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You might want to take a look at the other active Fire/Fire thread, it has some information that would be useful to you.
Regarding the Erads, though I haven't used them in a fire tank I've used them in many other builds. Just 4-slotting with Erads is not a good idea, IMO, the set is very low in end reduction and with 4 you will also be underslotted for damage. With five slots I usually recommend 3 Erad plus two other slots from another set like Multi Strike or Scirocco's. Similarly, the attack slotted with Kinetic Combat could use another slot, it's currently underslotted for accuracy and damage.
However, the main problem with the posted build is that you have a mix of sets that give primarily typed set bonuses (Kinetic Combat, Reactive Armor, Erad) and positional set bonuses (Touch of Death, Multi Strike, Scirocco's Dervish). You really need to decide which you want and slot for that instead of this scattershot approach. The other fire/fire thread I mentioned has good examples of both types, and they are worth looking at.
Also, Fire Shield and Plasma Shield are overslotted for end red and underslotted for resistance--the four resistance IO in each set are perfectly adequate by themselves. Tough and Weave are also underslotted for res/def, especially Tough.
You are getting a tiny amout of Psi resist and no other benefit from the Imperv and Aegis IOs, IMO it is pointless to slot those specialty IOs if all you end up with is Psi 12% resistance; you'd be much better off dropping them and using regular resist IOs from the sets. -
LSK, the biggest issue I see with your build is that you have sets with a mix of primarily typed defense (Kinetic Combat, Perfect Zinger) and positional defense (Touch of Death, Obliteration, Gaussian's, Titanium Coating). The result is that you aren't getting the defense levels you could if you stuck to one or the other. Fortunately, Nuclear has given you a good example of slotting for positional defense and Whisky Jack for typed, so I recommend that you decide what you want and follow their lead.
I agree with Nuclear that your BA slotting is a big problem. Like most damage auras it's a very big end user, so I strongly recommend that you slot if for at least 60% end reduction.
Another problem is the fact that you've 6-slotted FS, PS, and Tough. 4 slots will usually more than adequately slot a normal shield toggle like those--the benefit of the additional endurance reduction is trivial compared to what you'd save by properly slotting BA. And you really need those slots for other purposes; in addition to BA, Scorch, Fire Sword and Weave are all underslotted and need an additional slot (or two, in the case of Fire Sword.) -
Quote:Not on a Brute, but I have a Dark/Mace tank that I love playing. With Clobber and the other stun attacks in Mace, it has great synergy with Op Gloom in Dark. (Clobber + Op Gloom will stun most bosses!)I have a WM/Shield Brute at level 5, name is Warslinger. I've considered re-rolling him into another secondary. WM/SR would be a lot of fun and near invincible in the higher levels. WM/Dark to go exotic and different, I have a concept in mind for a "storm armor" character and I was thinking recolored DA would work.
So, any experience with WM/SR or WM/DA?
So I think it's a great combo. -
IMO, Maneuvers is not a good choice for what you're trying to achieve; fully slotted it provides just a little more defense than CJ at a very high end cost for a standard toggle.
If you want to increase Energy defense but are worried about endurance usage, I think you'd be much better off slotting for E/NE defense and recovery and +end bonuses.
I'm guessing the mixed sets in your resistance toggles are meant to improve end reduction. However, the end cost of those toggles is so small you'd do better to slot them for bonuses. Why not just put a 4th slot of RA in DE and MC--the amount of endurance you save by going from 40% and 60% end red is *tiny*.
If you really want to save endurance, I'd drop Cloak of Fear and replace it with Op Gloom; you get about the same mitigation value with a fraction of the cost in endurance and slots.
There are many ways you could increase your E/NE defense, for instance, using Erad in your PBAoEs and Blessing of the Zephyr in CJ and SJ. A full set of Thunderstrike would help too. However, get the benefit of these sets means that you'll have to give up some on the frankenslotting, and will have to settle for less end reduction in some of the attacks.
Honestly, though, except for the really heavy end users (Dark Regen, Death Shroud, and Cloak of Fear) you should be fine with attacks with 50% end red instead of 80%, especially if you slot for more recovery and +end. (And fully slot Stamina; in the build shown it's underslotted with level 30 IOs.)
You should also consider slotting Dark Regen more heavily for accuracy. It's a quick recharging power anyway, but you can get in trouble if it misses at a critical time.
Here's what I would do with your build to increase the E/NE defense. (I would try for S/L def, too and put less emphasis on recharge, but that's your call.) The only power change I made was to drop Maneuvers for Op Gloom. However, even if you decide not to get Weave, I think Tough would be a big help for this build, if you can find the room for it.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
BT: Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Dark Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Strike -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(7), C'ngImp-Acc/Dmg/Rchg:50(15), C'ngImp-Dmg/Rchg:50(15), C'ngImp-Dmg/EndRdx:50(17)
Level 1: Dark Embrace -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResKB:30(7), S'fstPrt-ResDam/Def+:30(39), ImpArm-ResDam/EndRdx:40(39), ImpArm-ResDam:40(40)
Level 2: Slash -- C'ngImp-Dmg/EndRdx: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 4: Murky Cloud -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/EndRdx/Rchg:30(40), RctvArm-ResDam:30(43), RctvArm-ResDam/Rchg:30(43)
Level 6: Spin -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(13), Erad-Acc/Dmg/Rchg:30(48), Sciroc-Dmg/EndRdx:50(48), Sciroc-Acc/Dmg/EndRdx:50(50)
Level 8: Follow Up -- AdjTgt-ToHit/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(9), C'ngImp-Dmg/EndRdx:50(9), C'ngImp-Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Dmg/EndRdx/Rchg:50(13)
Level 10: Swift -- Run-I:30(A)
Level 12: Combat Jumping -- Zephyr-Travel:30(A), Zephyr-Travel/EndRdx:50(17)
Level 14: Health -- Heal-I:30(A)
Level 16: Obsidian Shield -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/Rchg:40(40), RctvArm-ResDam/EndRdx/Rchg:30(46), RctvArm-ResDam:30(46)
Level 18: Focus -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx:30(19), Thundr-Acc/Dmg/Rchg:30(19), Thundr-Acc/Dmg/EndRdx:30(21), Thundr-Dmg/EndRdx/Rchg:30(21), Thundr-Dmg/Rchg:30(23)
Level 20: Dark Regeneration -- Theft-+End%:30(A), Theft-Acc/EndRdx/Rchg:30(36), Theft-Acc/EndRdx/Heal:30(37), Theft-Acc/Heal:30(37), EndRdx-I:30(37), Dct'dW-Heal/EndRdx:30(39)
Level 22: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(23), Efficacy-EndMod/Acc:50(50)
Level 24: Cloak of Darkness -- GftotA-Def/EndRdx:30(A), GftotA-Def/Rchg:30(25), GftotA-Def/EndRdx/Rchg:30(25), GftotA-Def:30(27)
Level 26: Super Jump -- Zephyr-Travel:30(A), Zephyr-Travel/EndRdx:50(27)
Level 28: Death Shroud -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(29), Erad-Acc/Dmg/EndRdx/Rchg:30(29), M'Strk-Dmg/EndRdx:50(33), M'Strk-Acc/EndRdx:50(34)
Level 30: Cloak of Fear -- Cloud-Acc/ToHitDeb:30(A), Cloud-ToHitDeb/EndRdx/Rchg:30(31), Cloud-Acc/EndRdx/Rchg:30(31), Cloud-%Dam:30(31), EndRdx-I:30(33), DampS-ToHitDeb/EndRdx:30(33)
Level 32: Eviscerate -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(34), Erad-Acc/Dmg/Rchg:30(34), Sciroc-Dmg/EndRdx:50(36), Sciroc-Acc/Dmg/EndRdx:50(36)
Level 35: Shockwave -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(42), Posi-Dmg/Rchg:50(42), Posi-Dmg/Rng:50(42), Posi-Acc/Dmg/EndRdx:50(43)
Level 38: Oppressive Gloom -- Stpfy-Acc/Stun/Rchg:50(A), Stpfy-Stun/Rng:50(50)
Level 41: Soul Tentacles -- EndRdx-I:30(A)
Level 44: Darkest Night -- DarkWD-ToHitdeb/Rchg/EndRdx:30(A), DarkWD-Rchg/EndRdx:30(45), DarkWD-ToHitDeb/EndRdx:30(45), DarkWD-ToHitDeb:30(45), DampS-ToHitDeb/EndRdx:30(46)
Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48)
Level 49: Soul Transfer -- RechRdx-I:50(A)
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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:
* 5.5% Defense(Smashing)
* 5.5% Defense(Lethal)
* 3% Defense(Fire)
* 3% Defense(Cold)
* 21.8% Defense(Energy)
* 21.8% Defense(Negative)
* 3% Defense(Psionic)
* 4.25% Defense(Melee)
* 18.9% Defense(Ranged)
* 3% Defense(AoE)
* 11.3% Max End
* 5% Enhancement(Heal)
* 37% Enhancement(Accuracy)
* 32.5% Enhancement(RechargeTime)
* 4% FlySpeed
* 112.4 HP (7.5%) HitPoints
* 4% JumpHeight
* 4% JumpSpeed
* Knockback (Mag -4)
* Knockup (Mag -4)
* MezResist(Confused) 2.5%
* MezResist(Held) 2.5%
* MezResist(Immobilize) 11.3%
* MezResist(Sleep) 4.15%
* MezResist(Stun) 2.5%
* MezResist(Terrorized) 2.5%
* 17% (0.28 End/sec) Recovery
* 30% (1.88 HP/sec) Regeneration
* 4.08% Resistance(Fire)
* 1.58% Resistance(Cold)
* 4% RunSpeed
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Quote:Resistance is always useful for those times when you *do* get hit. BTW, the 5% HitChance is just for even-level minions, foes get rank and level bonuses that are unaffected by defense levels above 45%. And as Heraclea said, resistance is especially useful for those times when your defense is debuffed.I think my main problem is not really fully understanding the 45% defense thing. I understand that under normal circumstances, there's no tangible benefit to going higher, as enemies always have a 5% hit-chance. If that is the case, then does that mean that with a 45% defense already obtained, One With The Shield will have no tangible effect? Is that true across all archetypes?
Also specifically about Phalanx Fighting, having set it to 0 allies, it still seems to offer a 5% defense increase. Is that the case then, that it always offers 5% and additional defense when teamed allies are nearby?
Since Phalanx Fighting and OwtS are highly situational, most Shield players don't slot them heavily. And as I mentioned in my earlier post, Grant Cover doesn't need much slotting either, but it is extremely useful because it gives defense debuff resistance.
I notice that you included a Karma -KB IO in the first build and the BotZ -KB in this one, which leads me to believe that you think Shields needs it. It doesn't; Active Defense will provide sufficient KB protection. If you want the third BotZ for the AoE defense, that's another story, though there are less expensive ways to get it than that particular IO.
I agree that CP and Physical Perfection would probably be the most useful epics, and that Aid Self will most likely be unneeded once you've soft-capped. However, if you decide to keep Aid Self, it needs to be slotted better. I'd recommend 2xInterrupt Red, 2xHeal, then Recharge and/or End Reduction to your preference.
I'd also strongly recommend that you 6-slot Build Up with Gaussian's. It'll give you a 2.5% def bonus to all positions which will make it considerably easier to soft-cap. -
Just noticed that you said the $600 is at the top of your range...
Another option you should consider is going to a "build your own" maker like cyberpowerpc.com. You can pick what components you want and they'll assemble it for not too much more than you could do yourself. (Which is, of course, the cheapest option.)
You could probably assemble a CoH capable computer there for $500-600, but that's without a monitor. I notice that the craiglist computer had no monitor, do you have one on hand? The big advantage of a desktop is that you can upgrade components as you need and can afford them. With a laptop you're pretty much stuck with the processor and graphics card that came with it. -
I agree that in general you can get more for your money with a desktop than a laptop, especially for gaming.
That said, if the OP's budget is around $600, I recently bought this laptop from Newegg for my son:
http://www.newegg.com/Product/Produc...-636-_-Product
It has a decent graphics card that will run CoH, and is a good choice for the money. -
There's no one right way to slot Dark Regen; you can use PBAoE, Taunt, Healing, and Accurate Healing sets so you have lots and lots of options.
It's a big heal with a short recharge, so I think it's more important to slot it for accuracy and end reduction rather than heal or recharge. One option I've used before is to slot it with three Eradication for the E/NE bonus and then add other IOs, but it's a challenge to get enough end reduction in that case. Frankenslotting with PBAoE and Healing sets is a good way to get the levels you need, if you don't mind giving up set bonuses.
And although I haven't used it yet, (I'm saving up my merits) people who have strongly recommend the Theft of Essence +End proc for Dark Regen. So you might want to start with that and build around it to get the enhancements levels you want. -
First of all, you have Phalanx Fighting set to 1 rather than 0, which makes it look like you have more defense than you do. You really have only 31% melee and ranged defense, not good for a tank that is almost entirely dependent on defense for survivability. As Muon said, you should really consider trying to soft-cap to as many positions as possible. For that, you'll at least need to pick up the Steadfast +def; the Fighting Pool is also a good idea. You can soft-cap a Shield tank without Weave, but it's more difficult and expensive.
You are also very light on your Mace attacks. IME, most most players take everything but either Pulverize or Jawbreaker, you've skipped both of them and Shatter. Shatter really is a must-have, IMO, it's a cone, and Mace's second most damaging attack after Clobber. I'd try to make room for at least one, if not two more Mace attacks.
Grant Cover provides some of SD's defense debuff resistance, so it probably should be included in your build. The power that most commonly gets skipped in SD is OWtS, though I'm planning on taking it on my Shield tank. Phalanx Fighting, Taunt, and One with the Shield are all currently overslotted. (As Heraclea mentioned, accuracy in Taunt is only useful for PvP.)
If you do decide to soft-cap defense, take a stab at another build and we can help you tweak it. It's difficult to propose a soft-capped build unless you know whether Weave is included or not. -
Here's your build, tweaked a little to provide around 8% more E/NE defense. I couldn't go much further in that direction without taking you too far from the S/L soft-cap, which presumably you don't want to do. As you can see, as it is I had to pull the 6th slot from some of your attacks; they should still be adequately slotted, but you might want to play with them a bit to get the slotting closer to what you'd like.
I also switched out Soul Transfer for Op Gloom, a MUCH more useful power, IMO, and one I'd take at 26 when it's available. You can, of course ignore that change if you like.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Tiny Pete: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(7)
Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam/Rchg:40(11)
Level 4: Haymaker -- 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), Mako-Acc/Dmg/EndRdx/Rchg:50(15)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Dark Regeneration -- Dct'dW-Heal/EndRdx/Rchg:50(A), Dct'dW-EndRdx/Rchg:50(17), Dct'dW-Heal/EndRdx:50(19), Nictus-Acc/EndRdx/Heal/HP/Regen:50(19), Nictus-Acc/EndRdx/Rchg:50(21), Theft-+End%:30(40)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(21)
Level 12: Cloak of Darkness -- GftotA-Def:40(A), GftotA-Def/EndRdx/Rchg:40(17), GftotA-Def/EndRdx:40(23), GftotA-Def/Rchg:40(23)
Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15)
Level 16: Health -- Heal-I:50(A)
Level 18: Obsidian Shield -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(27), S'fstPrt-ResKB:30(27)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(25), P'Shift-EndMod:50(29), P'Shift-EndMod/Rchg:50(29)
Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(25), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(31), Mako-Acc/Dmg/EndRdx/Rchg:50(31)
Level 24: Taunt -- Zinger-Taunt:50(A), Zinger-Dam%:50(33), Zinger-Taunt/Rng:50(33), Zinger-Taunt/Rchg:50(34), Zinger-Taunt/Rchg/Rng:50(34), Zinger-Acc/Rchg:50(34)
Level 26: Death Shroud -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(36), Erad-Acc/Dmg/EndRdx/Rchg:30(36), Sciroc-Dmg/EndRdx:50(36), Sciroc-Acc/Dmg:50(37), Sciroc-Acc/Dmg/EndRdx:50(37)
Level 28: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/EndRdx:50(37), GSFC-ToHit/Rchg:50(39), GSFC-Build%:50(39), GSFC-ToHit/Rchg/EndRdx:50(39), GSFC-Rchg/EndRdx:50(40)
Level 30: Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Knock%:35(46)
Level 32: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx/Rchg:40(40), RctvArm-ResDam/EndRdx:40(42), RctvArm-ResDam/Rchg:40(42)
Level 35: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(42), GftotA-Def/Rchg:40(43), GftotA-Def/EndRdx/Rchg:40(50)
Level 38: Foot Stomp -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(43), Erad-Acc/Dmg/Rchg:30(43), Sciroc-Dmg/EndRdx:50(45), Sciroc-Dmg/Rchg:50(45)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- EndMod-I:50(A), EndMod-I:50(46), EndMod-I:50(46)
Level 47: Oppressive Gloom -- RzDz-Acc/Stun/Rchg:30(A), RzDz-Acc/Rchg:30(48), RzDz-EndRdx/Stun:30(48), RzDz-Stun/Rng:30(48), RzDz-Acc/EndRdx:30(50)
Level 49: Combat Jumping -- 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: Gauntlet
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Set Bonus Totals:
* 5% DamageBuff(Smashing)
* 5% DamageBuff(Lethal)
* 5% DamageBuff(Fire)
* 5% DamageBuff(Cold)
* 5% DamageBuff(Energy)
* 5% DamageBuff(Negative)
* 5% DamageBuff(Toxic)
* 5% DamageBuff(Psionic)
* 27.4% Defense(Smashing)
* 27.4% Defense(Lethal)
* 4.25% Defense(Fire)
* 4.25% Defense(Cold)
* 17.4% Defense(Energy)
* 17.4% Defense(Negative)
* 3% Defense(Psionic)
* 18.9% Defense(Melee)
* 16.8% Defense(Ranged)
* 5.5% Defense(AoE)
* 7.2% Max End
* 2% Enhancement(Stun)
* 5% Enhancement(RechargeTime)
* 10% FlySpeed
* 246 HP (13.1%) HitPoints
* 10% JumpHeight
* 10% JumpSpeed
* Knockback (Mag -4)
* Knockup (Mag -4)
* MezResist(Immobilize) 14.3%
* MezResist(Terrorized) 4.95%
* 12.5% (0.21 End/sec) Recovery
* 30% (2.35 HP/sec) Regeneration
* 6.26% Resistance(Fire)
* 1.26% Resistance(Cold)
* 3.13% Resistance(Negative)
* 10% RunSpeed
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Quote:I believe that additional defense *will* help against higher level foes that get a ToHit modifier, but that's only +6 and above. Even level to +5 foes just get additional Accuracy, so the extra defense will not be used in that case.Passing the soft cap does help when encountering enemies that have a higher chance to hit- either from being higher level, or from to-hit buffs. It also gives you some cushion from defense debuffs dropping you below that 45% mark (which can happen with some mobs if the game hates you).
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Quote:They could be; some mob groups like Cimeroran Traiters are notorious for doing an obscene amount of defense debuffing. I recommend listing one of your defense types on your combat stats so you can see when your defense starts going in to the red.Shield seems to have decent Defense Debuff resistance though not as high as Invul so I am wondering if Defense Debuffs would be a problem for my Shield/SS.
Though I haven't done it myself--my shield tank is still a baby--but from what I understand, Membrane Hami-O's slotted into Active Defense will actually enhance your defense debuff resistance, so that might be worth looking into. -
As I understand it, foe HitChance is never smaller than 5%. It can be larger, however, since foes get level (+1, +2, etc.) and rank (lt., boss, etc.) accuracy bonuses that are applied on top of the ToHit calculation. Up to +5 foes, anyway, after that, they start getting ToHit bonuses.
Defense is part of the ToHit calculation, so having defense past 45% is not going to reduce the level and rank accuracy bonuses. The good news is that since Accuracy bonuses are multiplicative instead of additive, their effect on a foe's chance to hit you isn't changed too dramatically. For instance, with soft-capped defense (if I did the math right) a +2 Lt. would have a 6.75% chance to hit you, and a +5 AV would have a 10% chance. This is all explained here in some detail:
http://paragonwiki.com/wiki/Attack_Mechanics
But although defense past 45% doesn't help with rank and level accuracy bonuses, it isn't entirely pointless. It comes into play if your defense gets debuffed, so if you have 50% defense and you're hit with a 5% debuff, you still have 45% defense.
Hope that helps! -
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Quote:Don't know where you got that 24% figure, because when I compared Fast Healing with and without the 6th slot, the difference in regen was exactly 5%.Well, the Scirocco's Dervish won't add any regen, which is why I was going to skip them... I'm already at the max number of +10% regen bonuses. As far as taking something out of Fast Healing, try it in Mid's, and see just how much regen even one slot taken away costs... That single extra heal IO is giving me 24% extra regen. The CJ is slotted for more HP and regen, too, the defense is a tertiary concern at best.
Quote:I can easily swap the acc/dam/rech/end for a straight-up dam, which raises the damage to +73%. Is it really worth stripping slots from something else to go higher? I'm all right with doing a little less damage in the name of better survivability. That said, I could drop the slots from Build Up, and put them into the AoE attacks.
Do I think that fully slotting those three AoE attacks is worth losing the 5% regen in FH and the bonuses from CJ? Heck yes! Damage is a very important part of survivability too, after all. I would never trade that much damage in my top level attacks for some minor additional survivability in one of my tanks, let alone a brute.
But I do think dropping the Gaussian's set would be a good alternative if you're dead set against taking slots from FH or CJ. -
Quote:Though I'm willing to add a slot or two to get a desirable bonus, using two whole power picks just to get small S/L def bonuses seems...excessive, IMO.I was going to skip the travel power entirely due to Ninja Run working so well. That's actually why I have 3-slotted the Hurdle, too... it makes NR much nicer. The presence powers were slotted for the small bonus to defense for S/L... I'm probably not going to use them at all.
Quote:Dropping Stealth for CJ sounds like a good idea. I thought about build-up, but actually getting useful amounts of defense out of it takes 6 slots. T.T
I'll poke at Mid's some more, and see what I can come up with.
Regarding the new build, the biggest problem I see is that you are seriously underslotting your AoEs for damage. I recommend 3 Erad (Dam, Dam/Rchg, Acc/Dam/Rchg) plus two Scirocco's Dervish--Dam/End, Acc/Dam/End, is what I do, though you can play around until you get the slotting you like. I think that would be better in terms of slotting and bonuses--the regen bonus from the SDs is larger than what you're getting from the Pounding Slugfest. But even if you decide to stay with the 4 Erad slotting, those attacks definitely need another slot.
To free up those slots you can take two from CJ--it's base defense value is so low that slotting it for defense is a low priority--and one from Fast Healing, which is currently slotted way into ED territory. -
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Taunt, Challenge, *and* Provoke?? Don't see that every day!
Honestly, though WP's Taunt aura is weaker than others, there is absolutely no reason whatsoever to take three Taunt powers, two of which are sub-par. If you expect to use Taunt that much, just slot the heck out of it for recharge and duration.
Stealth is also a very unusual choice. Do you actually want it for the Stealth, or more for defense? Personally, I think a Stealth IO slotted in Sprint or something similar is a much better choice since it doesn't require a power or pool pick. If you want a little defense boost, get CJ instead, its defense doesn't suppress in combat.
Instead of Stealth, Challenge and Provoke, I'd recommend getting CJ, SJ and Build Up. If you don't care about a travel power, you could just get CJ and pick up a couple of patron attacks instead. (I'd also get Strength of Will instead of Resurgence, but that's more personal preference.)
The sets five-slotted with Kinetic Combat are underslotted for accuracy and damage. I'd drop the KD proc (it's not like Axe needs more KD!) and slot a Acc/Dam from another set.
I'd 4-slot your WP toggles whenever possible. Those two additional slots in Hurdle are unnecessary, so pull those and use them elsewhere. In particular, 4 slots of Reactive Armor would be a good choice for MoB and Tough since they give small S/L and E/NE def bonuses.
IMO, it's not worth slotting for the F/C bonus with those Erad sets. I'd recommend sticking with three slots of Erad and adding two of Scirocco's Dervish for the regen bonus. That would free up three slots that you could use to put another set of KC in Kick or Boxing.
Another way to add some defense is to 5 slot Taunt with Mocking Beratement or 6-slot it with Perfect Zinger.
If you take CJ and SJ they can be 2-slotted with Blessing of the Zephyr for a small E/NE bonus. Build Up can be 2-slotted with Rectified Reticle for a S/L bonus. If you decide to take patron attacks, they can also be slotted for bonuses, but most likely they would require heavier slotting.
I don't see much point in taking Stamina immediately after QR, and if you decide to take a travel power you could definitely delay Stamina a few levels to fit it in.
Hope that helps! -
You don't say whether it's a laptop or desktop, but everything I found about the ATI X1300 for either was not good. For instance, Father Xmas earlier provided a link to this helpful site that compares laptop graphics:
http://www.notebookcheck.net/Compari...rds.130.0.html
Most would recommend that you stay in Class 1 or 2 on that chart if you want good CoH performance, and the x1300 is listed in Class *4*. -
Quote:Thanks, that's helpful to know, Father X!The 6 or higher rule isn't as pertinent anymore after a couple of rounds of nVidia rename game.
Over at NotebookCheck they classify mobile GPU performance. I wouldn't go with anything less than what they bin as Class 1 or 2. -
Quote:I did some research recently when I was buying a laptop for my son, and found that for a laptop that will run CoH reasonably well, you should expect to pay $700-$800 at a minimum. On the other end, the sky's the limit--there are custom builders who will make a premium laptop for you that costs thousands.hey there everyone. ok so i am about a 3 year veteran on and off of city of heroes and i am not very smart computer wise. i am going to get back into CoH since i am getting ready to head to college. problem is is i do not have a good laptop to use for it, all of mine seem to crash the game at many times. could you guys please tell me some of the best laptops that will run CoH with little to no problems at all. i would greatly appreciate it
. or email me at codylambky@hotmail.com. i look forward to responses if people still read these forums. remember that i need little to no problems running and i just want to know price ranges so i can brainstorm.
As I posted in the Player Questions thread, most laptops you'd buy nowdays would have enough memory and processor speed to run CoH well. The thing to watch for is the graphics card; as you can tell from this thread, many new laptops come with a graphics card, or worse, a onboard "graphics solution" that is just not adequate for a 3D game like CoH.
The standard "rule of thumb" is that you should look for a laptop with 1) a dedicated graphics card, and 2) a card that has a 6 or higher as the second digit in model number.
Keep in mind that unlike a desktop comp where you can add or replace most components, with a laptop you're pretty much stuck with the graphics it comes with; so it makes sense to buy the best you can afford.
Why don't you post links to some of the laptops you're interested in, and and I'm sure someone here can give you an opinion on them. -
Quote:That's not really true. While I agree that unless you go for a really bargain-basement model, most laptops you'd buy now would have enough memory and processor power to run CoH adequately, the same can't be said for graphics.Sounds like you got your issue resolved but I wanted to chime in that if you look to buy a new laptop almost any that you would buy now would run CoH some will look/run better than others but it will run. It runs on mine that I paid $350 new for two years ago and the first pc I installed it on is now 9 years old and while I don't use it now... it runs it fine.
People come into the Tech Forum all the time to ask why that their new comp doesn't run CoH well--or at all--and very often it's because they have a graphics card or onboard "graphics solution" that just isn't up to the requirements for 3D gaming. It's especially unfortunate for laptop buyers, since usually there's not a darn thing that can be done to fix the problem other than turn the settings way, way down or buy a better laptop. -
My biggest concern with the original build is the lack of endurance reduction. Some of your toggles are underslotted for defense and end reduction--I like my toggles to be up to the ED cutoff for def/res, but the low endurance reduction is likely to cause more problems in the long run.
Especially since you've got three attacks slotted with Obliteration; a great set for recharge, but a terrible one for end reduction. I think you should consider using another set for one or two of those attacks. Either that, or build for more recovery and +end bonuses. -
The Tech forum is a few up from this one and definitely the best place to ask this question; they field questions like this all the time.
However, you should be specific about your budget and other needs/wants. "The best to run CoH" is pretty wide open definition and could be very pricey indeed. -
Quote:Presumably the 3% resistance *would* stack with any other power that provided damage resistance, if that is indeed what he's asking about.Ok... Assuming Shield Wall is referring to the PVP defense IO set since I can't think of anything else in the game with that name.
"It" would therefore presumably be the 3% resistance unique.
Only it states in the description that it's unique, so only 1 can be slotted on a character.
So it can't stack since it can't be put into a situation where it might try.
Or was that not your question?