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Heightened Senses is the only source of def in WP, and the base value is considerably lower for S/L def than E/NE/F/C. (3.3% vs. 13%) So yeah, if you want any hope of soft-capping S/L defense you definitely need Weave. Make sure you pick up the Steadfast +Def to slot in one of your resist powers, that's a must-have. CJ is also helpful for a small defense boost, but not essential.
As for slotting, Tough and Weave can be 4-slotted with any defense or resistance set. (I prefer LotG or GotA for defense sets, but any will do.) By far the best bet for your resist powers is Reactive Armor, since it has S/L/E/NE defense bonuses with 4 slots.
For your attacks, just make sure you concentrate on sets that give primarily typed defense bonuses--Kinetic Combat is a great (though very expensive) start! -
dave, you should get your Ice Melee guide posted in the tanker guides sticky!
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Don't know whether you've checked the market lately, but putting together 5 full set of Kinetic Combat is going to be a non-trivial task. You could drop one set of KC if you replaced 3 of the Imperv Armor sets with Reactive Armor, and get 3.75 E/NE defense as a bonus.
Also, if you are going to underslot one of the resist powers, UY is not a good choice. in addition to the mez & KB protection, it has base 3.75% S/L resistance and 7.5% E/NE/F/C resist, so it has more resists than ResEn and ResEl combined. I'd move the Steadfasts to ResEl instead, and fully slot UY.
In addition, Strike, Slash, Follow Up and Spin are underslotted. Procs are great, but they don't help with accuracy, and don't add damage on a consistent basis. If you switch to Reactive Armor sets as I recommended you can pull the 3 slots in Brawl to use in your attacks. CJ also doesn't need 3 slots, though you should consider putting one of them in Weave instead.
You should consider slotting Eradication in Spin instead of Scirocco's, for both the E/NE and +end bonuses.
Stamina could use another slot, too, since I don't think the PS +end will make up for that degree of underslotting. -
Well, I wouldn't consider making a WM tank without all three of the PBAoE attacks, but your call.
I see that Deflection and Tough are still underslotted for resistance. It would only take another common IO in each to get your S/L resistance to 46%, which IMO is more important than having 3 slots in Phalanx Fighting or OwtS. -
Quote:Heh, this is pretty much how I feel when I see Shatter and Crowd Control in Mace slotted with KB sets.7) For the love of Carp, do not slot Frozen Aura for Sleep. You will barely notice the sleep as it is, and we fought for three years to get that power to do damage. Use it as an attack, as it is now a great PBAoE damage power. The Sleep effect will only affect minions, will be broken by any AoE (including icicles), or any knockback/down effect (including Ice Patch). Slotting for Sleep is useless.
Mortimer, Aett gave great advice as usual, but I'll add my $.02.
I do see some focus in your slotting, and a focus on defense bonuses, which is good for a defense set like Ice Armor. What is not so good is your choice of sets. Almost all of them are primarily positional defense set bonuses, but Ice has *typed* defense, which means you are spending a lot of slots and influence for relatively little gain. You need to look for set bonuses that have higher typed (S/L/E/NE/F/C) bonuses than positional (melee, ranged, AoE), for instance Kinetic Combat, Smashing Haymaker, Eradication, Mocking Beratement and others of that sort.
Though it's not absolutely necessary, I think your primary goal should be try to soft-cap S/L/E/NE defense. (F/C defense would be difficult to soft-cap since Ice has none to start with, but it does have capped Cold resists, so Fire and Psi are the weak points.) Ice Armor starts with high levels of defense, and you can soft-cap it just with IOs. However, it's easier and cheaper to soft-cap if you take the Fighting Pool and pick up Weave. So the first choice you need to make is whether you want to soft-cap with or without Weave; but keep in mind that using Weave means you'd have to drop 3 powers from your current build.
Whichever you decide, you absolutely need to pick up the Steadfast Protection +Def unique IO, which provides 3% def to all types of damage. I second Aett's suggestion about using Doctored Wounds instead of Miracle for Hoarfrost. Try 5 slots of DW (everything but the Heal/End/Rchg) and leave the sixth slot for the Steadfast +Def. It can also go in Tough if you take it, but you'll be taking Hoarfrost much earlier.
I'll go further than Aett and say that FA, GA and Stamina are all way overslotted. 4 slots should be more than enough for those powers unless you're getting a very desirable set bonus you can't get another way, and that's not the case here. (Note that for defense and resistance toggles, once you go past 56% def/res and have some endurance reduction--40% is enough, IMO--everything else is superfluous.) So pull 2 slots from each power to use elsewhere. LotG has better 4-slot bonuses than RF, so I'd stick with that or Gift of the Ancients, which is also a nice set and considerably less expensive than LotG.
As I mentioned, sets like Touch of Death are better for positional defense than typed, so you should be looking at Kinetic Combat or Smashing Haymaker instead for S/L defense. (Kinetic Combat's bonus is twice as good as SH, but some pieces of KC are very expensive and hard to find.)
Obliteration is a particularly poor choice for Icicles, not only is is a positional defense set, but it's very low in end reduction, and Icicles is a high-end cost damage toggle. Eradication is a good choice for PBAoEs on typed defense sets, since it has a nice E/NE bonus for just three slots, and for Icicles you can slot aggressively for end reduction in the remaining slots.
So after all the advice from Aett and me, why don't you try putting together a build and we'll comment futher? -
Tonality, I very rarely slot the Erad quad; it's just not worth the infl, IMO. I generally go with 3 Erad for the E/NE bonus, then add 2 slots from another set with lots of end reduction. It means I miss out on the HP bonus, but I can live with that.
dougnukem, you have 2 attacks with absolutely no end reduction (LR, JL) which is likely to turn into a huge problem down the road. You need to add some end red to those Erad sets, either by using the Erad quad plus enhancements from another set, or just slot other set IOs with plenty of end red. I also think you should try to work JL in sooner; it wouldn't hurt to push the Fighting Pool back to make room for it.
IMO, Obliteration is a poor choice for a typed defense set; you need six slots for the same S/L def bonus you can get from Smashing Haymaker, and even 6-slotted it's very low in end reduction. If you can get your hands on another KC set, as Tonality suggested you could upgrade the SH to KCs. (If Boxing is just a set mule, you can replace the very expensive KC triple with the KD proc and save yourself a lot of infl.)
That will free up Thunderstrike for another set of Eradication to boost your E/NE def a bit more--and it will allow you to slot more end reduction by using another set for the final slots.
EDIT: Converting the Oblits in Thunderstrike to Eradication also means that you have the option to leave it 5 slotted, freeing up a slot to put in ResEn for the S/L def bonus. That, plus the KCs in Boxing will put you over the soft-cap for S/L. -
On the whole, looks good. The only issue I see is that the attacks 4-slotted with Kinetic Combat are underslotted for accuracy and damage. I'd pull the End and End/Rchg slots from Heightened Senses and one from Resurgence (don't think you'll be dying *that* often!) and add a slot to Jab, Haymaker, and KoB. Any Acc/Dam from another set would do, or you could use a Mako's Acc/Dam/End/Rchg if you want a little end red and recharge, also.
Personally, I think RttC is underslotted for Heal and overslotted for end red/to hit debuff, but it's your call whether the Dark Watcher's bonuses are worth the loss of additional regen you'd have by slotting heal closer to the ED cutoff. -
It's called the "data chunk", and there will be an option to include it on the lower left in both the long and short forum export windows. Actually, my preference is for the data link, since it's faster and easier to use than the data chunk, so you might want to check both options.
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Guys, I think the OP has taken his tank and gone home.
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The first thing I'd do is drop Assault and pick up Shatter; Shatter is an important part of WM's AoE attack chain and is the set's highest damaging attack after Clobber.
Also, Tough is seriously underslotted. Since the defense enhancement in Phalanx Fighting only applies in certain situations, pulling one or two slots wouldn't hurt your survibility much at all. Simply slotting Tough and Deflection more fully would give you 10% more S/L resistance.
I don't know if you're concerned about end usage, but having two attacks slotted with Oblit could be a problem since the Oblit set is so low in end reduction. Replacing the Oblits in Whirling Mace with, say, Scirocco's Dervish would be a lot better on your end bar, you'd still be softcapped for Melee, and it would allow you to pull one or both of the KB protection IOs in CJ and SJ, which Shields definitely doesn't need. -
Well, I'm one who *does* think that the resistance in Deflection and True Grit is worth slotting. Having some resistance is a nice fallback for a defense set since you will get hit sometimes, especially in the case of defense debuffs. So'd I'd use 4 of the slots to put 2 common resist IOs in each of those powers.
For the last slot, one option is to add it to SS and slot two Blessing of the Zephyr for some additional ranged defense. Or you could put it in Taunt, and replace the Perfect Zingers with 4 Mocking Beratement which would give you a small melee defense bonus and a +end bonus. (Actually, I'd be tempted to pull a slot from either OwtS or Kick and do both, but your call.) -
Quote:I'm not sure why you're so doubtful about this being a fun and playable character.I'm not sure I'm willing to invest into another character that won't pan out. It gets old having character flops. I've got a couple of nice character, but I do like to try new things.
I'd have really liked to hear how others have done with this type of character, but I'm guessing there are very few to speak of it.
I've not tried it as a brute, but I have a level 44 DA/Mace tank that I love playing. -
Quote:4-slotting Red Fortune with Def/End, Def/Rchg, Def/End/Rchg, and Defense doesn't change the amount of defense enhancement one bit, so there's no loss of effectiveness at all. (That's why 6-slotting is not a good idea; it doesn't add anything to the slotting except unneeded end reduction.) I guess I should have been more specific that it's the End/Rchg and End slots that should be removed in RF, and the End in RA.Well, I am not going to remove parts of the RF sets because that brings down the effectiveness of the power itself. As for the RA, i took the end off of High Pain Tolerance because that is an auto power and the bonus isn't worth it but now i am stuck with a lvl 5 slot and don't know what to do with it. Also there is an error in what you would do. the level of the slots prohhibits me from two slotting CJ and SJ and still 4-slotting kick.
Regarding the slot levels, it's completely normal to have to move slots around when reworking a build. You move the low level slot to a power that has a higher level one, and move the higher level one to whatever power you want to add it to. In your case, just move the level 5 slot from HPT to Jab, then move one of the level 50s to wherever you want. You'll have to replace the IO slotting, which is a bit of a hassle, but that's how you rework builds in Mid's.
HPT can also be slotted to enhance its HP bonus, so one alternative is to leave it at six slots, and slot 2 Heal common IOs. You can then move the Steadfast +Def to the fifth slot in MoB. With the fifth slot in Tough and the 6 slots from the RF sets you'll still have plenty to use elsewhere, including Kick. -
Quote:Unlike many of the other powers that have been mentioned, Invinc can't be slotted with accuracy, so I'm not sure why you'd put it in this group. The taunt in Invinc requires a tohit check only in certain very limited circumstances, so it seems unlikely many Invul players would slot for accuracy even if they could.Invincibility as well IIRC
I think it just hasn't floated to the top of the list.
The 'fast recharge' Target AOE sets (for nukes, rain of arrows, full auto) and these together would be a good addition.
I certainly can see why it would be helpful for Follow Up and Soul Drain, though. -
Iron_General, IMO 6 slotting those Red Fortune sets and 5 slotting Reactive Armor is a waste of slots; none of those powers need more than 4. All you're getting for the 5th RA is measly .63% F/C def bonus--you could take 2 of those slots and 3 slot SoW with Aegis for a much larger bonus. As for the RF sets, neither the small E/NE bonus or the recharge is worth the extra six slots, IMO. Two slotting CJ and SJ will get you almost as much E/NE defense, and still have enough slots left over to 4-slot another set of KC in Kick, which will get that build very close to the S/L soft-cap.
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First, *big* problem--no KB protection. 2 KB IOs should do it, so replace the Steadfast Res/End in Tough with the KB IO, and put another in one of other resist toggles or a Karma KB in CJ. That will leave Tough underslotted--it was already--so I'd suggest pulling the 6th slot from one of your attacks and add a common resist IO.
Are you looking for typed defense or positional? It's not clear from the posted build, and if you want to build for defense it really helps to decide which you're going for. I typically go for typed defense on my DA characters, at least in part because of DA's weakness to Energy, but positional would work too.
You've missed several opportunities to add +end; for instance, 4-slotting CoD and Weave with GotA rather than the mixed slotting of LotG/GotA.
I'd also strongly recommend using Eradication for your PBAoEs instead of Scirocco's. 3 slots of Erad gives you 3.13% E/NE def bonus plus a +end bonus. If you use just 3 or 4 slots of Erad and 2 slots of Scirocco's to finish off, you get the Scirocco's regen bonus, too. Just be sure to pick the Scirocco's IOs with a lot of end reduction, since Erad has very little.
If you want to increase your S/L def, your attacks can be slotted with either Kinetic Combat or Smashing Haymaker. It's up to you whether it's worth giving up the CI bonuses.
You have a *lot* of recharge slotted and about the only thing in this build that benefits from it is your attacks. Personally, I don't think it's necessary, it and may contribute to endurance problems no matter how much recovery and end reduction you slot for. -
Bruise_Missile gave some good advice; for Shields, the first goal should always be soft-capping, IMO.
Getting the Steadfast +Def should be a top priority--it could go in Deflection, True Grit, Tough, or OwtS--and I second Bruise's suggestion to 6-slot Rage with Gaussian's, since it gives you a 2.5% defense bonus to all positions. With the Steadfast +Def, Gaussian's set and Weave, you'll be within a few percent of soft-capping, and there are a bunch of ways to get there. Actually, your current slotting would pretty much do it with the bonuses in Shield Charge, Hurl, and Foot Stomp.
Some other slotting issues:
As a rule, standard defense and resistance toggles don't need more than 4 slots. Currently, Deflection, Battle Agility and Weave should lose one LotG slot. I think you should also consider replacing one or more of the LotG sets with 4 slots of GotA, which has very nice recovery and +end bonuses. (It's a heck of a lot cheaper than LotG, too!)
Deflection and True Grit provide resistance as well as defense/regen, so I suggest that you add a couple of common resist IOs to each.
Active Defense needs another slot of Recharge, and Against All Odds is a toggle, so the recharge is wasted there. One end red should be plenty for AAO, so pull two slots and use them somewhere else.
FYI, the additional defense slotting in Phalanx fighting will only increase your defense if you have a teammate close by, so most Shield players just leave it at a single slot with a common defense IO. (Though a LotG +Recharge would be fine too.)
If you can free up the slots, both Health and Stamina could use another since they still pretty far from the ED cut-off.
One with the Shield is way over-slotted. Once you hit 56% resist enhancement the gain is miniscule, and OwtS doesn't take recharge enhancements. 4-slots in the absolute maximum I'd recommend, often it's only one-or-two-slotted. You might consider using Aegis instead of Reactive Armor in OwtS and Tough--RA is a good set for typed defense, but the positional bonuses are tiny and not worth slotting for, IMO. The AoE bonus in Aegis is small, but it's better than RA and it looks like you're a little lower on AoE than the other positions.
Your attack slotting is not bad, though note that the Oblits in Shield Charge are very low in endurance reduction, so that might be a place to look if you start having endurance problems. Are you planning to use Kick on a regular basis? If not, save yourself some influence, drop the Mako's, and use the slots somewhere else. -
Quote:As others have mentioned, it's likely that your computer is the culprit. What operating system do you use and how much memory? Nowdays, I'd say that 2 G is the minimum to load CoH in a reasonable amount of time, especially if you're on Vista.I play on freedom sever and i notice that all the loading screens take a very long time to load.. such as when i enter a mission. I have played many mmorpgs and the loading screens seem to to be about 3 to 4 times longer in city of heroes is there a way to fix this issue or maybe freedom just lags?
EDIT: And as Adeon mentioned, having a lot of things running in the background sucking up memory could also contribute to CoH loading slowly. -
I usually plan my final build early and start buying recipes and crafting enhancements in the 30s. I slot what I can as I level and store the rest in my SG enhancement table.
I've never seen the point in waiting until 50, since a lot of the sets I use most don't even go to 50! In addition, in many powers there's not a lot of benefit to slotting 50s instead of 35s or 40s if you're going for slot bonuses. -
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As Gospel said, in a set like Invul that starts with 0 Psi resist, it's pretty much impossible to get meaningful amounts without completely dedicating your build to that purpose. And since Psi damage is quite uncommon compared to other types, slotting for other types of damage mitigation (S/L defense most notably) does much more for your overall survibility.
Aegis is a good set for F/C defense, and is sometimes slotted for that purpose. But since F/C damage is also rare compared to S/L and E/NE, increasing F/C def is relatively low priority. (You'll see invul tanks using Aegis more often because it's a lot easier for them to soft-cap S/L and E/NE, once they've done that, slotting for F/C is more desirable.) -
Quote:Don't worry about it--the data link worked and that's what's important, IMO.I tried HTML and it still didn't work. What's above is the best i could get.
Charlie
Better, though your slotting could still use some work.
You have a single Doctored Wounds Heal IO in HPT--there is absolutely no benefit to slotting a single type set enhancement without others of the set; you're not getting a set bonus and it has the same value as a common IO of the same level. I also think the Psi/Status resist not very useful since all you're getting is 3% Psi resist. You'd be better off going with common IOs unless there's a specific set bonus you want.
The Aegis in MoB is fine, but keep in mind that F/C defense is among the least common damage type you will run into, if you're slotting defense, that's not a good first choice--S/L is.
The BotZ -KB gets you a small amount of F/C def, but considering it's cost and the fact that WP doesn't need KB protection, I think it's a waste of influence, and that slot better used elsewhere.
RttC doesn't need a second end reduction slot, pull it and put it in QR or Health, both of which are under/unslotted for recovery and regen.
Heightened Senses is overslotted, pull two slots; several of your other WP powers are only marginally slotted, so use them to boost the totals closer to the ED cutoff or for good set bonuses.
Likewise with Tough--the fifth slot isn't needed and F/C defense should not be a priority. In general, I would recommend Reactive Armor for resist sets since it gives more desirable set bonuses.
EDIT: If you really want to slot for higher defense you need to think about slotting your attacks for defense bonuses using Kinetic Combat, Eradication, etc. However, at the very least you should slot a Steadfast Protection +Def in one of your resist powers.
But altough defense is very useful, the two key types of damage mitigation in WP are regen and resistance. Here's your build, with just a few slots moved around to more fully slot your WP powers. Note that although the F/C def total is lower than in your build, all the other totals are higher:
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Vipra expencive: Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/EndRdx:50(5), C'ngImp-Dmg/EndRdx/Rchg:50(5)
Level 1: High Pain Tolerance -- Heal-I:50(A), Heal-I:50(7), Heal-I:50(29), ResDam-I:50(29), ResDam-I:50(43), S'fstPrt-ResDam/Def+:30(46)
Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(9)
Level 4: Fast Healing -- Heal-I:50(A), Heal-I:50(11)
Level 6: Boxing -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(15), Stpfy-Acc/EndRdx:50(15), Stpfy-Acc/Stun/Rchg:50(17), Stpfy-Stun/Rng:50(17)
Level 8: Knockout Blow -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(19), Hectmb-Acc/Dmg/Rchg:50(19), Hectmb-Acc/Rchg:50(21), Hectmb-Dmg/EndRdx:50(21), Hectmb-Dam%:50(50)
Level 10: Jab -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(11), C'ngImp-Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/EndRdx:50(23), C'ngImp-Dmg/EndRdx/Rchg:50(46)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), Zephyr-Travel:50(23), Zephyr-Travel/EndRdx:50(25)
Level 14: Swift -- Run-I:50(A)
Level 16: Indomitable Will -- DefBuff-I:50(A), EndRdx-I:50(25)
Level 18: Rise to the Challenge -- Heal-I:50(A), Heal-I:50(27), EndRdx-I:50(27)
Level 20: Quick Recovery -- P'Shift-End%:50(A), EndMod-I:50(31), EndMod-I:50(34)
Level 22: Rage -- GSFC-Build%:50(A), GSFC-ToHit/Rchg:50(31), GSFC-ToHit/Rchg/EndRdx:50(31), GSFC-ToHit/EndRdx:50(48)
Level 24: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(33), Heal-I:50(36), Heal-I:50(43)
Level 26: Stamina -- EndMod-I:50(A), EndMod-I:50(33)
Level 28: Taunt -- Zinger-Dam%:50(A)
Level 30: Heightened Senses -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(33), RedFtn-Def/EndRdx/Rchg:50(34), RedFtn-Def:50(34)
Level 32: Foot Stomp -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(36), Armgdn-Acc/Dmg/Rchg:50(36), Armgdn-Acc/Rchg:50(37), Armgdn-Dmg/EndRdx:50(37), Armgdn-Dam%:50(37)
Level 35: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(39), RctvArm-ResDam/EndRdx/Rchg:40(39), RctvArm-ResDam:40(39)
Level 38: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(40), LkGmblr-Def/EndRdx:50(40), LkGmblr-Def/EndRdx/Rchg:50(40)
Level 41: Electrifying Fences -- Posi-Acc/Dmg:50(A), Posi-Dam%:50(42), Posi-Dmg/EndRdx:50(42), Posi-Dmg/Rchg:50(42), Posi-Acc/Dmg/EndRdx:50(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Dam%:50(45), Posi-Acc/Dmg/EndRdx:50(46)
Level 47: Static Discharge -- P'Shift-End%:50(A), P'Shift-EndMod:50(48), P'Shift-Acc/Rchg:21(48), P'Shift-EndMod/Acc/Rchg:50(50), P'Shift-EndMod/Rchg:50(50)
Level 49: Strength of Will -- ResDam-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury -
Nice build Tonality! Rave, you should definitely pay attention to his slotting; Tonality's build is much more functional at much lower cost.
One thing that surprised me, though, was no Interrupt Reduction in Aid Self. I've found them invaluable, especially for resistance-based sets where the player is very likely to be hit. I'd recommend two Interrupt Reduction slots, though that may require to moving Aid Self to earlier in the build so you can add more slots. -
Quote:Your original post said nothing about whether this was a leveling build or respec build. If I had known it was a proposed respec my response would have been slightly different, but I would still have recommended that you take TI, DP, and UY earlier in case you ever want to exempt.Personally i don't think your build is any better except for the fact that you have 10 purples slotted and i dont really have anything over slotted and finduilas this isnt how i choose my powers but it is my exact build i did the mids after he got to 50. So for the love of god, please think before we act ok?
Nothing overslotted? 6 slots in a passive that has only one characteristic that can be enhanced? 6 slotting a low endurance toggle like Invinc when 4 slots would be more than adequate? As I mentioned in my earlier post, sometimes it's justifiable to use more slots than you need if it gets you a really terrific set bonus, but IMO there was no evidence of that in the posted build.
As others have said, you asked for advice and Hyper and I gave it our best effort. In the future, I'd suggest you learn to take advice in the spirit that it was given, or just stop asking for advice if getting answers you don't like bothers you so much. -
Quote:You also need to make certain the set is giving you the enhancement values you want for that power.Next question I have then, is it smart to use the same IO sets across multiple powers?
Am I smart using Tempest across three blaster powers?
For example, you can slot sets for any secondary affects that an attack many have, like taunt, hold, KB, stun, etc., and many have nice bonuses. But it's usually not a good idea just to use those sets since they often won't enhance some aspects of your attack (accuracy or damage, for instance) to the level that you can get slotting with SOs, IOs or the attack-oriented sets.