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Quote:Easier to soft-cap a Invul Brute than a Invul Tanker? No idea where you got that idea, but it's definitely not true. Tanker Invul powers have higher base values across the board.That's a shame, it's such a fun build to play it's sad that it's known as "The worst build for brutes", but easier to softcap than its Tanker counterpart. Hopefully, I will be able to figure something out with this and let everyone know how it goes once GR comes around.
What EmperorSteele was saying, I believe, is that you can soft-cap defense on a Brute, though it's more difficult and expensive than it would be for a Tanker, but there's no way to similarly enhance a Tanker's damage to match a Brute's. -
Nice build, Whiskey Jack. I think I like it best out of the ones that have been posted. (Though I would probably use GotA rather than Serendipity in BA and Weave.)
If you (or the OP) wanted to soft-cap your build for Ranged and AoE, it would be very easy to do--just swap out the Decimations in Mu Lightning for Thunderstrike, and the Positron's in Ball Lightning for Detonation. -
Huh?
Quote:Maybe i should just make a em/ea brute for just soloing? Would FM be a good option? -
Well, IMO both Icicles and Whirling Hands are underslotted for end reduction. For Icicles, I'd swap out the Acc/Rchg for a Acc/End from another set. If you want to keep the Psi def (I don't think it's worth slotting for, myself) you can slot the Scirocco's in WH instead, since the 6-slot SD level of end red is fine for that.
Wherever you end up putting the Erad, I recommend that you ditch 2 or 3 Erad slots and use IOs from another set where you can get sufficient end reduction. If you were 6-slotting Erad for the F/C def, you'd be better off 3-slotting Tough with Aegis for a much better F/C def bonus.
Chilling Embrace has the standard toggle end cost, and doesn't need a second end red slot. If you want a little more S/L def and you can spare the slots, Curtail Speed has a small 4-slot S/L def bonus. Other options are 2-slotting Rectified Recticle in Build Up or 4-slotting Smashing Haymaker in one of the ST attacks.
You are also over the cap for 10% regen bonuses and 21 HP bonuses--not a big deal if you're depending on those bonuses, but worth noting. -
It's on for Champion tonight?
(We really need a Tanker Tuesday sticky!) -
You took slots out of TI and Tough? Certainly not my first choice, since it means they will be underslotted for resistance and end reduction. If you are going to take a fourth RA slot from somewhere, RPD makes much more sense, since its base value is lower and it doesn't need end reduction.
Personally, I would use any slots you can free up to put a fifth slot in one the attacks that's currently underslotted, Chain Induction for instance, rather than a sixth slot in one of the others.
Putting a fifth slot of MB in Taunt for the F/C defense bonus wouldn't be a bad choice, either, though I think slotting CI is more important. -
Sure it would be viable.
However, I wouldn't recommend taking Boxing that early, especially if it means you have to delay Invinc. I'd suggest taking Invinc at 18, KoB at 22 and Boxing at 24. I also wouldn't bother with the Mako's slots in it unless you're planning to use it as a regular part of your attack chain.
I'd use those two slots to add a fourth slot to TI and Tough so they are fully slotted and you get the benefit of the S/L def bonus. That would allow you to step back one set of KC to Smashing Haymaker and save a whole lot of infl.
I'm guessing that you know that Invul doesn't need any KB protection besides UY, (if you don't, it doesn't) and are slotting the BotZ -KB for the F/C bonus. Honestly, given how rare pure F/C def is, I don't think it's worth the infl/merits to soft-cap F/C def that way. I'd use one of those slots as a fourth in UY--I hate to have my toggles underslotted!
There's really no reason not to slot a Res/Rchg in RPD instead of Res/End/Rchg; it'll get it closer to the ED cut-off, and it's not like RPD needs additional end reduction.
I'd also get CP instead of FA and put the Gaussian's in Rage instead, but that's definitely a personal preference thing. -
A few things:
Cloak of Darkness has the same defense value as Weave, at a slightly lower endurance cost. If you were to work that into your build, you'd have to spend considerably less on IOs. (Getting all those KCs is going to be tough!)
Your attacks are all underslotted for damage, and some (Jab and Punch) for both Accuracy and Damage. In Haymaker and KoB, consider replacing the Mako's Acc/End/Rchg with an Acc/Dam/End/Rchg. Punch needs another slot of the same, and Jab too if you can find one for it.
As you know, Dark has a weakness to Energy damage, and you're missing a lot of opportunities to increase your E/NE defense to compensate. For Death Shroud, try this slotting instead: Eradication Acc/Dam/Rchg, Dam/Rchg, Acc/Dam/End/Rchg and Scirocco's Dervish Dam/End and Acc/Dam/End. That'll give you better enhancement values and much better bonuses. I'd recommend the same for Foot Stomp.
Also, try moving one of the slots from CP or Hasten to SJ and slotting it with two BotZ for the E/NE bonus.
On my Dark tank, I found it very difficult to run Death Shroud before Stamina, and ended up respecting out of it until then. I see you've planned to take Stamina at 22, which will make it even harder. I think you should consider delaying DS until 22 and taking Stamina right at 20. -
You probably won't like this suggestion, but the simplest way is to drop Maneuvers and pick up the Fighting Pool. Of course, you'll have to drop two other powers--ones that don't provide defense or defense set bonuses--but it'll get you there.
Here's an alternative with the power picks you have: scrounge two slots for SS; one from Hasten and the Endurance slot from Deflection is what I'd recommend, and three slot SS with BotZ. (sorry, I know the BotZ -KB is super expensive!)
Then replace the Eradication set in FSC with a full set of Multi Strike. Finally, replace the Positron's Blast in one of the Targeted AoE with 5 slots of Detonation for a little more AoE def. By my calculations, that puts you at exactly 45% for all three positions. It ain't pretty, but it works.
Personally, I think the Fighting Pool option is a better one. Fewer attacks (you have plenty!) will free up some slots to enhance resistance in Deflection and True Grit; that combined with Tough will give you a little resistance to fall back on. Oh, BTW, just Weave will leave you a little short on AoE def, but a set of Aegis in Tough or Detonation in one of the Targeted AoEs will take care of that. -
Here's my Shield/Electric build; she's still a baby, but I'm having fun with her. I haven't tried farming with her (not my thing) but with Lightning Rod and Shield Charge, Shield/Elec has tons of AoE potential.
My parameters for this build were: Fly instead of CJ/SJ, had to be soft-capped for all positions, and had to be relatively cheap since this character is on a server with no sugar-daddies.
Please note that because tanker SD has such high defense values to begin with, there are many, many different ways to soft-cap, these were just my choices!
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Faraday Shield: Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Electrical Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Deflection -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(3), GftotA-Def/EndRdx/Rchg:40(3), GftotA-Def:40(5), ResDam-I:50(5), ResDam-I:50(19)
Level 1: Charged Brawl -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(9), C'ngImp-Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/EndRdx:50(48)
Level 2: Battle Agility -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(7), GftotA-Def/EndRdx/Rchg:40(7), GftotA-Def:40(9)
Level 4: Jacobs Ladder -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(43), M'Strk-Dmg/Rchg:50(43), M'Strk-Acc/EndRdx:50(43), M'Strk-Acc/Dmg/EndRdx:50(46), M'Strk-Dmg/EndRdx/Rchg:50(46)
Level 6: True Grit -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(15), ResDam-I:50(15), Dct'dW-Heal/EndRdx:40(17), Dct'dW-Heal/Rchg:50(17), Dct'dW-Heal:50(19)
Level 8: Air Superiority -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(25), C'ngImp-Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/EndRdx:50(33)
Level 10: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(11)
Level 12: Against All Odds -- EndRdx-I:50(A)
Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(21)
Level 16: Swift -- Run-I:50(A)
Level 18: Health -- Mrcl-Heal/EndRdx:40(A), Mrcl-Heal:40(21), Heal-I:50(23)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(23), P'Shift-EndMod/Acc:50(25), P'Shift-End%:50(50)
Level 22: Phalanx Fighting -- DefBuff-I:50(A)
Level 24: Taunt -- Range-I:50(A), Taunt-I:50(50)
Level 26: Shield Charge -- Erad-Acc/Rchg:30(A), Erad-Dmg/Rchg:30(27), Erad-Acc/Dmg/Rchg:30(27), M'Strk-Dmg/Rchg:50(29), M'Strk-Acc/Dmg/EndRdx:50(29), M'Strk-Dmg/EndRdx:50(31)
Level 28: Thunder Strike -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(33), M'Strk-Dmg/Rchg:50(33), M'Strk-Acc/EndRdx:50(34), M'Strk-Acc/Dmg/EndRdx:50(34), M'Strk-Dmg/EndRdx/Rchg:50(48)
Level 30: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(34), GSFC-ToHit/Rchg/EndRdx:50(36), GSFC-Rchg/EndRdx:50(36), GSFC-ToHit/EndRdx:50(36), GSFC-Build%:50(37)
Level 32: Chain Induction -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(37), C'ngImp-Dmg/Rchg:50(37), C'ngImp-Acc/Dmg/Rchg:50(40), C'ngImp-Acc/Dmg/EndRdx:50(40), T'Death-Dam%:40(50)
Level 35: Boxing -- Stpfy-Acc/Rchg:50(A), Stpfy-Acc/Stun/Rchg:50(46)
Level 38: Lightning Rod -- M'Strk-Dmg/EndRdx:50(A), M'Strk-Acc/Dmg:30(39), M'Strk-Dmg/Rchg:50(39), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(40), M'Strk-Dmg/EndRdx/Rchg:50(48)
Level 41: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(42), ImpArm-ResDam/EndRdx/Rchg:40(42), ImpArm-ResDam:40(42)
Level 44: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(45), GftotA-Def/EndRdx/Rchg:40(45), GftotA-Def:40(45)
Level 47: Grant Cover -- EndRdx-I:50(A)
Level 49: One with the Shield -- ResDam-I:50(A)
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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:
* 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)
* 7.06% Defense(Smashing)
* 7.06% Defense(Lethal)
* 7.06% Defense(Fire)
* 7.06% Defense(Cold)
* 8.94% Defense(Energy)
* 8.94% Defense(Negative)
* 4.88% Defense(Psionic)
* 11.1% Defense(Melee)
* 10.2% Defense(Ranged)
* 11.1% Defense(AoE)
* 9.45% Max End
* 21% Enhancement(Accuracy)
* 15% Enhancement(RechargeTime)
* 10% FlySpeed
* 133.5 HP (7.13%) HitPoints
* 10% JumpHeight
* 10% JumpSpeed
* MezResist(Immobilize) 6.6%
* MezResist(Sleep) 6.6%
* MezResist(Stun) 4.95%
* MezResist(Terrorized) 2.2%
* 18.5% (0.31 End/sec) Recovery
* 12.5% Resistance(Fire)
* 5.04% Resistance(Cold)
* 10% RunSpeed
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The Steadfast +Def is a global, it's always on, no matter what power you put it in. I think you can lose its effect if you exempt a number of levels below the enhancement level, but I forget what the exact rule is.
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S/L damage is by far the most common in the game, with Energy a distant third. Since Electric has capped Energy resistance, S/L is the way to go, IMO.
Some sets to look for with S/L def bonuses: Kinetic Combat, Smashing Haymaker, Reactive Armor, Rectified Recticle, Mocking Beratement, Perfect Zinger, and others you can find through the link I posted earlier. You also definitely need to get the Steadfast +Def unique and Weave; CJ is also helpful.
A cautionary FYI: Kinetic Combat has a very high S/L def set bonus, and consequently they are quite expensive and hard to find, especially red-side from what I understand. (I haven't shopped for them red-side for some time.) You might want to save your merits and get them that way if you decide to go the S/L def route. -
Gah! Given how rare NE, Fire and Cold damage are, I don't see how the benefit of this could conceivably be worth the cost. Maybe if you could get substantial amounts of S/L resistance...
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Hmm, personally, I think Build Up is more useful than ResEl, (and you can get a two-slot 1.88 S/L bonus with it!) but if you really want ResEl, so be it.
I would recommend that you put another slot in Tough Hide, it'll take you a little closer to the S/L soft-cap.
I see you still have a fifth slot in TI. If you really feel that you must overslot one of the toggles for end red, Tough is a better choice. It doesn't really need that much end red either, but its end cost is a little higher than TI or UY so you'll get more out of it.
IMO, Obliteration is a poor choice for Whirling Hands because six slots have less than 20% end reduction. I really think the Erad slotting that C_M_A had in his build and I mentioned earlier would be better. (Erad is also low in end red, but it can be mitigated by additional slots since you only need 3 Erad for the bonus.)
To make up for the lost S/L def from the Oblit, you have a couple of choices. For instance, BUILD UP! (just kidding) Seriously, though, you could switch one of the SH sets to Kinetic Combat; if you put them in Barrage you don't need to be so picky about the enhancement levels. Or you could scrounge up 3 slots and 4-slot Air Sup with Smashing Haymaker. Less influence, but more slots.
Here's what the "slotting Air Sup" option would look like; it has 44.4% S/L def and 42.8% E/NE. (BTW, switching the Mocking Beratements to Perfect Zinger would put you over the soft-cap.)
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Chief Centurion Z1: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(13), S'fstPrt-ResDam/Def+:30(17)
Level 1: Barrage -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(5), S'ngH'mkr-Dmg/Rchg:35(37), S'ngH'mkr-Dmg/EndRdx/Rchg:35(40), C'ngImp-Acc/Dmg/EndRdx:40(42)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(3), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(13), Dct'dW-Heal:50(17)
Level 4: Bone Smasher -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(5), S'ngH'mkr-Dmg/Rchg:35(15), S'ngH'mkr-Dmg/EndRdx/Rchg:35(34), P'ngS'Fest-Acc/Dmg:30(40), P'ngS'Fest-Dmg/EndRdx:30(42)
Level 6: Swift -- Run-I:50(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(11)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(11), Mocking-Taunt/Rchg/Rng:50(34), Mocking-Acc/Rchg:50(40), Mocking-Taunt/Rng:50(43), Mocking-Rchg:50(43)
Level 12: Air Superiority -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(43), S'ngH'mkr-Dmg/Rchg:35(46), S'ngH'mkr-Dmg/EndRdx/Rchg:35(48)
Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15)
Level 16: Health -- Numna-Regen/Rcvry+:50(A)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(19), HO:Cyto(19)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21), P'Shift-End%:50(50)
Level 22: Whirling Hands -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(23), Erad-Acc/Dmg/Rchg:30(23), M'Strk-Dmg/EndRdx:50(29), M'Strk-Acc/EndRdx:50(29), M'Strk-Acc/Dmg/EndRdx:50(34)
Level 24: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(25), RctvArm-ResDam:40(27)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(27), DefBuff-I:50(48)
Level 28: Boxing -- HO:Nucle(A)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam:40(31)
Level 32: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(33), GftotA-Def/EndRdx/Rchg:40(33), GftotA-Def:40(33)
Level 35: Energy Transfer -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(36), S'ngH'mkr-Dmg/Rchg:35(36), S'ngH'mkr-Dmg/EndRdx/Rchg:35(36), P'ngS'Fest-Acc/Dmg:30(37), P'ngS'Fest-Dmg/EndRdx:30(37)
Level 38: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(39), RctvArm-ResDam/EndRdx/Rchg:40(39), RctvArm-ResDam:40(39)
Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45), Thundr-Acc/Dmg/Rchg:50(45), Thundr-Acc/Dmg/EndRdx:50(46), Thundr-Dmg/EndRdx/Rchg:50(46)
Level 47: Physical Perfection -- EndMod-I:50(A), EndMod-I:50(48)
Level 49: Resist Elements -- Aegis-ResDam/Rchg:50(A), Aegis-ResDam/EndRdx:50(50), Aegis-ResDam:50(50)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
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Set Bonus Totals:
* 19.3% Defense(Smashing)
* 19.3% Defense(Lethal)
* 9.25% Defense(Fire)
* 9.25% Defense(Cold)
* 17.7% Defense(Energy)
* 17.7% Defense(Negative)
* 3% Defense(Psionic)
* 11.1% Defense(Melee)
* 14.6% Defense(Ranged)
* 6.13% Defense(AoE)
* 5.4% Max End
* 12.5% Enhancement(RechargeTime)
* 4% Enhancement(Heal)
* 7% Enhancement(Accuracy)
* 4% FlySpeed
* 84.3 HP (4.5%) HitPoints
* 4% JumpHeight
* 4% JumpSpeed
* MezResist(Held) 2.75%
* MezResist(Immobilize) 14.3%
* MezResist(Sleep) 1.65%
* MezResist(Terrorized) 2.2%
* 4% (0.07 End/sec) Recovery
* 16% (1.25 HP/sec) Regeneration
* 4.71% Resistance(Fire)
* 2.21% Resistance(Cold)
* 9% RunSpeed
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If you have all that end reduction in your toggles now, and it's not helping, that should tell you something. Invul has no high endurance toggles, and the end cost of the Fighting Pool powers is moderate at most. It's almost certainly your attacks that are causing your endurance problems, not the toggles.
I'd recommend 1) slotting for more +end and +recovery bonuses, and 2) slotting your attacks more heavily for end reduction.
I can modify your most recent posted build to something that would probably work, but have you decided what powers to take? A build with the Fighting Pool will be substantially different than one without.
EDIT: Looking more closely at the first build you posted, I see that the attacks slotted with CI are heavily slotted for end reduction. I'm rather surprised you are having problems with end management--I don't generally have many end issues with my Invul tanks once they're IOd out. But perhaps a build with both the Fighting Pool and CP/PP would work better for you. -
Quote:I know that, intellectually, and sometimes will allow less important res/def powers to go underslotted. But I just can't convince myself that less than 56% enhancement is good enough for my main shields!I did some playing around and found that slotting level 25 Reactive Armor only cost me about 2% total resistance over slotting 35's. It's under the ED cap sure, but the loss is minimal enough that you'll never notice it in the game. Allowing yourself to dip down into the 20's to find the IO's will significantly cut your costs; lots of players have the "must have it at max level" mindset.
But yes, it should be noted that falling under the magic 56% is unlikely to seriously affect your build. -
Here are a few:
http://paragonwiki.com/wiki/Category...Lethal_Defense
Note that most typed defense bonuses are 3 or 4 slot bonuses, where positional ones are almost all 5 or 6.
For a set like FA, which has no defense of its own, I also think S/L is a better choice. It makes up a larger proportion of damage types (around 70%, IIRC) than Melee does of positional types. -
Better, at least you're concentrating on S/L damage rather than Psi!
However, your toggles are still way overslotted. TI, UY, and Invinc just need four slots, drop the End and End/Rchg from each. (That much end reduction is unnecessary, and the set bonuses are achievable in other, better ways.)
I would add another slot each to RPD and Tough Hide so they're fully slotted. If you're going with 3 common IOs in TH they don't have to be 50s, level 30s will do.)
The Kinetic Combat sets are low in accuracy and damage. I'd drop one of the KCs and replace it with and Acc/Dam or Acc/Dam/End from another set. (Preferably the KD proc, but I know the Dam/End/Rchg is very expensive and hard to find.) If you have the slots, you could add a sixth slot instead for that purpose.
Touch of Death, Obliteration, and Mako's Bite are all sets with primarily positional defense bonuses; there are much cheaper and less slot-intensive ways to acheive the same goals. For instance, Smashing Haymaker gives the same amount of S/L def in 4 slots that ToD does in 6 at a fraction of the cost. You can aways add two slots from another set to make sure the attacks are slotted the way you like. (Of course, you can use Kinetic Combat in BS, Air Sup and ET instead, if you have the influence or merits for 5 sets.)
IMO, Eradication is a far better choice for Whirling Hands than Oblit, the E/NE defense bonus is twice as large as Mako's, in three slots instead of six. Again you can use IOs from another set to fill out its slotting.
I'd also recommend that you slot Taunt with either 5 Mocking Beratement or 6 Perfect Zinger; both have nice defense bonuses.
With 5 sets of KC and the Perfect Zinger you'd be within a hair of softcapping S/L def. (Mocking Beratement plus two Rectified Recticle in Build Up would also do it.) Of course, it would be much easier and less expensive if you had Weave, but that's the trade-off. -
Quote:Eh, when I started slotting RA they only gave Energy and Smashing defense, and were barely above vendor trash in price. Once they paired the defense types and people discovered how useful defense bonuses can be they've only gone up.I did notice though the the reactive armours are still not cheap on the Market, don't know about the other sets, but looks like il have to save a few bucks first
One thing that might help is to remember that you don't need to use all 40s to slot resistance to the ED cut-off; level 35s will do. There are usually one or two enhancements cheaper than the rest, so I buy them at the highest level I can, which gives me more room to buy the remaining IOs at a lower level. Play around with Mid's to see what levels will get you to 56%.
As for the others, Smashing Haymaker and Mocking Beratement are both quite inexpensive. Erad isn't too bad either, as long as you stay away from the Acc/End/Dam/Rchg IO. (I rarely use it for that reason.) BotZ are a little pricey, but fortunately you don't need many of them. And you probably know that the Numina and Miracle uniques and the LotG +Recharge are *very* expensive, but you can work those in as you can afford them. -
The only serious problem I see is that the attacks slotted with Smashing Haymaker are underslotted for accuracy and damage. I think you need four slots, 1 each for Jab and Haymaker, and 2 for KoB. The build as posted has two unassigned slots, so you'll need to reassign two more. I'd recommend that you either take the third slot from Hasten and Unstop (the recharge lost shouldn't be significant considering your global recharge bonuses) or take a slot each from Tough Hide and Stamina. An Acc/Dam or Acc/Dam/End from Crushing Impact will do the job for Jab and Haymaker, and for KoB, try the CI Acc/Dam/End and Acc/Dam/Rchg.
Some slotting refinements you might consider:
Gift of the Ancients has a nice +end bonus for four slots, so think about replacing the Serendipitys in Invinc with two more GotA.
For Footstomp, Scirocco's Dervish has good 2 and 3 slot bonuses, so try replacing the MS and the Acc common with 3 SD. (Make sure you include sufficient end reduction, the Erad set has very little.)
Good luck with your tank!
EDIT: I just noticed that some of the Reactive Armor sets still have an End or End/Rchg IO slotted. Make sure all of them are slotted Res, Res/End, Res/Rchg and Res/Rchg/End. If you're going to 4-slot them, you might as well slot them to the ED cap! -
Well, first of all, the toggles are all overslotted for end reduction. None of Invul's or the Fighting Pool toggles require more than one level 50 common end red IO, their end costs are just not that high.
Also, I never slot for Psi resist on my Invul, pure Psi damage isn't common enough to justify it, IMO. If you do run into a Psi damage, Dull Pain is your best friend. (Speaking of DP, it could use another slot of Recharge Reduction.) But if you think slotting for Psi resist is essential, go for it.
What's the point of the LotG Res/Rchg in Weave? Did you mean to slot a +Recharge? As it is, it's way overslotted for defense.
But most importantly, you're not slotting Invinc for Defense, a very bad idea. Pull some of the extraneous end red slots from your other toggles and slot it 3 defense, 1 end red.
I took Total Focus on my Invul/EM, which you could fit in if you dropped either Air Sup or Hover. (Not sure why you need both.) Are you planning to use Boxing? You have a lot of low level attacks with it, Air Sup and the EM attacks. If you're not planning to use it regularly, it certainly doesn't need to be slotted so heavily. Personally, I'd drop Hover, take TF and move the slots in Boxing to it. -
Quote:And that is the exact laptop I got for my son. (It was marked down to $599 when I ordered it before Christmas.)I agree with Hyperstrike, of the laptops over at NewEgg, that Asus K50AB-X2A for $650 would handle the game a lot better than that Gateway. Downside is it's $150 more.
But honestly, all the other CoH-capable laptops I looked at were even more expensive, so the OP may just have to bite the bullet and spend more than planned. -
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I'd agree with getting Hasten since you've soft-capped S/L defense.
A few other things:
Definitely move Invinc to 18. ResEl and Boxing/Tough can easily be moved until after Stamina, which would allow you to get CJ and SJ in earlier, too. I'd also move RPD later to take Taunt sooner, but that's more personal preference.
The attacks slotted with Smashing Haymaker are underslotted for accuracy and damage, they need at least one more slot from another set.
The Reactive Armor sets are definitely overslotted; all you are getting for the fifth slot is more endurance reduction--which you don't need--and a measly .63 F/C def bonus. You can make up for the lost F/C def by simply 3-slotting ResEn with Aegis, and have 5 slots to use elsewhere.
Using sets like ToD and Oblit that have primarily positional defense bonuses is an expensive way to get small amounts of S/L def. In KoB, I would put another set of Smashing Haymaker and fill in with IOs from another set, but that's your call. For Footstomp, I think a better option would be 3 Eradication for the E/NE bonus and 3 set IOs to fill out the slotting.
There is absolutely no point in using single-aspect set IOs in CJ. You're not getting a set bonus, and they're giving the same enhancement value as a common IO of that level. Just slot common IOs instead, or better yet, slot two BotZ for the E/NE bonus. The same can be done for SJ. If you've got an extra slot, you could also drop a common defense IO in CJ, but the base value of CJ is so low you won't miss much if you don't.
The loss of the S/L def from the Oblit in Footstomp can be made up in several ways; probably the simplest is to 5-slot Taunt with Mocking Beratement, which also gives a nice F/C bonus. -
Well, one thing I noticed in the build you posted is that Tough is underslotted for resistance, you need to add another level 50 common IO to get it up to the ED cut-off. Grounded is also underslotted; slotting it for resistance will increase your total Energy resists (which you don't need) and Neg Energy resists (which you do).
Speaking of ED, it's worth noting that your main resistance powers are overslotted, especially Static Shield. Because of ED, the only benefit of devoting more than 4 slots to them (besides the set bonuses) is an increase in end reduction, and it's more end reduction than you really need. If you really want to slot that way for set bonuses, that's fine, but be aware that those slots might be better used elsewhere.
But other than slotting the Electric Armor shields properly and adding Tough, there's not a lot you can do to increase the amount of resistance you have. Set IO bonuses for additional resistance are small, uncommon and often are for only one resistance type, or a IO type that wouldn't be used by a brute, anyway.
Here's a helpful Paragon Wiki page, look for the "Sets that improve XXXX resistance" listing and click on it to see the sets and bonuses they offer.
http://paragonwiki.com/wiki/Category:Invention_Sets
Given that it usually takes several slots to get even a 2% increase in resistance for a single damage type, you can see why almost no one bothers. And I mentioned in my previous post, it *is* possible to accrue useful amounts of defense using set bonuses, that is the option most go for. (Each 1% of defense is generally considered to be worth 2% of resistance, and there are fewer types to slot for, which makes it easier to get significant amounts through set bonuses.)