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Posts
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You have more to worry about with the graphics card than the processor. I imagine that will run CoH, but not at anything near top settings. The standard "rule of thumb" is to look for a discrete graphics card with at least a "6" as the second character of the model number.
You could probably shave that a bit if you're not particular about graphics--I recently bought an Asus laptop with an ATI 4570 that runs CoH pretty well--but IMO I doubt you'd be happy with a 3200.
I did some checking around before I bought the Asus, and found that if you want a decent CoH capable laptop you should expect to spend at least $700-$800. I got the Asus for $600, but it was for my 11-year-old who's not too picky. -
Not sure what you mean by "resistance based". Electric Armor is, of course, an all resistance set, but the ability to significantly increase the amount of damage resistance from IOs or other sources besides Tough is extremely limited. Purples are certainly not going to help with that to any degree.
For melee characters, the most common way to make a character more durable is to add defense, since you can build in significant amounts of defense using IO uniques and bonuses. Is that what you're talking about?
It's really impossible to tell what your goal is from build you've posted, since the slotting and bonuses are all over the place. Could you clarify what you're looking for? -
Quote:Ack! You're right, I got the mechanisms confused.Pssst Finduilas. That's Grant Cover you're thinking of.
Phalanx's base defense doesn't get enhanced, only the amount you get when teammates are close by.
But still, since you only get the benefit of the additional slots in specific circumstances, many choose not to slot it fully for resistance. -
Quote:Quick correction--the S/L defense bonus in Reactive Armor is the 4 slot bonus, not the 5 slot. I wouldn't recommend anyone looking for typed defense bonuses 5 slot RA for the measly .63% F/C def bonus it gives.Before you can get a S/L capped Def build a Fire/ tank lives or dies by the performance of Healing Flames.Temp Protection gives a nice %20 slow resist combined w/ Winters Gift %20 slow resist IO (which is easy to come by this time of year)makes sure HF is always up when you need it.Temp Prot is also a nice place to put another 5 reactive armors for the S/L def.
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With standard SO slotting and taking CJ and Weave, you'll hit around 39% defense to all positions, which means you need an additional 6% to soft-cap.
Your first purchase should be the Steadfast +Def unique, which gives 3% def to all. It will be one of the pricier recipes I'd recommend for a cheap soft-cap build, but it's worth it. If you don't take it, you'd have to make up that defense in some other, probably more expensive ways.
With the Steadfast +Def (plus your primary slotted, plus CJ and Weave) you'll be within 3% of soft-capping all positions, which is easily achievable with IO bonuses. I would *not* recommend using Red Fortune, Serendipity, Titanium Coating, or other defense and resistance sets that give 6-slot defense bonuses for a couple of reasons. First, it's a waste of slots, most res/def powers will be fully slotted with 4 slots, and secondly, for Shields in particular, there are a couple of powers (Defection, True Grit) that have a secondary benefit of providing damage resistance, which should be slotted if possible.
Because attacks have more aspects that can be enhanced (acc, recharge, end red, damage, misc secondary features) they benefit a lot more from six-slotting than resistance and defense powers. So that's where I'd recommend you look first for defense bonuses.
Since you only need 3% additional defense, there are a number of ways you could do it. The cheapest way I can think of is to first 6-slot two of your PBAoE attacks with Multi Strike, which will take care of both Melee and AoE defense. Shadow Maul and Soul Drain are good candidates for this. (Shield Charge would also work, but you might want more recharge than the Multi Strikes would give. On my Shield/Elec, I plan to slot it with 3 Erad and 3 Multi Strike.)
There are several different ways to get the Ranged defense you need, for instance, 6-slotting Mako's Bite in one of your single-target attacks. But instead, I'd recommend 2 slotting CJ or SJ with Blessing of the Zephyr. (*Not* the -KB one, which is very expensive and hard to find.) Believe it or not, just those two slots will bring you up to the soft-cap for Ranged defense.
That's it for soft-capping, you could slot the rest of your build with SOs or common IOs and be fine. Though you might want to look around for some relatively inexpensive sets that have bonuses you like; for instance Crushing Impact is always a good choice for ST attacks. For defense and resistance powers, four slots of any set above level 35 or so will do the job, just look for ones you can afford and have bonuses you like.
Oh, and I noticed that in your sample build you had 4 slots assigned to Phalanx Fighting--remember that slotting for defense in PF doesn't help you, just your allies. Most Shield tanks throw a common defense IO in the base slot and call it done.
Hope that helps! -
Another set of Kinetic Combat is certainly a reasonable option if you've got the infamy or merits to do it.
The only thing I would consider a concern is that the sets that are just 4-slotted with KC are going to be underslotted for accuracy and damage. If you don't have the slots to add an additional slot to all of the sets, (the ones you plan to use, anyway) add a fifth slot the more damaging attacks and the ones you plan to use the most. In a pinch, you could pull the Dam/End from Health and use it somewhere.
Good luck with your Brute! -
Ahh, that explains it! I thought you were starting with FM as the best, since I've often seen them ranked that way.
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What a hoot! It was great seeing you guys IRL, so to speak. (I was playing Hrist Frostreaver, my Ice/Axe tank.)
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Quote:I'd definitely rank War Mace above Battle Axe for AoE. They're otherwise very similar, but the fact that Crowd Control can hit twice as many targets as Pendulum makes a significant difference.The stock answer is, any of the ones you mention interest in would be fine. If you want to fight a lot of significantly higher-level stuff, the synergy between Rage and Invincibility both boosting your to-hit might weight your preference slightly toward Super Strength. But despite Foot Stomp being superb, Fiery Melee, Battle Axe and War Mace have better AoE, in approximately that order. As I understand it, not having played it, Ice has okay AoE, but the ST damage lags a lot in exchange for the greater control.
PeterPeter, I think you should consider staying with War Mace. Since the buffs it has improved considerably both in ST and AoE damage. Clobber has gone from an "everybody skips" to a "must have" attack; Crowd Control is now a great power, KDing up to 10 foes at a time. WM has significant damage mitigation from both stuns and knockdown, (no more KB!) and pesky minions like Sappers are easily dealt with using Clobber, which auto-stuns most minions and lts.
Give it a try! -
Besides the points I made before; you need the Steadfast +Def, there's no point in frankenslotting your armor toggles, Health is underslotted, etc., your Lightning Field slotting is still not good. It's a high end cost toggle, and Obliteration has less than 20% end reduction. You should be aiming for 60% or more.
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My Ice/Axe will be there! If you're taking requests, could we do something other than Sister Psyche? I've done that the last couple of Tanker Tuesdays and found that, yes, you can get sick of Freakshow.
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You must have a compelling concept reason to be taking Flurry, of all things, especially since you're skipping Power Sink, one of the signature powers in Electric Armor. If not, well, I'm baffled.
I agree with the other comments about Lightning Field; not only is the "all-proc" slotting less than ideal, it leaves a very high-end toggle with insufficient end reduction.
I also don't see the point in frankenslotting your resistance toggles; the benefit you get from it is minimal and you miss out on desirable 3 and 4-slot set bonuses. You'd be better off just slotting a set that has bonuses you like.
Health should be slotted with Heals as well as the Regen and Recovery uniques. I'd pull the second slot from Swift and Lightning Reflexes and move them to Health.
I see you slotted the Steadfast -KB, presumably to supplement Grounded. That's fine, but the Steadfast +Def would also be a good purchase. -
Better, but you've gone from underslotting Obsidian Shield to underslotting Tough. Considering that Tough gives resistance to the most common damage types and Ob Shield to the least, that's a very poor exhange. I'd move the three Steadfast back to Ob Shield, add a common resist IO, and then 4-slot Tough with Reactive Armor.
As I noted before, the Reactive Armor sets do not need a fifth slot! (The three main Dark shields are very low end cost--lower than the average for a standard toggle.) So pull the fifth slot from DE, MC, and OS and move one to Tough and two to Weave.
You've done a good job adding E/NE defense, but S/L def would be even more useful. If you've got the infl or merits for the more expensive pieces, I'd go for 4-slot sets of Kinetic Comb in Bash, Pulverize and Clobber. (Smashing Haymaker is a less expensive alternative with a smaller S/L def bonus.) I'd leave Bash at 4 slots--taking one slot from Pulverize--and fill out the slotting for Pulverize and Clobber with IOs from another set.
I'd also take Death Shroud at 24 or so and delay the Fighting Pool to make room, but that's more personal preference. -
What Aett said. (And more to follow.)
First of all, what is your goal? I built for typed defense bonuses on my Dark/Mace, but this build is all over the place; I see bonuses for typed defense, positional defense and a lot of recharge. Which makes me wonder...why all the recharge? I don't think either set benefits significantly from that much additional recharge--once you've got a good attack chain going, what is the recharge *for*?
Some specific recommendations:
I agree that you should pick up Death Shroud for both damage and aggro control, though you might want to wait until after Stamina to do so since it has a heavy end cost. IMO, Cloak of Fear is optional--Op Gloom has much better synergy with Mace at a fraction of the cost in end and slots. Though honestly, the first thing I'd drop for Death Shroud is Soul Transfer.
The three big endurance users in Dark are Death Shroud, Dark Regen, and Cloak of Fear, and all three should be heavily slotted for end reduction--60% or more, preferably.
Ironically, you've got much more end reduction than you need in Dark Embrace and Murky Cloud; drop the Endurance IOs altogether and use those slots elsewhere.
Obsidian Shield is underslotted for resistance, not a huge problem, but you are missing out on some Psi resist that you'd have if it was slotted better. I'd add a common resist IO if possible.
I'd slot more Acc and End Red in Dark Regen--you really don't want it to miss under debuffs and as I mentioned, it has a very high end cost. Slotting heal in DR is less important, so I'd use the three Theft with Accuracy, the Theft +End, and then a common End Red IO.
As Aett said, Stamina is underslotted, and that's a problem. I'd add a couple more from the Perf. Shifter set or a of common IO.
If you decide to keep CoF, some more end reduction would be helpful. It looks like you are slotting Op Gloom for set bonuses, which is fine, but in case you need the slots elsewhere, it's fine one-or-two slotted.
Whirling Mace is woefully underslotted; it should get a least 5 slots. Shatter and Crowd Control are fully slotted--but Oblit is a terrible choice for Dark, since it has very little end reduction. Just about any other PBAoE set would be better, depending on what set bonuses you like. I generally slot my PBAoE with 3 Eradication and 2 IOs from another set for Erad's E/NE defense bonus. (You don't want to use a full set of Erad, either, since it's also low in end red.)
The three BotZ in CJ are fine if you're planning to build for def bonuses, (though the BotZ -KB is much more expensive & hard to find than either Steadfast or Karma) but as Aett said, the def IOs aren't needed.
Now, if you do decide to slot for defense bonuses, there are a lot of other slotting changes that could be made, so let us know if that's the route you want to take. -
I'm a big fan of Air Sup/Fly, so you'll get no arguments from me on that point. I almost always use Air Sup a lot in the early levels, since it's very effective damage mitigation, but I agree it's usefulness in the later levels declines quite a bit. So if you're going to go the Air Sup/Fly route, I think it would be better to work it in much earlier--Taunt and the Fighting Pool could certainly be moved back a few levels if need be.
A couple of suggestions:
Instead of slotting Perfect Zinger in Taunt, try to find another slot and 4-slot Mocking Beratement. It gives a 2.5% S/L def bonus that will put you very close to soft-capping. I'd pull a slot from ResEn since it won't hurt too much to have it slightly underslotted. I use Aegis for the F/C def bonus instead of Imperv Armor when I'm 3-slotting passives, but it depends on what bonuses you think are most useful.
I'd also try to 4 or 5 slot for Air Sup if you can; you can move the KCs from Boxing to Air Sup and leave Boxing unslotted since you obviously won't need that attack too! -
The problem with Oblit as a set (other than the fact that it gives the same S/L def bonus for 6 slots that the el cheapo Smashing Haymaker does in 4) is that it's very low in end reduction. You could probably get away with one attack slotted with it, but I think three is asking for end problems--especially on a set like Invuln that has no end recovery power.
Finding three slots for Boxing and slotting another set of Kinetic Combat will give you the same S/L def bonus as those two full sets of Oblit, and those powers can be 3-slotted with Eradication instead.
Tough Hide is also extremely underslotted; it has the same base value as Weave, and should be slotted similarly, IMO, except that it doesn't need end reduction.
Here's the build you posted, with a few tweaks, including swapping out ResEl for Build Up, which I find to be a lot more useful. I left a set of Oblits in Lightning Rod since it can benefit most from the high recharge levels.
And to the OP, it really does help people evaluate and comment on your build if you can include either the data link or the data chunk.
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: Electrical Melee
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Havoc Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(15), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(33), Mako-Acc/Dmg/EndRdx/Rchg:50(34)
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam/Rchg:40(5), S'fstPrt-ResDam/Def+:30(46)
Level 2: Jacobs Ladder -- 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 4: Dull Pain -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(5), Dct'dW-Heal/EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(7), Dct'dW-EndRdx/Rchg:50(9)
Level 6: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam/Rchg:40(11)
Level 8: Thunder Strike -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(13), Erad-Acc/Dmg/Rchg:30(37), Sciroc-Dmg/EndRdx:50(37), Sciroc-Acc/Dmg/EndRdx:50(37)
Level 10: Hurdle -- Jump-I:50(A)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13)
Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(48)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(17), RctvArm-ResDam/EndRdx/Rchg:40(17), RctvArm-ResDam/Rchg:40(19)
Level 18: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(19), Numna-Regen/Rcvry+:50(21), Mrcl-Heal:40(21), Mrcl-Rcvry+:40(23)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(23), P'Shift-EndMod/Rchg:50(25), P'Shift-End%:50(25)
Level 22: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(45), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(46), Mako-Acc/Dmg/EndRdx/Rchg:50(46)
Level 24: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Knock%:35(40)
Level 26: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(27), RctvArm-ResDam/EndRdx/Rchg:40(27), RctvArm-ResDam/Rchg:40(29)
Level 28: Invincibility -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(29), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def/EndRdx/Rchg:50(31)
Level 30: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(31), RechRdx-I:50(33)
Level 32: Lightning Rod -- Oblit-Dmg:50(A), Oblit-%Dam:50(33), Oblit-Acc/Rchg:50(40), Oblit-Dmg/Rchg:50(43), Oblit-Acc/Dmg/Rchg:50(43), Oblit-Acc/Dmg/EndRdx/Rchg:50(43)
Level 35: Tough Hide -- LkGmblr-Def/Rchg:50(A), LkGmblr-Def/EndRdx:50(39), LkGmblr-Def:50(50)
Level 38: Resist Energies -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(39), ImpArm-ResDam/EndRdx/Rchg:40(39), ImpArm-ResDam/Rchg:40(45)
Level 41: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(42)
Level 44: Electrifying Fences -- Acc-I:50(A)
Level 47: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(50), Posi-Dam%:50(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+: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:
* 3% DamageBuff(Smashing)
* 3% DamageBuff(Lethal)
* 3% DamageBuff(Fire)
* 3% DamageBuff(Cold)
* 3% DamageBuff(Energy)
* 3% DamageBuff(Negative)
* 3% DamageBuff(Toxic)
* 3% DamageBuff(Psionic)
* 23% Defense(Smashing)
* 23% Defense(Lethal)
* 3% Defense(Fire)
* 3% Defense(Cold)
* 15.8% Defense(Energy)
* 15.8% Defense(Negative)
* 4.88% Defense(Psionic)
* 15.8% Defense(Melee)
* 11.8% Defense(Ranged)
* 3% Defense(AoE)
* 5.85% Max End
* 36% Enhancement(Accuracy)
* 4% Enhancement(Heal)
* 38.8% Enhancement(RechargeTime)
* 5% FlySpeed
* 174.3 HP (11.6%) HitPoints
* 5% JumpHeight
* 5% JumpSpeed
* MezResist(Immobilize) 12.7%
* MezResist(Stun) 2.2%
* MezResist(Terrorized) 2.2%
* 20% Perception
* 10% (0.17 End/sec) Recovery
* 62% (3.88 HP/sec) Regeneration
* 2.84% Resistance(Fire)
* 2.84% Resistance(Cold)
* 5% RunSpeed
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If you're sure the rent has been paid, most likely it's a common bug that prevents bases from generating power and control. Send a petition and it should be fixed pretty quickly.
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Quote:Well, 10% Regen and +HP, anyway--he didn't use the LotG +Recharge in the posted build.Just to clarify, slotting to Enhance CJs Defense is not effective, however, slotting for Defense Bonuses (from IO Sets) is quite effective. Or any other set bonuses for that matter, so slotting Luck of the Gambler might not be effective for Defense, but you could get +Recharge and +10% Regeneration from it.
Be Well!
Fireheart
But yes, I agree. I interpreted the fact that his slotting for CJ was the same as for Weave to mean that he was slotting for defense, but I certainly could be wrong about that. LotG's slot bonuses are nice and worth slotting for on their own.
Whether the LotG bonuses are worth trading for a relatively small E/NE def bonus...that's a tough call and one the OP will have to make for himself. I think there's a much stronger case for replacing the Multi Strikes in WA with Erad for it's much larger E/NE bonus. -
Whiskey_Jack, getting back to the build you posted, I think you should strongly consider pulling some slots from Consume or Healing Flames to better slot the KC attacks. A single slot will help them considerably; at this point they are underslotted for Accuracy and Damage. (Don't bother adding a slot to Boxing if you're not going to use it.)
You could also increase your E/NE defense pretty painlessly by adding a 3-slot set of Erad to Whirling Axe and 2 slots of Blessing of the Zephyr to Combat Jumping. CJ's base defense value is so low that slotting it for defense doesn't add much. -
Quote:Yes, in a set with no defense like FM, soft-capping to all positions is a non-trivial task. I'm not sure it *can* be done, considering that we don't get enough slots to 6-slot every power. I imagine that someone aiming for positional bonuses would have to make a decision about which is most important, just like someone slotting for typed bonuses. With typed bonuses, S/L damage is so clearly the most common (around 70%, IIRC) that there's no question it's the type to go for.If I was working on a Shield Defense or Super Reflex toon, by all means I'd focus on positional. Starting with little positional defense, it's harder to get enough set IO bonuses to cover all three positions and make that effort worthwhile compared to focusing on S/L first, then adding in Nrg/Drk where possible.
As always YMMV. -
Hmm, I can't tell whether you're working under the assumption that 6-slotting all your shield toggles will make you stronger, or that you've chosen sets with the best bonuses.
Unfortunately, neither is true. TI, UY, Invinc, Tough and Weave typically need only 4 slots to be fully slotted--56% res/def enhancement and 40-50% end reduction. (Tough Hide doesn't need end reduction at all.)
The only time you'd want to 5 or 6 slot a toggle is if it gets you a very desirable set bonus. In this case I can't tell why you chose the sets you did, or what bonuses you're trying to get--the bonuses are all over the map.
Besides taking all the key Invul powers and the Fighting Pool, both of which you have done, probably the best way to make an Invul build tougher is to slot for typed defense bonuses. Note "typed"; some of the sets you have chosen have primarily positional set bonuses, which do not stack with the defense Invul offers in Invinc and Tough Hide.
S/L damage is by far the most common type, so you should probably concentrate on raising your S/L defense to as close to the soft-cap of 45% as possible, with raising your E/NE defense as a secondary goal. That means you want to slot sets like Smashing Haymaker (1.88% S/L def bonus for 4 slots) rather than Multi Strike (.94% S/L defense for 6 slots.) Better yet is Kinetic Combat, which has 3.75% S/L def as a 4-slot bonus, but they are expensive and hard to find. Reactive Armor is a good choice for TI, UY, and Tough, but again, you want to stop at 4 slots--skip the End and End/Rchg.
I would also recommend that you take Haymaker and KoB much sooner than shown on this build. The Fighting Pool powers can easily be delayed until the 20s. Also, unless you're a 60-month vet, you won't be able to take Fly until 14 and you'll have to take the prereq power as well--either Hover or Air Sup. (I prefer Air Sup, but YMMV.)
Rage should also be taken much earlier--22 at the latest. Most SS players slot Rage with enough recharge so it's always up--currently it doesn't have enough Recharge to "perma".
That should give you enough to start with. -
Quote:Since they changed the way defense set bonuses work some time ago, you no longer have to slot for single types of defense, but 3 paired types (S/L, E/NE, F/C) and Psi if you wish to slot for it. That, plus the fact that S/L represents a higher percentage of attacks than Melee does makes it perfectly reasonable to slot for typed defense instead of positional.Since Firey Aura has no +def of its own and Weave and CJ are already taken, might it not be better to drop the attempt to slot up the various Typed defenses and instead slot for Positional? With only 3 aspects to slot for instead of 7 it's a lot easier to reach high values in all of them, and you don't need to wrangle slots around trying to eke out a few extra % here and there.
It's also noteworthy that typed defense bonuses are usually available for 3-4 slotting sets, instead of the 5 or 6 slots needed for a positional bonus. That leaves you with a lot more flexibility in slotting since you're not locked into 6-slotting everything for the bonuses you need. -
Regarding the OP's build, even though it will be a respec, I think it's a very bad idea to delay AAC until 49--you'll definitely want it if you ever SK down. Also, I'm no FM expert, but I think you're going to want Combustion also.
As for the slotting, because most shields don't need more than 4 slots, I would recommend against 6 slotting shields to get bonuses unless there's no other way to get them. Shields has lots of other, and better ways to soft-cap Ranged than 6-slotting with Red Fortune, especially since you want to slot resistance in Deflection as well as Defense.
So first of all, drop the End and End/Rchg from Deflection, BA and Weave. In Deflection, replace those slots with common resistance IOs. (I prefer the bonuses of GotA to RF, but that's more personal preference.)
Move one slot from BA to Super Jump, and one to Build Up. Slot SJ with two BotZ (excluding the -KB IO) and slot Build Up with a full set of Gaussian's, which gives a 2.5% def bonus to all positions. Congrats, you are now soft-capped for Ranged defense!
Then, because of the Gaussian's boost, you no longer have to 6-slot Physical Perfection or Stamina with Performance Shifters. Scorch and Fire Sword are both underslotted for damage, so I'd use some of the extra slots from Weave, PP and Stamina to better enhance those attacks.
Also, Tough is underslotted, so I'd make the Steadfast +def the sixth slot in True Grit and 4-slot Tough with Impervs or some other resist set.
With the addition of the Gaussian's bonus you'll be way over the soft-cap for Melee, so you could slot GFS or Shield Charge with another set if you like.
Lastly, please note that the defense enhancements in Phalanx Fighting aren't affecting the amount of defense you get from it, so if you need additional slots, that would be a good place to get them from.
FYI, I also agree that with the LotG +Recharges and Miracle +Recovery, this is much more than a 200 million infl build. -
Quote:As I'm sure you're aware, not everyone has the same slotting priorities that you do.Okay, but what's the enhancement percentages on the powers with Multi-Strike? Are you using 50s, or something lower for exemplaring? I like to frankenslot (or semi-frankenslot) the PBAoEs for the best damage and recharge, and good-to-very-good accuracy and endurance reduction. The area attacks affect a lot of foes and are big, flashy attacks; I try to get the most out of them. So I try to push my slotting-for-softcap sets into other powers if possible.
FYI, slotting a full set of level 50 Multi Strikes would give you around 74% accuracy, 49% recharge and 92% end reduction; with level 35s, 64% accuracy, 41% recharge and 81% end red. I'd think that would be adequate for most players, but if you're very focused on recharge it might less than ideal. I've never felt the least bit hindered by attacks with recharge slotted to those levels, but of course YMMV.
But if the OP doesn't like the idea of using Multi Strikes, there are lots of other options. A set of Touch of Death, 5 slots of Scirocco's and the two BotZ will work just as well, and again doesn't require spending a lot of infl or merits on the KB BotZ. -
GParted work *great*! Thank you so much!
I had a bad moment when I rebooted the computer and chkdsk kicked in, but everything checked out fine and the drive is just how I wanted it.
Thanks again!