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Quote:You can't switch them directly, that's understood. But you could do Hasten at 12, Hurdle at 14, Thunderstrike at 16, and Icicles at 24. This isn't a make-or-break change, of course, but I found leveling my Ice tank to be quite a challenge, endurance-wise, and taking Icicles before Stamina would definitely make that worse.Also, I can't switch Thunder Strike and Icicles, its going to have to stay where it is. =/
I understand why you 6-slotted the Erads and used the Scirocco's, but keep in mind that will be really shorting yourself on endurance reduction for those two attacks and Icicles. The amount of end reduction in a Scirocco's set is fine for a regular attack, but you should really be looking for more in Icicles--50-60% end reduction is what I'd recommend. So if nothing else, put a 6th slot in Icicles for a end red common or a set IO with some end reduction. If you're determined to keep those Erad sets 6 slotted for the F/C def, you'd better try to work in some +recovery or +end somewhere. Personally, I think you'd be better off letting the F/C bonus in the Erad sets go and use Scirocco's for the last two slots.
However, overslotting your toggles for end reduction is *not* the answer, the amount of additional endurance return you'll get by doing so is tiny. If you swap out the End/Rchg for one of the defense LotGs you'll easily hit the ED cut-off for defense and have plenty of end reduction. Similarly, Wet Ice does not need two end reduction enhancements, one should be plenty.
And keep in mind that you're still way over the soft-cap for S/L def, so you could easily drop one of the KC sets for say, Crushing Impact, or simply downgrade to Smashing Haymaker, which will save you a whole lot of influence. -
Bottom line, some sets that are desirable for their bonuses are not so desirable for their other qualities. Some enhance KB, (which I also hate, so you have my sympathies there!) some don't enhance attributes you'd like them to; for instance, most mez sets don't enhance damage.
That's just a limitation of the Invention system that you learn to live with. I would never slot an attack with just Taunt set IOs or just Stun set IOs for that reason. In the case of Kinetic Combat, it's tempting to slot the KD proc since it's much, much less expensive than some of the other KC enhancements, but the KD can be a problem.
You have a few options:
1) Bite the bullet, spend the influence/infamy and buy the other IOs. (Or save your merits and get the expensive ones that way.)
2) Slot it in a non-KD/KB attack. If you've taken Tough/Weave, Boxing is a good choice; if you're not using it as an attack, you can slot it with the cheapest KC IOs you can find.
3) Slot it in a Knock *Up* attack if you have one; the KD proc will just increase the mag of the KU, which is much less annoying than knockback, IMO.
4) Slot the KD proc, and live with the fact that it'll cause KB on occasion. Since it's a proc, it'll only fire some of the time, at other times your attack will work as usual.
Your OP seems to suggest that you are attributing the fact that your attacks now do KB rather than KD to the Kinetic Combat proc. If that's the case, since the proc doesn't fire every time you use the attack, something else has to be going on other than just the KD proc to change your attacks to KB. The most obvious cause is if you're fighting less than even level foes; it has always been the case that using a KD attack on anything lower than level 0 will result in KB rather than KD. -
It's hard to identify what the issue might be without seeing your build, but in general I wouldn't consider Invul a high-endurance secondary. Only three toggles, all of moderate or low end cost and no damage aura; though adding Tough and Weave to the mix could be a factor. But as long as the toggles are slotted for 30-40% end reduction, they're probably not the main problem.
Attack slotting is much more likely to be the issue. Are all your attacks slotted with 40-50% end reduction? For example, I know Obliteration is an attractive set for players slotting for S/L defense, but unfortunately even 6-slotted it's extremely low in endurance reduction. If you have that slotted in Foot Stomp, you may want to reconsider.
But once you've got your attacks and toggles sufficiently slotted for endurance reduction, I think a better strategy than slotting for *more* endurance reduction is to look for +end and +recovery bonuses. I know the LotG is very popular for defense sets, but if you're having endurance woes, you should think about slotting Gift of the Ancients instead, since it has both +recovery and +end bonuses. Similarly, Eradication is a good choice for Foot Stomp since you can add sufficient end reduction and because it gives a +end bonus.
Hope that helps; if you post your build, I can make more specific recommendations. -
From the top:
The fifth LotG slot in Frozen Armor is unnecessary; drop the Eng/Rchg.
The Kinetic Combat sets need additional damage as well as accuracy. Any Acc/Dam from another set will do as a fifth slot, or a Acc/Dam/End or Acc/Dam/Rchg if you prefer.
Obliteration is a poor choice for a typed defense set like Ice Armor; some of the IOs are very expensive, the set has very little end reduction, and you don't get much defense for all those slots. You're currently waaay overslotted for S/L def, so as others have mentioned, the PBAoEs should be slotted with Eradication instead. I'd go with 3 or 4 Eradication, plus the Scirocco's Dervish Dam/End and Acc/Dam/End for additional end reduction and the regen bonus from the Scirocco's.
Hoarfrost is underslotted, especially for Heal. I recommend 5 slots of Doctored Wounds instead, everything but the Heal/End/Rchg.
Icicles is underslotted for end reduction. Instead of the purples, I'd frankentslot it with a mix of Multi Strike and Scirocco's. (I'd also take it much later, it's a huge end hog before Stamina.)
Health and Stamina are both underslotted and need an additional slot if possible.
Energy Absorption needs to be slotted for end mod, defense, and especially recharge. Add a couple more slots from Perf Shifter; heavy on the recharge. It absolutely does not need accuracy.
Hibernate's recharge cannot be enhanced. Drop it down to one slot and slot it with Heal or End Mod.
Tough doesn't need anywhere near that amount of end reduction; replace the End/Rchg with the Resistance IO.
Your power order is okay, though I'd move Icicles until after Stamina and put Thunderstrike in its place. But most importantly, you want Lightning Rod ASAP! So take it at 38 and delay Tough/Weave so you have room for it. -
Quote:If you really want to improve your recharge, why not ditch Maneuvers and pick up Hasten instead? In Claws' build, Weave is very underslotted, just slotting it up will get you quite close to the soft-cap without Maneuvers.I just have one question about your build, do you see any way I can squeeze out a few more percent of recharge? Or do you think with the Lotg recharge I placed its about all Ill be able to fit in without damaging other things?
I'd also drop Focused Accuracy and Physical Perfection for Build Up and Stamina, but then, I'm not much of a fan of either FA or Maneuvers.
EDIT: Although it's an interesting excercise to find a way to soft-cap to the main damage types, if I were building a WP/WM I wouldn't worry about soft-capping F/C defense. It'd probably be a bit cheaper, too. -
Here's my Ice/Axe tank. She's soft-capped to S/L/E/NE without EA; I took Tough for the S/L resistance but not Weave, no Permafrost. As Zeldo recommended, CE is 4 slotted with Curtail Speed for the S/L defense bonus. Except for the one set of Kinetic Combat and the Erad quad in Icicles, this is a pretty inexpensive build.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Hrist Frostreaver: Level 50 Natural Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Battle Axe
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Frozen Armor -- GftotA-Def/EndRdx:34(A), GftotA-Def/Rchg:38(3), GftotA-Def/EndRdx/Rchg:38(3), GftotA-Def:38(5), Ksmt-ToHit+:30(33)
Level 1: Beheader -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:34(5), S'ngH'mkr-Dmg/Rchg:33(7), S'ngH'mkr-Dmg/EndRdx/Rchg:30(9), F'dSmite-Acc/Dmg:38(9)
Level 2: Hoarfrost -- Dct'dW-Rchg:38(A), Dct'dW-Heal/EndRdx:40(11), Dct'dW-EndRdx/Rchg:37(13), Dct'dW-Heal/Rchg:39(13), Dct'dW-Heal:44(15), S'fstPrt-ResDam/Def+:21(42)
Level 4: Chilling Embrace -- CtlSpd-Rng/Slow:28(A), CtlSpd-Acc/Slow:28(17), CtlSpd-Acc/EndRdx:24(21), CtlSpd-EndRdx/Rchg/Slow:24(21)
Level 6: Gash -- S'ngH'mkr-Acc/Dmg:33(A), S'ngH'mkr-Dmg/EndRdx:34(7), F'dSmite-Acc/Dmg:35(11), S'ngH'mkr-Dmg/Rchg:35(23), S'ngH'mkr-Dmg/EndRdx/Rchg:35(23)
Level 8: Wet Ice -- EndRdx-I:50(A)
Level 10: Air Superiority -- KntkC'bat-Acc/Dmg:26(A), KntkC'bat-Knock%:35(15), KntkC'bat-Dmg/EndRdx:35(27), KntkC'bat-Dmg/Rchg:26(31)
Level 12: Swift -- Flight-I:40(A)
Level 14: Fly -- Flight-I:35(A)
Level 16: Health -- Mrcl-Heal/EndRdx:35(A), Mrcl-Heal:35(17), Heal-I:50(19)
Level 18: Glacial Armor -- GftotA-Def/EndRdx:34(A), GftotA-Def/EndRdx/Rchg:40(19), GftotA-Def:40(29), GftotA-Def/Rchg:38(29)
Level 20: Stamina -- Efficacy-EndMod:40(A), Efficacy-EndMod/Rchg:40(25), P'Shift-End%:35(40)
Level 22: Taunt -- Mocking-Taunt:30(A), Mocking-Taunt/Rchg:30(39), Mocking-Taunt/Rchg/Rng:30(39), Mocking-Rchg:31(43), Mocking-Taunt/Rng:30(45)
Level 24: Swoop -- S'ngH'mkr-Acc/Dmg:35(A), F'dSmite-Acc/Dmg:40(25), S'ngH'mkr-Dmg/EndRdx:34(27), S'ngH'mkr-Dmg/EndRdx/Rchg:30(34), S'ngH'mkr-Dmg/Rchg:35(42)
Level 26: Energy Absorption -- Efficacy-EndMod/Rchg:40(A), Efficacy-EndMod/Acc/Rchg:40(31), GftotA-Def/EndRdx/Rchg:40(36), GftotA-Def:29(36), GftotA-Def/Rchg:40(36)
Level 28: Whirling Axe -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(33), Erad-Acc/Dmg/Rchg:30(33), M'Strk-Dmg/EndRdx:40(34), M'Strk-Acc/Dmg/EndRdx:40(34)
Level 30: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:40(31), GSFC-Build%:40(37), GSFC-ToHit/Rchg/EndRdx:50(39), GSFC-Rchg/EndRdx:40(45), GSFC-ToHit/EndRdx:40(45)
Level 32: Hibernate -- Heal-I:50(A)
Level 35: Cleave -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(37), Erad-Acc/Dmg/Rchg:30(37), Sciroc-Dmg/EndRdx:40(40), Sciroc-Acc/Dmg/EndRdx:40(40)
Level 38: Pendulum -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(42), Erad-Dmg/Rchg:30(43), Sciroc-Dmg/EndRdx:35(43), Sciroc-Acc/Dmg/EndRdx:50(46)
Level 41: Hasten -- RechRdx-I:50(A)
Level 44: Icicles -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(46), Erad-Acc/Rchg:30(46), Erad-Acc/Dmg/EndRdx/Rchg:21(48), M'Strk-Acc/EndRdx:50(48), M'Strk-Dmg/EndRdx:50(48)
Level 47: Boxing -- Acc-I:50(A)
Level 49: Tough -- RctvArm-ResDam/EndRdx:37(A), RctvArm-ResDam/Rchg:37(50), RctvArm-ResDam/EndRdx/Rchg:37(50), RctvArm-ResDam:32(50)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
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Set Bonus Totals:- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 18.6% Defense(Smashing)
- 18.6% Defense(Lethal)
- 7.38% Defense(Fire)
- 7.38% Defense(Cold)
- 18% Defense(Energy)
- 18% Defense(Negative)
- 3% Defense(Psionic)
- 12.7% Defense(Melee)
- 12.4% Defense(Ranged)
- 7.06% Defense(AoE)
- 9% Max End
- 5% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 2% Enhancement(FlySpeed)
- 2% Enhancement(JumpSpeed)
- 2% Enhancement(JumpHeight)
- 2% Enhancement(RunSpeed)
- 5% FlySpeed
- 210.8 HP (11.3%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 11.6%
- MezResist(Sleep) 3.3%
- MezResist(Terrorized) 2.2%
- 11% (0.18 End/sec) Recovery
- 20% (1.56 HP/sec) Regeneration
- 8.76% Resistance(Fire)
- 1.26% Resistance(Cold)
- 5% RunSpeed
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Hmm, you're still not quite at the soft cap, so some reslotting is necessary. I'm guessing you're trying to avoid sets like ToD and Oblit because of the cost, but to soft-cap that's about the only choice.
This is a reworked version of your build; I replaced Hurdle with CJ because it gives you some additional defense and a place to put a couple more BotZ for the ranged defense bonus. I also added some resist IOs to Deflection so you have more S/L resistance. You could use a set of Oblit instead of one of the ToD sets, but you'd lose a little AoE defense, and Oblit might be even more expensive than ToD.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Kriegpakt: Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Villain Profile:
Level 1: Punch -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(5), T'Death-Dmg/EndRdx/Rchg:40(5), T'Death-Dam%:40(7)
Level 1: Deflection -- RedFtn-Def/Rchg:50(A), RedFtn-Def:50(7), RedFtn-Def/EndRdx/Rchg:50(9), RedFtn-Def/EndRdx:50(9), ResDam-I:50(11), ResDam-I:50(11)
Level 2: Haymaker -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(13), T'Death-Dmg/Rchg:40(13), T'Death-Acc/Dmg/EndRdx:40(15), T'Death-Dmg/EndRdx/Rchg:40(15), T'Death-Dam%:40(17)
Level 4: True Grit -- Heal-I:50(A), Heal-I:50(25), Heal-I:50(25), ResDam-I:50(48), S'fstPrt-ResDam/Def+:30(48), ResDam-I:50(50)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(46)
Level 8: Knockout Blow -- Mako-Dam%:50(A), Mako-Acc/Dmg/EndRdx/Rchg:50(19), Mako-Acc/EndRdx/Rchg:50(21), Mako-Dmg/Rchg:50(21), Mako-Dmg/EndRdx:50(23), Mako-Acc/Dmg:50(23)
Level 10: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(36)
Level 12: Swift -- Run-I:50(A)
Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(36)
Level 16: Health -- Heal-I:50(A), Mrcl-Rcvry+:40(19), Numna-Regen/Rcvry+:50(27)
Level 18: Rage -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(27), GSFC-Rchg/EndRdx:50(29), GSFC-ToHit/Rchg/EndRdx:50(29), GSFC-ToHit/Rchg:50(31), GSFC-ToHit:50(31)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(31), P'Shift-EndMod/Acc/Rchg:50(33), P'Shift-Acc/Rchg:50(33), P'Shift-EndMod/Acc:50(33), P'Shift-End%:50(34)
Level 22: Battle Agility -- RedFtn-Def/EndRdx:50(A), RedFtn-Def:50(34), RedFtn-Def/EndRdx/Rchg:50(34), RedFtn-EndRdx/Rchg:50(36)
Level 24: Against All Odds -- EndRdx-I:50(A)
Level 26: Phalanx Fighting -- DefBuff-I:50(A), Ksmt-ToHit+:30(48)
Level 28: Grant Cover -- EndRdx-I:50(A), DefBuff-I:50(50)
Level 30: Boxing -- EndRdx-I:50(A)
Level 32: Foot Stomp -- M'Strk-Dmg/EndRdx/Rchg:50(A), M'Strk-Acc/Dmg/EndRdx:50(37), M'Strk-Acc/EndRdx:50(37), M'Strk-Dmg/Rchg:50(37), M'Strk-Dmg/EndRdx:50(39), M'Strk-Acc/Dmg:50(39)
Level 35: Shield Charge -- M'Strk-Dmg/EndRdx/Rchg:50(A), M'Strk-Acc/Dmg/EndRdx:50(39), M'Strk-Acc/EndRdx:50(40), M'Strk-Dmg/Rchg:50(40), M'Strk-Acc/Dmg:50(40), M'Strk-Dmg/EndRdx:50(42)
Level 38: Tough -- Aegis-EndRdx/Rchg:50(A), Aegis-ResDam/Rchg:50(43), Aegis-ResDam/EndRdx:50(45), Aegis-ResDam/EndRdx/Rchg:50(45), Aegis-ResDam:50(46)
Level 41: Weave -- RedFtn-EndRdx:50(A), RedFtn-Def:50(42), RedFtn-Def/EndRdx/Rchg:50(42), RedFtn-EndRdx/Rchg:50(43), RedFtn-Def/Rchg:50(43), RedFtn-Def/EndRdx:50(46)
Level 44: One with the Shield -- EndMod-I:50(A), ResDam-I:50(45)
Level 47: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(50)
Level 49: Taunt -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
------------
Set Bonus Totals:- 19% DamageBuff(Smashing)
- 19% DamageBuff(Lethal)
- 19% DamageBuff(Fire)
- 19% DamageBuff(Cold)
- 19% DamageBuff(Energy)
- 19% DamageBuff(Negative)
- 19% DamageBuff(Toxic)
- 19% DamageBuff(Psionic)
- 9.88% Defense(Smashing)
- 9.88% Defense(Lethal)
- 12.4% Defense(Fire)
- 12.4% Defense(Cold)
- 10.5% Defense(Energy)
- 10.5% Defense(Negative)
- 3% Defense(Psionic)
- 16.8% Defense(Melee)
- 18% Defense(Ranged)
- 17.1% Defense(AoE)
- 5% Enhancement(RechargeTime)
- 10% FlySpeed
- 123.7 HP (8.25%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 8.8%
- MezResist(Immobilize) 15.4%
- MezResist(Sleep) 3.3%
- MezResist(Stun) 3.3%
- 5% (0.08 End/sec) Recovery
- 5.67% Resistance(Fire)
- 5.67% Resistance(Cold)
- 15% RunSpeed
- 2.5% XPDebtProtection
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I agree with Rangle on Cleave and Pendulum, but IMO all four of your PBAoE, including Shield Charge are underslotted for everything but Accuracy.
Also, Shield Defense does not need -KB protection, and slotting it in Tough leaves it very underslotted for resistance. Deflection is similarly underslotted. With those two powers you should be getting over 45% S/L resistance, and you're currently well below that.
Here's what I'd do: Crushing Impact is fine with five slots if you use everything but the Dam/End/Rchg, so change Gash and and Swoop to that slotting which will free up two slots. Weave doesn't need the extra end red slot, so that can be used, too. (Why would you overslot Weave for end red and underslot Tough? They both have the same endurance cost.) I'd also drop the second slot in Boxing; the regen bonus is nice, but it's better to properly slot your other powers, IMO.
Then, put another slot in Deflection for a common resist IO. Either 3-slot or 4 slot Tough with any set, making sure you get both the Res/End and Res/End/Rchg. (If you're just going to use 3 slots, I'd recommend a set like Titanium Coating or Aegis that goes to 50.)
Shield Charge needs another slot, then slot it with a combination of Scirocco's Dervish and Multi Strike to get plenty of Acc, Rchg and Dam, with sufficient End Red in the mix. Scirocco's Dam/End, Dam/Rchg, Acc/Rchg, Acc/Dam/End and Multi Strike Acc/Dam, Dam/Rchg would work well.
For Cleave and Pendulum, I'd replace the Scirocco's Acc/Rchg with the Dam/Rchg, then use a Multi Strike Dam/End/Rchg or a Oblit Acc/Dam/Rchg as the fifth slot.
For Whirling Axe, if you replace some of the level 33 Scirocco's with higher level ones you'll be closer to the ED cut-off for damage.
If my count is correct, you should still have a free slot, and since based on your slotting you seem very concerned with accuracy, why don't you put a third slot in CJ for a Kismet +Acc? In most cases, the ToHit bonus is more useful than accuracy bonuses. -
Ah, you're right. So all SS has is Foot Stomp for AoE and Hurl for Ranged. But I see that Hand Clap and Lightning Cap both take Taunt sets, which would be good for the F/C def in Mocking Beratement.
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Yes, Mace and Axe both have 3, Fiery Melee has 2, Electric has 4 if you count Lightning Clap. SS has two, but that's counting Handclap, which most players don't take, so that's another that might be avoided unless you plan to take either Handclap or Hurl.
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Yes, thanks Rangle, good explanation.
My point was that because Ice provides such good typed defense, you're never going to come close to getting that level of positional defense without having to make signficiant sacrifices in other areas.
If the OP wants to cover as many attack types as possible, the strategy I'd recommend is to pick up Weave, get S/L/E/NE to the soft cap using sets that primarily give typed bonuses, then work on getting Fire defense as high as possible. (IIRC, Fire is more common than either Psi or Toxic, and set bonuses that give F/C def aren't that hard to find.) Because of the way defense bonuses work, that will automatically produce positional defense at around 1/2 the level of the typed bonuses, which will give some help against the small percent attacks that fall between the cracks of the typed defense.
By the way, S_C, what I was referring to in my earlier message is that most, but not all attacks have a positional component; there are a few attacks that are only typed Psi and positional defense will not work against them. -
I had some time, so I threw this build together for you; it's a basic defense build for a Axe/Invul brute. S/L defense is soft-capped, and E/NE defense nearly so.
Some notes:
I skipped Unstop and ResEl, since they are the most commonly skipped Invul powers in a soft-capped build, but you of course can put them back in, or replace them with Hasten, patron powers, or anything else you like. (There are only 4 slots left, so if you pick slot-intensive powers for the last two you'll have to move slots from other powers.)
I used Gift of the Ancients and Luck of the Gambler for the defense powers because I like the bonuses, but any defense set will do. Pick by what you can afford and what bonuses you prefer.
The some of the pieces in the Kinetic Combat sets are very expensive and hard to find, so keep in mind that you can use Smashing Haymaker instead for a lot less influence. The SH bonuses are smaller so you won't be at the soft-cap for S/L, but you'll still be very durable. (The KC sets put you at the soft-cap with one foe in range of Invinc, so if you team a lot you'll probably be running with more defense than that most of the time anyway.)
I slotted Health and Stamina pretty generically, but included the Perf Shifter chance for end and the Numina unique, which you said you had; so add whatever you'd like there. I didn't include any LotG +recharge, but you can of course add them if you have them on hand or plan to buy them.
The Kismet +Acc is a unique that I always like to get if possible--the ToHit bonus is very useful--and slotted in Tough Hide it is always active.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Natural Brute
Primary Power Set: Battle Axe
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Villain Profile:
Level 1: Chop -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(15), KntkC'bat-Dmg/Rchg:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(23), C'ngImp-Acc/Dmg/EndRdx:50(23)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(3), ResDam-I:50(7)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam:40(5)
Level 4: Gash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(25), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(34), C'ngImp-Acc/Dmg/EndRdx:50(34)
Level 6: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(9), Dct'dW-Heal:50(9), Dct'dW-Rchg:50(11)
Level 8: Swoop -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(13), C'ngImp-Acc/Dmg/EndRdx:50(15)
Level 10: Hurdle -- Jump-I:50(A)
Level 12: Hover -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(43)
Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(43)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(17), RctvArm-ResDam/EndRdx/Rchg:40(17), RctvArm-ResDam:40(19)
Level 18: Health -- Heal-I:50(A), Heal-I:50(46), Numna-Regen/Rcvry+:50(46)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-End%:50(21)
Level 22: Whirling Axe -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(37), Erad-Acc/Dmg/Rchg:30(40), Sciroc-Dmg/EndRdx:50(40), Sciroc-Acc/Dmg/EndRdx:50(40)
Level 24: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-Pcptn:20(36), RechRdx-I:50(37), RechRdx-I:50(37)
Level 26: Cleave -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(27), Erad-Acc/Dmg/Rchg:30(27), Sciroc-Dmg/EndRdx:50(31), Sciroc-Acc/Dmg/EndRdx:50(31)
Level 28: Invincibility -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(29), GftotA-Def/EndRdx/Rchg:40(29), GftotA-Def:40(31)
Level 30: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Knock%:35(46)
Level 32: Pendulum -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(33), Erad-Acc/Dmg/Rchg:30(33), Sciroc-Dmg/EndRdx:50(33), Sciroc-Acc/Dmg/EndRdx:50(34)
Level 35: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(36), LkGmblr-Def:50(36), Ksmt-ToHit+:30(48)
Level 38: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(39), RctvArm-ResDam/EndRdx/Rchg:40(39), RctvArm-ResDam:40(39)
Level 41: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(42), GftotA-Def/EndRdx/Rchg:40(42), GftotA-Def:40(42)
Level 44: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(48)
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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Set Bonus Totals:- 24.9% Defense(Smashing)
- 24.9% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 20.5% Defense(Energy)
- 20.5% Defense(Negative)
- 3% Defense(Psionic)
- 13.9% Defense(Melee)
- 16.4% Defense(Ranged)
- 3% Defense(AoE)
- 9% Max End
- 5% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 106.8 HP (7.13%) HitPoints
- MezResist(Immobilize) 15.4%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 4% (0.07 End/sec) Recovery
- 40% (2.5 HP/sec) Regeneration
- 6.26% Resistance(Fire)
- 1.26% Resistance(Cold)
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Quote:Last time I saw a breakdown of damage by type, IIRC Psi and Toxic were about 5% of the total. It may seem like more when you're faced with it, but they are quite uncommon. In addition, the only attacks that ranged and AoE damage will help with on on a Ice tank are ranged/AoE fire, psi and toxic attacks that have no smashing or lethal component; further reducing the usefulness of slotting for positional defense types. And remember that some psi attacks don't even have a positional component, so Psi typed defense or resistance is all that will help you there.psi is rikti - toxic is arachnos - not at all a tiny percentage. besides, i said "i am building for ranged and aoe defense" - this layers the defenses already inherent in ice, providing a cushion not only against psi and toxic, but other damage types, as well.
You're welcome to slot any way you like, of course, but IMO you'd have a much better, rounded character by taking advantage of Ice Armor's strengths rather than going for this "belt and suspenders" approach. -
Not sure why you've decided to build for defense from Psi and Toxic; those damage types are a tiny percentage of the attacks you'll face in your career as a tank, and you're playing against Ice Armor's strengths.
However, if you're set on doing this, why aren't you taking Weave? That will further your goal a heck of a lot more than taking Permafrost. It's also a little alarming how underslotted Stamina and Health are. If your quest for positional defense makes you unable to cover the basics like slotting Health, perhaps you should rethink things. -
Quote:Hmm, I spend a lot of time on the tanker boards, and IME using Impervium Armor is not *that* common. Occasionally a couple of pieces are thrown in for the recovery bonus, as you note, but Reactive Armor and Aegis show up a lot more often in tanker builds.You also missed the tanker boards, where +HP is a very viable way to build a tank. Not only that, but I see recovery being the biggest focus on this board. I'd argue that 75% of all tank builds posted on that forum have impervium armor slotted. You won't see many tanks with six-slotted titanium armor for melee def.
It shouldn't be a surprise that among tankers building for typed def is more common than positional; only one tanker set (Shield Defense) uses positional defense, but four (Stone, Ice, Invul, WP) have at least some typed defense.
Although I agree that regen and recovery are important bonuses for tanks; regen in particular for WP tanks since that's the focus of the set, but in the builds I've seen, looking for defense bonuses is by far the most common. -
What *are* you trying to build toward? It's not clear to me from the posted build. Melee defense? If it's defense in general, positional or typed?
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Quote:Since both E/NE and F/C def bonuses are more readily available in PBAoE attacks, I'd say whatever secondary has the most PBAoE-slottable attacks is probably your best bet. Having a ranged attack like Hurl or Hurl Boulder wouldn't hurt, either, since you can get good E/NE def bonuses that way.Thanks for all the advice guys
I just might attempt this project after all
But the second part to my orginial question was never really answered.
What secondary can make this goal happen the easiest when paired with Invul? Is electric the prime option for it?
Again just looking for outside opinions since this project interests me -
Quote:Okay, I misunderstood your earlier comment. I thought you meant that there is some base value that Invinc gives you with no foes in range and that cannot be shown correctly in Mid's.Hm.. I'm running Mid's v1.6 and with Invincibility turned on and set to 0 it still shows a defensive bonus of 5% with nothing else on or slotted. I had a conversation with Stoney, who took over managing Mids, about this. Because Invincibility for tanks get a 6% bonus for 1 in range and an addition 1% for each beyond, Mids couldn't be set to truly show 0 in range because the data base couldn't manage it properly. At least that is what I'm seeing from Mids v1.6. You might be seeing something different with your version of Mids.
In any case, I'm running Mid's program version 1.601, database version 1.69204 dated Sept. 11, 2009, it doesn't allow you to set Invinc to 0 foes. (At least I couldn't find a way to do so, and the min/max is stated to be between 1 and 10) Which seems like a perfectly reasonable way to handle it, IMO, since you are getting the one foe defense value or you're getting nothing if no foes are in range. -
Not bad, though I think some tweaks are in order.
One of the advantages Op Gloom has over Cloak of Fear is that you can get away with just one or two slotting it, which is not the case for CoF. The S/L bonus from Razzle Dazzle is okay, but I think you could do a lot more with those slots. For instance, I'd recommend 4-slotting Boxing with KC; and if you don't plan to use the attack much (I certainly wouldn't!) you can be completely unconcerned about enhancement levels and whether it's fully slotted; just get the 4 cheapest KC IOs you can find, including the KD IO.
I'd also use some of the slots currently in Op Gloom in Build Up to 2-slot Rectified Reticle and to 2-slot BotZ in SJ. (I'd put another set of BotZ in CJ if the slots were available.) And even though using the -KB BotZ would be very slot efficient, I know it is super expensive, so I'd use the other two unless one drops for you or you have a lot of influence to spare.
F/C def should be a low priority compared to S/L/E/NE, so I'd replace that Scircocco's set with Eradication. Also, Shatter and Whirling Mace are currently underslotted for end reduction, so I'd drop it back to 3 Erad and two Scirocco's, the Dam/End and Acc/Dam/End. You lose the HP bonus that way, but it's important that your attacks are sufficiently slotted for endurance reduction. If you really want to stay with 4 Erad, you're pretty much going to have to use the Erad quad, which as you know is very expensive and hard to find. If you go that route, a Dam/End from Multi-Strike or Scirocco's will be a good 5th slot.
Lastly, I'd switch the currently slotting of Tough with Obsidian Shield. S/L is much, much more common than Psi, so if you're going to underslot one of them, Ob Shield is a better choice. I also swapped out the Reactive Armor Res/End for a Titanium Coating, since the TCs go to 50.
Here's your build with the changes I suggested. I show both slotting options for the Eradication sets, so you can compare them.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: War Mace
Secondary Power Set: Dark Armor
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Villain Profile:
Level 1: Pulverize -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5), C'ngImp-Acc/Dmg/EndRdx:50(5)
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(7), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9)
Level 2: Jawbreaker -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(11), C'ngImp-Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/EndRdx:50(13)
Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(15), RctvArm-ResDam/Rchg:40(17)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Clobber -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(19), C'ngImp-Dmg/Rchg:50(19), C'ngImp-Acc/Dmg/Rchg:50(21), C'ngImp-Acc/Dmg/EndRdx:50(21), C'ngImp-Dmg/EndRdx/Rchg:50(23)
Level 10: Obsidian Shield -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(23), S'fstPrt-ResKB:30(25), TtmC'tng-ResDam/EndRdx:50(25)
Level 12: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(15), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Knock%:35(48)
Level 14: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(27), Numna-Heal/EndRdx:50(27), Mrcl-Rcvry+:40(29)
Level 16: Dark Regeneration -- Theft-+End%:30(A), Nictus-Acc/EndRdx/Rchg:50(29), Nictus-Heal:50(31), Nictus-Heal/HP/Regen/Rchg:50(31), Theft-Acc/EndRdx/Heal:30(31), Theft-Acc/EndRdx/Rchg:30(33)
Level 18: Whirling Mace -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(33), Erad-Dmg/Rchg:30(33), Sciroc-Dmg/EndRdx:50(34), Sciroc-Acc/Dmg/EndRdx:50(34)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(34), P'Shift-EndMod/Rchg:50(36), P'Shift-End%:50(36)
Level 22: Cloak of Darkness -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(36), GftotA-Def/EndRdx/Rchg:40(37), GftotA-Def/Rchg:40(37)
Level 24: Death Shroud -- M'Strk-Acc/Dmg:30(A), M'Strk-Dmg/EndRdx:30(37), M'Strk-Acc/EndRdx:30(39), M'Strk-Acc/Dmg/EndRdx:50(39), M'Strk-Dmg/EndRdx/Rchg:50(40)
Level 26: Shatter -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(40), Erad-Dmg/Rchg:30(40), Erad-Acc/Dmg/EndRdx/Rchg:30(42), M'Strk-Dmg/EndRdx:50(42)
Level 28: Tough -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam:40(43), RctvArm-ResDam/EndRdx:40(43)
Level 30: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(43), GftotA-Def/Rchg:40(45), Krma-ResKB:30(45)
Level 32: Crowd Control -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(45), Erad-Acc/Dmg/Rchg:30(46), Sciroc-Dmg/EndRdx:50(46), Sciroc-Acc/Dmg/EndRdx:50(46), FrcFbk-Rechg%:50(48)
Level 35: Oppressive Gloom -- Stpfy-Acc/Rchg:30(A), Stpfy-EndRdx/Stun:50(39)
Level 38: Combat Jumping -- Ksmt-ToHit+:30(A)
Level 41: Build Up -- RechRdx-I:50(A), Rec'dRet-ToHit/Rchg:20(48), Rec'dRet-Pcptn:20(50)
Level 44: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 47: Soul Transfer -- RechRdx-I:50(A)
Level 49: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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Set Bonus Totals:- 16.1% Defense(Smashing)
- 16.1% Defense(Lethal)
- 3.94% Defense(Fire)
- 3.94% Defense(Cold)
- 17.7% Defense(Energy)
- 17.7% Defense(Negative)
- 3% Defense(Psionic)
- 9.56% Defense(Melee)
- 12.7% Defense(Ranged)
- 4.88% Defense(AoE)
- 9% Max End
- 10% Enhancement(RechargeTime)
- 23% Enhancement(Accuracy)
- 5% FlySpeed
- 219.3 HP (14.6%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 13.2%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 1.65%
- 20% Perception
- 10.5% (0.18 End/sec) Recovery
- 42% (2.63 HP/sec) Regeneration
- 5.95% Resistance(Fire)
- 0.95% Resistance(Cold)
- 2.5% Resistance(Psionic)
- 5% RunSpeed
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Quote:You're both missing the point...why does it matter what value Invinc has with 0 in range, since 99% of the time you'll HAVE a least one foe in range, even in the case of AVs. (AFAIK, AVs *do* count as a foe in range.)This is exactly right, I try not to go by mids in this regard I feel that if I can "near" defense cap that once invic is on then it will be completely capped with RL numbers.
Example is why I was striving for 40% with out Invic.. this way if I was tanking an AV I know I would hit cap and not have to worry about needing a mob near me at all times. (Example like GW or Romulus etc since invul has low resistance to energy, neg, fire, cold) Unstoppable was just there for a oh crap option. Wasn't sure about going with this build was throwing it together to see if it was worth doing.
Rangle, from what I've seen on the real numbers in-game, Mid's is working as it should; Invinc provides zero defense if no foes are in range. Providing a 'zero in range' option is the same as turning it off. -
Not bad at all for a first try!
The biggest problem I see is that Weave and Tough Hide are very underslotted; IMO it doesn't make much sense to slot for defense bonuses and leave some of your main sources of defense underenhanced.
Weave and Tough have a much larger base defense value than CJ, so if you're going to underslot one of those three defense powers, CJ should be it. I'd recommend taking one slot from CJ, the End/Rchg from Tough (it doesn't need additional end red) and one from Hasten so you can add 2 slots to Weave and one to Tough Hide. Add a LotG Def/End and Def/End/Rchg to Weave and either a Def/End or Def/Rchg to TH, and that will get you a little closer to soft-capping S/L, and slot Weave with sufficient end reduction.
I'd also replace the Doctored Wounds Heal/End/Rchg in Dull Pain with a Heal/End to maximize the heal as well as the recharge attributes.
And FYI, note that the Oblit set in Whirling Hands provides very little endurance reduction. If you're planning to use that attack very often, you might consider slotting for more +recovery and +end bonuses.
EDIT: Just thought of something else you might consider. The Gaussian's set in Build Up is a great bonus for positional defense set, but a lot of slots for a relatively small return for typed sets like Invul. Here's what I'd do: drop Build Up down to three slots, and slot it with two Rectified Recticle and one common Recharge IO, which will give you a 1.88% S/L def boost and some +percep if you pick that IO. It won't be fully slotted for recharge unless you give it another slot, but that's not too bad a trade off, IMO.
Then take the three slots from BU and put one in SJ and two in CJ. That will enable you to slot two BotZ (not the -KB IO!) in those powers for and additional 3.13% E/NE def.
According to Mid's, that'll get you to 44.6% S/L def and 31.8% E/NE def, a bit of an improvement over your current build, especially for S/L def. -
Nah, in my case, anyway, I wasn't on the boards much last night.
Overall, a good build. It's too bad you couldn't find a place for Grant Cover, but I imagine you'll survive without it.
A few tweaks:
Shield Defense does NOT need KB protection; I'd replace that Steadfast -KB with either the Steadfast Def/End or a common resist IO. (I'd go for the common, since TG doesn't need end reduction and a common would more fully slot it. For that matter, I'd find another slot for it so you could slot two commons, but your call.)
As you mentioned, your power order could use some work, too. For instance, I'd push back the whole Fighting Pool so you can take Active Defense at 10 or 12 and Clobber at 22.
Good luck with your tank! -
Missed this comment before. Why does it matter how high your defense is without Invinc on? A Invul tank should always have Invinc on! (Unless he's standing around Went's or something similar, of course.) In addition to defense, it provides a ToHit bonus and is one of the best Taunt auras in the game.
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Enough of a good thing doesn't necessarily mean more is better; in other words, IMO this is waaay overboard on the E/NE/F/C def, to the detriment of other aspects of the build. Remember, this is with one foe in range of Invinc--in most team tanking circumstances you'll have more than that.
Also, Invinc should not be delayed past 18, and certainly not for ResEl, which is right up there with Unstop for Invul powers most often skipped.
Here's a rework of your build, which still hits your goals but is much more balanced in terms of attack slotting and other desirable goals for a Invul tank. I used GotA in Invinc and Weave for the recovery and +end bonuses; if you prefer LotG and can afford them, go for it.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Capped fire-cold-energy-neg Invul electric tank: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Electrical Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Hero Profile:
Level 1: Temp Invulnerability -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(5), Aegis-ResDam/EndRdx/Rchg:50(21), Aegis-ResDam:50(31)
Level 1: Charged Brawl -- C'ngImp-Acc/Dmg:30(A), C'ngImp-Acc/Dmg/Rchg:30(7), C'ngImp-Dmg/EndRdx:30(7), C'ngImp-Acc/Dmg/EndRdx:50(19), C'ngImp-Dmg/Rchg:50(37)
Level 2: Dull Pain -- Dct'dW-EndRdx/Rchg:50(A), Dct'dW-Heal/Rchg:50(3), Dct'dW-Heal/EndRdx/Rchg:50(3), Dct'dW-Heal:50(11), Dct'dW-Rchg:50(37)
Level 4: Resist Physical Damage -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/EndRdx/Rchg:50(5), Aegis-ResDam/Rchg:50(13), Aegis-ResDam:50(15), S'fstPrt-ResDam/Def+:30(42)
Level 6: Swift -- Run-I:50(A)
Level 8: Unyielding -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(9), Aegis-ResDam:50(9), Aegis-ResDam/EndRdx/Rchg:50(13)
Level 10: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(11)
Level 12: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(33), Mocking-Taunt/Rchg/Rng:50(42), Mocking-Acc/Rchg:50(43), Mocking-Taunt/Rng:50(46), Mocking-Rchg:50(50)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15)
Level 16: Health -- Heal-I:50(A), Heal-I:50(17), Heal-I:50(17)
Level 18: Invincibility -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(19), GftotA-Def/EndRdx/Rchg:40(43), GftotA-Def:40(46)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-End%:50(50)
Level 22: Resist Elements -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(23), Aegis-ResDam/EndRdx/Rchg:50(23), Aegis-ResDam:50(27)
Level 24: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(25), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(31)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(27), DefBuff-I:50(40), Ksmt-ToHit+:30(43)
Level 28: Thunder Strike -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(29), Erad-Dmg/Rchg:30(29), Sciroc-Acc/Dmg/EndRdx:30(34), Sciroc-Dmg/EndRdx:50(40)
Level 30: Chain Induction -- P'ngS'Fest-Acc/Dmg:30(A), P'ngS'Fest-Dmg/EndRdx:30(31), P'ngS'Fest-Dmg/Rchg:30(33), P'ngFist-Acc/Dmg:25(34), P'ngFist-Acc/Dmg/Rchg:25(34), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(46)
Level 32: Unstoppable -- RechRdx-I:50(A), RechRdx-I:50(33)
Level 35: Jacobs Ladder -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(36), Erad-Dmg/Rchg:30(36), Sciroc-Dmg/EndRdx:50(36), Sciroc-Acc/Dmg/EndRdx:50(37)
Level 38: Lightning Rod -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(39), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Sciroc-Dmg/EndRdx:50(40), Sciroc-Acc/Dmg/EndRdx:50(42)
Level 41: Boxing -- Acc-I:50(A)
Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(45)
Level 47: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(48), GftotA-Def/EndRdx/Rchg:40(48), GftotA-Def:40(48)
Level 49: Build Up -- RechRdx-I:50(A), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 18.6% Defense(Fire)
- 18.6% Defense(Cold)
- 20.5% Defense(Energy)
- 20.5% Defense(Negative)
- 3% Defense(Psionic)
- 5.5% Defense(Melee)
- 16.4% Defense(Ranged)
- 10.8% Defense(AoE)
- 9% Max End
- 4% Enhancement(Heal)
- 7% Enhancement(Accuracy)
- 17.5% Enhancement(RechargeTime)
- 63.2 HP (3.38%) HitPoints
- MezResist(Held) 2.75%
- MezResist(Immobilize) 4.4%
- MezResist(Sleep) 2.2%
- MezResist(Terrorized) 2.2%
- 4% (0.07 End/sec) Recovery
- 38% (2.97 HP/sec) Regeneration
- 6.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 20% RunSpeed
- 10% XPDebtProtection
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Dingo, I'd recommend you move this into your own thread, more people would probably see it that way.
At first glance, however, I can tell you that you're missing one of the main reasons to build a Mace/DA, and that's the synergy between the stuns in Mace (especially Clobber) and Op Gloom. IMO, it's downright foolish to combine those two sets without taking Op Gloom.
Also, if you want increase defense, Cloak of Darkness has the same base defense value as Weave, and should be slotted similarly.
It's also a concern that two of your big endurance users, Dark Regen and Death Shroud, are only marginally slotted for endurance reduction, and several of your attacks are underslotted. It's quite likely that will cause some serious endurance problems in the long run.