alts is a wp/elec tank which has zero zero zero end problems. I could run other's toggles for them if the game allowed. But, I say favorite, but I stalled on her in favor of this fire/elec.

    [Though I am playing two other alts now, a katana/wp and fire/rad controller.]

    Tank needs broadsword.
    FYI, Dual Blades is not a particularly end-heavy set, not nearly as much as broadsword or other weapon sets from what I understand.

    Dark Armor's endurance cost is a challenge, no doubt about it, but definitely not an insurmountable problem. I have a high level Dark/Mace that plays very well, and I think if anything, Dual Blades would be less end-heavy than Mace.
  10. Finduilas

    Dark Armor/?

    I'd recommend Dark/Mace; Mace has very good AoE potential, plus the stuns in the set have great synergy with Dark's Op Gloom. Clobber + Op Gloom = insta-stunned bosses.
  11. Not bad, but I'd recommend some changes.

    Deflection should be slotted for resistance as well as defense; I'd add two slots for resist commons.

    You've slotted the resists in True Grit, but underslotted for Heal, which is more important. I'd replace the third resist common with a Heal common IO.

    Against all Odds is overslotted. Pull one of the end red IOs.

    Health is also overslotted; why on earth would a passive need a End/Rchg? I know you're going for the set bonus, but I think that 5th slot would be better used somewhere else.

    Keep in mind that the defense IOs in Phalanx Fighting will only benefit you if you are surrounded by allies. If you need an extra slot or two, that would be a good place to pull them from.

    I think Physical Perfection is overslotted, you should consider pulling a slot or two if you need them elsewhere. I also think Focused Accuracy is a poor choice; it's a very high endurance toggle that can be replaced by a single IO. Try Conserve Power instead.

    Lastly, I think you should consider picking up Grant Cover for the defense debuff resistance.

    EDIT: Laevateinn is right, you definitely need the Steadfast +Def, though I'd put it in Tough instead of True Grit. You should also consider two-slotting SJ with Blessing of the Zephyr (not the -KB IO) since you're a bit low in Ranged defense.
  12. Quote:
    Originally Posted by Fire_Minded View Post
    From my Experiance taking Recharge and Recovery and Regen is the complete correct way to go with a Resistance set.
    So glad *that's* settled.

    Too bad so many people disagree that a) there is one "complete correct way", and b) that Recharge etc. is it.

    Quote:
    Spending all that moola to get Defense %s is rather pointless because theres way to many things in the game that drop Def %s to even bother slapping it on a Resistance build.

    I find it rather funny that anyone would go the Defense route at all.It not only gimps the damage capacity of the build, but your sacrificing alot of potential for a worthless addition that you could easly supliment with a Armor Set that has Defense and Resistance already.If you wanted a damage aura, then do as I will suggest, and go for the all around best IO compatable Armor Set there is for Tankers.
    Building for defense, if done carefully, by no means necessarily "gimps the damage capacity of the build". It's true that some players make the choice to sacrifice damage for survivability, but it's certainly not inevitable.

    And once, just once, I'd like someone who says that defense is worthless on a resistance build to provide some evidence, *any* evidence other than personal impressions to support their claim.
  13. Quote:
    Originally Posted by Postagulous View Post
    Sounds good, and generally was what I was thinking, but I thought you were saying get away from S/L def because I have 70 resist on both. I'll re-read this and get my ducks in a row.

    What? I swear I have the steadfast +def. I might have flipped to the alternate slotting and forgotten about it. I always get both steadfast uniques.

    Cool, and thanks for all the help.

    [Why hasn't anyone else commented in this?]
    What I said was (emphasis added):

    "I've seen a few players--usually an Invul with capped S/L resists--concentrate on E/NE/F/C/Psi but the vast majority will go for S/L defense first, because it will also guard against attacks that are dual-typed, Smashing/Fire or Lethal/Cold for instance."

    You can do it, of course, but skipping S/L defense is not the norm for typed defense builds.
  14. Hey Postagulous, I think you picked the wrong Karma IO--Ice Armor definitely does not need additional KB protection.
  15. Well, I have to give you credit for an "outside the box" build, Clebstein. Unfortunately, with no Stamina I don't think it'll be much fun to play.

    From the top:

    NO STAMINA? Yikes! I mean, it's doable, but you would have to slot very aggressively for end reduction, and for recovery and +end bonuses, which I don't see here. Rather than fight that battle, I think you'd be better off just getting the Fitness pool. EA is a great power, but it won't make up for not having Stamina, at least not in this build.

    Frozen Armor, Glacial Armor and Weave provide the majority of the build's defense, but they're enhanced less for defense (and not at all for end reduction) than EA, which provides a tiny amount of defense. Your defense toggles should be slotted with 3 common IOs (lv 30 is high enough) and 1 end red IO *or* 4 slotted with the defense set of your choice. You should aim to to get defense enhanced to the ED cut-off of 56%, or as close as possible.

    Permafrost is not a great power, to put it mildly. If you want to take it it can be delayed until very late in your build. However, you can also drop the DW Heal/End/Rchg from Hoarfrost and slot the Steadfast +Def there instead. That'll give you one power to drop to fit in Stamina.

    EA is about the worst place to slot the Kismet +Acc, since in a click power it only lasts for 120 seconds after it's been activated. A toggle that you use all the time like GA or FA would be a better choice.

    Ice Patch is perma with one Recharge, so use the second recharge slot for something else.

    Recharge does nothing in Hibernate, drop those two slots and use them elsewhere.

    I'm baffled by your choice to get a second crappy attack from the Fighting Pool to use as a set mule, when you could easily slot those Kinetic Combats in one of Ice's ST attacks. Keep one of them, pick up Tough instead, and move the set IOs to an Ice attack. And Postagulous is right, Kinetic Combat sets are very, very expensive and if you can avoid having to buy them, do so.

    Speaking of Ice attacks, you definitely want to pick up Frozen Aura, it's a very good attack now. Most Ice players drop one of the swords instead.

    Since you need room for the Fitness pool, I'd drop Conserve Power altogether. Dropping CP, PF, and either Hasten or an attack would give you enough slots.
  16. I'm no Stone Armor expert, but I do know that trying to increase your damage resistance levels with IOs is just not worth the effort. The bonuses are small, require a lot of slots, and typically only cover one damage type. With 8 damage types to cover, getting meaningful amounts of additional resistance is almost impossible.

    Of course, probably the most popular IO goal for Stone Armor is to increase movement speed and recharge while in Granite, but opting for more survivability when not running Granite is a reasonable alternative. IMO, if you want to increase your survivability outside Granite, building for additional defense, not resistance, is the best way to go.
  17. I've got a couple of high level WM characters, and in general I'd recommend that you skip either the Tier 1 or Tier 2, and since we're talking Brutes here, take everything else except Taunt. Shatter is the highest damaging attack in the set other than Clobber, and has a pretty large cone--45 degrees, 8 feet deep--so it's not difficult to hit two or three foes with it. I consider it a must have.

    For Shields, One with the Shield is the most easily skipped, IMO. The primary benefit of Grant Cover other than the ally buff is the fact that it provides defense debuff resistance. If you're planning to use Hami-Os in Active Defense you won't need it for that, but for those of us with less infamy to throw around its defense debuff resistance is very useful.
  18. Known issue that happens to bases occasionally, especially if they're not used for a while.

    If you're sure that no rent is due, simply send in a petition expaining the problem, and it should be fixed shortly.
  19. Better, though I think you're emphasizing E/NE defense to the detriment of S/L defense. IMO, you'd be better off slotting Smashing Haymaker or Kinetic Combat in your ST attacks instead of the PS/PF combo.

    Why six slots of Erad in Thunderstrike? I think the Erad + Scirocco's combo would be a better choice, given Erad's lack of end reduction.

    You forgot the Steadfast +Def! I'd either find another slot for it in Plasma Shield, or replace the RA Res/Rchg with it.

    If you'd like to free up some slots for other purposes, the easiest way to do it is to go the SH/KC route in your ST attacks. Using the 4 + 1 slotting you'll have another couple of slots to play with for other things.
  20. I hate to see a post all alone and unanswered for so long...

    What are the goals for this build? Is defense one of them? I see some good picks for typed defense (Aegis) and then some not-so-good ones, (Mako's gives primarily positional defense) so I wasn't sure.

    If you do want defense bonuses, IMO S/L is what to build for since a) the majority of attacks have a S/L component and b) Willpower comes with considerably less S/L than E/NE/F/C defense. But to increase defense you may have to give up some of the purple sets, so you'll need to decide what your priority is.

    Some general comments:

    Pick up the Steadfast +Def to slot in a resistance power. Even if you decide not to go whole hog on defense it's worth getting.

    HPT and Weave are underslotted. I'd 4 slot Weave with Def, Def/End, Def/End/Rchg, and +Recharge. HPT needs two more slots, try to get to as close to the ED cut-off as you can for both Heal and Resistance, though Heal should be the priority. Enhancing resist overall is more important than 3% more Psi resistance.

    Mind over Body and Tough are overslotted, IMO. I know you want the additional F/C def bonus, but given how uncommon F/C damage is you'd be better off 4-slotting with Reactive Armor and moving the 5th slot to Weave.

    I'd replace the Mako's set in Haymaker and Air Sup with 4 Kinetic Combat and 1 or 2 IOs from another set to round out the slotting. You could do the same for KoB if you're willing to give up the purple set. BTW, KoB is currently underslotted for damage and should be taken as soon as it's available; you can easily move Health and Stamina back a level or two to make room.

    Focused Accuracy seems like an odd choice; Rage gives you quite a substantial ToHit boost without having to run a very end-heavy toggle. I'd drop that for Conserve Power or maybe Strength of Will.

    I'd also replace the purples in Jab with a regular melee set so it does some damage. If you can find the slots, replace Kick with Boxing and put the stun set there instead.
  21. Quote:
    Originally Posted by Postagulous View Post
    Thanks again.

    Edited to add/Later that day: OH, I understand now. We're not building S/L def because we have that in the Resistance. And the other components of the positional will take care of those attacks. Am I right?
    Hmm, how to explain. I assumed you were looking for typed defense, since Smashing Haymaker, Kinetic Combat, Mocking Beratement, and Reactive Armor all give primarily typed defense. If I thought you were looking for positional defense, I would have suggested very different sets than you have slotted so far.

    With positional defense (Melee, Ranged, AoE) ideally you want to build for all three positions, which will take care of almost all attacks except a few Psi typed attacks that do not have a position assigned to them.

    S/L defense is typed, and if you are going that route (which I thought you were because of the SH and KC sets) you definitely want to get as much S/L def as practical, since S/L attacks are by far the most common damage types. Players who are building for typed defense usually concentrate first on S/L, then on E/NE, and then on F/C and Psi if possible. (A FA tank has capped fire resists, which makes building for F/C defense less necessary.)

    I've seen a few players--usually an Invul with capped S/L resists--concentrate on E/NE/F/C/Psi but the vast majority will go for S/L defense first, because it will also guard against attacks that are dual-typed, Smashing/Fire or Lethal/Cold for instance.

    Does that help?

    So if want to build for positional defense, say so and I can recommend sets that are a better choice than some you have now. However, if you want to stick with typed defense, Eradication is really a better choice for PBAoEs. It doesn't give S/L def, but it gives much more 'bang for the buck' than the tiny S/L def bonuses in Multi Strike.

    However, there are some things you could do with your inexpensive build to increase S/L defense, like slotting Boxing with the 4 cheapest Kinetic Combat IOs you can find, or taking Build-Up and slotting it with 2 Rectified Reticle. You also need to be sure and pick up a Steadfast +Def, which will provide an additional 3% defense whether you're looking for typed or positional. Similarly, taking CJ will add a few percentage points of defense if you're not set on Hasten/SS.[/QUOTE]

    Quote:
    Thanks for posting the data chunk. More homework, and I'll spend more time on it. And, opposed to those people who say there is no limit on inf when building it, even though I have 2.5b [not all on this toon,] inf matters.

    Thanks again.
    Completely understand--none of my builds have Hami-Os or LotG +Recharges. But there is a heck of a lot you can do on relatively little influence if you plan your build carefully and are patient about buying what you need. Having SG storage is also a huge help since you can craft and store IOs as you can afford them.
  22. Quote:
    Originally Posted by Talionis View Post
    The problem with CoD is:

    1. CoD takes up a Power Slot
    2. CoD is only ~7.9% defense fully slotted. If it were ~15% defense it might be more worth it
    3. In order to get to the soft cap you'll probably also take Cloak of Fear for the fully slotted - 7.92% to Hit.
    4. That takes another power slot
    5. Both powers take slots
    6. Both those powers are toggles that drain endurance
    7. Cloak of Fear only affects melee range targets
    8. With both those powers, you still only have ~16% defense. That leave ~29% defense to be made up by IO's (can you say expensive) and Weave and other Pool Powers.
    Do you actually expect to get 8% defense to everyhing *without* having to devote a power pick to get it? That's the same amount as Weave, which many players are willing to sacrifice a power pool and *three* power picks to get.

    Personally, I would never consider the def debuff in CoF as part of the set's defense; and I doubt the devs ever intended it as such.

    I also think you need to keep in mind that Dark was designed as primarily a resist/utility set, to expect it to also have substantial amounts of defense is unreasonable, IMO. CoD provides a nice base of defense (in addition to its immob protection, stealth, and +perception) for players who want to increase their survability in that way, the other two all-resist tanker primaries, FA and Electric, don't even get that!
  23. Sorry, can't help you with RotP, I don't like self-rez powers and never take them. But unless you're planning to die a lot, I can't imagine more than one or two slots would be necessary.

    I'm also a little baffled by your aversion to Eradication, it has flat-out terrific bonuses--for 4 slots you get +end, E/NE def, and +HP, what's not to like? Multi Strike is a good bargain set for a player looking for positional defense, but its bonuses for typed def are frankly pitiful.

    If the problem is how to slot Erads for the most benefit, here's my suggestion. Note that the 2-slotted Scirocco's each give a 10% regen bonus. (Note that I dropped an extra slot in both Taunt and Super Speed for a couple more easy bonuses)

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Cinder Volta: Level 46 Natural Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Electrical Melee
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Hero Profile:
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam:35(3), RctvArm-ResDam/EndRdx/Rchg:35(11), RctvArm-ResDam/Rchg:35(13)
    Level 1: Charged Brawl -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(3), S'ngH'mkr-Dmg/Rchg:35(5), S'ngH'mkr-Dmg/EndRdx/Rchg:35(5), C'ngImp-Acc/Dmg/EndRdx:45(7)
    Level 2: Havoc Punch -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(7), S'ngH'mkr-Dmg/Rchg:35(9), S'ngH'mkr-Dmg/EndRdx/Rchg:35(9), C'ngImp-Acc/Dmg/EndRdx:45(11)
    Level 4: Healing Flames -- Tr'ge-Heal/Rchg:30(A), RgnTis-Heal/Rchg:30(13), H'zdH-Heal/Rchg:40(15), Mrcl-Heal/Rchg:40(15)
    Level 6: Hasten -- RechRdx-I:30(A), RechRdx-I:30(17), RechRdx-I:30(17)
    Level 8: Hurdle -- Jump-I:30(A)
    Level 10: Taunt -- Mocking-Acc/Rchg:35(A), Mocking-Taunt/Rchg:35(19), Mocking-Taunt/Rchg/Rng:35(19), Mocking-Taunt/Rng:35(45), Mocking-Taunt:50(46)
    Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(45), RctvArm-ResDam:35(45), RctvArm-ResDam/EndRdx/Rchg:35(46)
    Level 14: Health -- Heal-I:30(A), Heal-I:30(21), Heal-I:30(21)
    Level 16: Thunder Strike -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(23), Erad-Dmg/Rchg:30(23), Erad-Acc/Dmg/Rchg:30(25), Sciroc-Dmg/EndRdx:50(25), Sciroc-Acc/Dmg/EndRdx:50(27)
    Level 18: Consume -- Adrenal-EndMod/Rchg:20(A), EnManip-EndMod/Rchg:20(27), Efficacy-EndMod/Rchg:30(29), P'Shift-EndMod/Rchg:30(29), Mocking-Taunt/Rchg:30(31)
    Level 20: Stamina -- EndMod-I:30(A), EndMod-I:30(31), EndMod-I:30(31)
    Level 22: Boxing -- RechRdx-I:35(A)
    Level 24: Tough -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(33), RctvArm-ResDam:35(33), RctvArm-ResDam/EndRdx/Rchg:35(33)
    Level 26: Weave -- LkGmblr-Def/EndRdx:35(A), LkGmblr-Def/Rchg:35(34), LkGmblr-Def/EndRdx/Rchg:35(34), LkGmblr-Def:35(34)
    Level 28: Chain Induction -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(36), S'ngH'mkr-Dmg/Rchg:35(36), S'ngH'mkr-Dmg/EndRdx/Rchg:35(36), P'ngS'Fest-Acc/Dmg:30(37), F'dSmite-Acc/EndRdx/Rchg:35(37)
    Level 30: Blazing Aura -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(37), Erad-Acc/Dmg/Rchg:30(39), Sciroc-Dmg/EndRdx:50(39), Sciroc-Acc/Dmg/EndRdx:50(43), M'Strk-Acc/EndRdx:50(43)
    Level 32: Rise of the Phoenix -- C'ngBlow-Dmg/Rchg:35(A), M'Strk-Dmg/Rchg:35(39), Sciroc-Dmg/Rchg:35(40), Dmg-I:35(40)
    Level 35: Super Speed -- Zephyr-Travel:35(A), Zephyr-Travel/EndRdx:50(46)
    Level 38: Lightning Rod -- Erad-Acc/Rchg:30(A), Erad-Dmg/Rchg:30(40), Erad-Acc/Dmg/Rchg:30(42), Erad-Acc/Dmg/EndRdx/Rchg:30(42), Sciroc-Dmg/EndRdx:50(42), Sciroc-Acc/Dmg/EndRdx:50(43)
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 11.9% Defense(Smashing)
    • 11.9% Defense(Lethal)
    • 3.13% Defense(Fire)
    • 3.13% Defense(Cold)
    • 14.7% Defense(Energy)
    • 14.7% Defense(Negative)
    • 5.94% Defense(Melee)
    • 9.69% Defense(Ranged)
    • 1.56% Defense(AoE)
    • 7.2% Max End
    • 9% Enhancement(Accuracy)
    • 168.7 HP (9%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 9.9%
    • 40% (3.13 HP/sec) Regeneration

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  24. Finduilas

    Invuln/SS

    Quote:
    Originally Posted by The Questioner View Post
    This good?
    Hmm, well, let's just say it needs some work.

    First of all, the Leadership pool isn't particularly useful for a tank; tanker values for the powers are very low, and it means taking 3 high-endurance toggles for very little benefit. The Fighting Pool is a much better choice, since Tough will get a Invul tank to the S/L resistance cap and Weave goes a long way toward the defense soft-cap. So unless Leadership is a requirement for your SG, drop it and pick up the Fighting Pool instead.

    Secondly, all your resistance and defense powers are extremely overslotted. In general, most resistance and defense toggles don't need more than 4 slots to be fully slotted, and three is enough for a passive. In addition, the set bonuses you're getting with 6 slots of Titanium Coating *and* 6 slots of Red Fortune are the same as you'd get in just 4 slots of Reactive Armor. You need to switch the TC sets to 4 Reactive Armor and the RF to 4 slots of the defense set of your choice. BTW, you're also missing the Steadfast +Def, which gives 3% defense to all types and IMO is a must have for any Invul build.

    All those unnecessary slots in your resist and defense powers have left some of your attacks woefully underslotted. Jab needs at 4 or 5 slots total and Haymaker, 5 or 6. I'd recommend 4 slots of Kinetic Combat if you can afford them, or 4 of Smashing Haymaker if you can't, and a fifth slot from another set to provide some additional Accuracy and Damage.

    I don't know whether you have all those purples already, but if you want to increase your defense totals, Eradication is a better choice for Foot Stomp than Armeggedon--and an order of magnitude cheaper.

    I also think the F/C bonus in Perf Shifter isn't worth devoting 6 slots to; I'd pull two slots and put them in Health instead.
  25. Quote:
    Originally Posted by je_saist View Post
    CoD is worthless as a stealth. It's worthless as a defense power. In a fight it's not going to do you any real amount of good. Period. Stop. End of story.
    Funny thing is, stomping your foot and declaring the argument over doesn't make it so, especially since you haven't actually addressed any of the points I made.

    What you're saying is, in essence, that the power Stealth and stealth IOs are "worthless as a stealth" since they provide the same level of stealth that CoD does. (Setting aside for now that CoD is demonstrably better than Stealth since there's no movement penalty and the defense is unsuppressed.) I have no idea what your standard is for making something a worthwhile stealth power, but considering how desirable the stealth IOs are, it is not one that many other players agree with.

    As far as defense, CoD has the same amount of defense as Weave, which following your reasoning, presumably makes Weave equally worthless as a defense power. Now, I think what you're trying to say under all that bluster is that CoD *by itself* does not provide a useful level of defense, which I would agree with. For a set that does not have defense of its own, just adding Weave, or the Steadfast Def IO, or any other single source of defense is not going to help that much.

    Which is why I specified that CoD is a "must have" if you're trying to add a substantial amount of defense to a DA build. However, the fact that its usefulness is dependent on the circumstances of how its used does not in any way make it a "worthless defense power" any more than Weave is.

    Frankly, I don't care if you tried a defense build and respeced out of it. IME and the experience of many others, adding defense is very helpful and provides significant additional damage mitigation most of the time. And even if defense does get debuffed, a resist set still has all its usual tools to mitigate the damage that does get through.