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Posts
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Here's an alternative: BA has 3 PBAoE attacks, so slot 2 of them with full sets of Multi-Strike, which will take you to the soft-cap for both melee and AoE. Two slots of BotZ (minus the -KB) for Ranged in CJ and you're done!
That way, you'll have the merits that you would have used for the BotZ -KB, and you can use them for some other expensive IO you might like, one of the Recovery uniques or a LotG +Recharge, for instance. -
Thanks! It would indeed be frustrating to try to reformat the hard drive only to have it partitioned the way it is now. I know there must be a way to do it, though, since several of the reviewers on NewEgg mentioned reformatting the hard drive for that reason.
But using partition software certainly would be faster and easier! I'll try your suggestion using a boot disk. -
No, you've got six, open the Mid's "Set and Bonuses" window and it'll tell you you're over the limit. You've got 5 1.25% E/NE bonuses from Reactive Armor and one from the Cleaving Blow in Frozen Aura. Take the third slot out of RPD or Unstop and you'll see it doesn't change the defense total at all.
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Quote:Both are perfectly acceptable choices, and largely personal preference; JB's knockup provides good damage mitigation especially in the early levels, Pulverize's stuns can stack with other stuns in the set.All,
tl;dr: is this build decent? Build Up vs Hasten? Pulverize vs Jawbreaker?
Longer Text:
A friend asked me to put together a passable Invulnerability / War Mace build for him that was simple but that got the job done. He insisted on Hover/Fly for concept. Otherwise, he was good with whatever. I threw this together, but I know nothing about War Mace.
I tried to get his smashing/lethal defense as close to the cap as I could without spending stupid money on Kinetic Combats. I also tried to get his other defenses up to the 35% mark. I maxed out his smashing/lethal resists. He also hates his endurance to run out, so I included a Miracle and Numina for recovery (he already has these recipes). He likes recharge, but I decided to not really worry about it.
The real choices I had to make were (1) Build Up vs Hasten and (2) Pulverize vs Jawbreaker.
I decided that Hasten was overall more important for Dull Pain, and that I would skip Build Up. Is that an acceptable choice?
I also decided, since I couldn't fit both, to take Jawbreaker over Pulverize because it does more Damage Per Activation. Is that a tolerable choice?
Thanks for any help. The build is posted below.
However, I *would* add Build Up, but I'd drop ResEl for it instead of Hasten. F/C damage is very rare and ResEl secondary affect, (slow resistance) though nice, is not at all essential.
One big problem with the build as is is that it leaves a lot of opportunities for E/NE defense on the table, and E/NE is much more common than F/C. Remember,an energy attack that doesn't hit doesn't sap your endurance!
I'd do something like this, which is soft-capped for S/L and very nearly so for E/NE. I also switched out the Red Fortune for Gift of the Ancients, which has both +recovery and +end as bonuses.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
ZZZ TAN INV WM: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: War Mace
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam:40(9), RctvArm-ResDam/EndRdx/Rchg:40(17), S'fstPrt-ResDam/Def+:30(34)
Level 1: Bash -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(3), S'ngH'mkr-Dmg/Rchg:35(3), S'ngH'mkr-Dmg/EndRdx/Rchg:35(13), C'ngImp-Acc/Dmg/EndRdx:50(33)
Level 2: Dull Pain -- Tr'ge-Heal/EndRdx/Rchg:30(A), Mrcl-Heal/Rchg:40(11), Mrcl-Heal/EndRdx/Rchg:40(11), Dct'dW-Heal/EndRdx/Rchg:50(17), Numna-Heal/EndRdx/Rchg:50(33)
Level 4: Jawbreaker -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(5), S'ngH'mkr-Dmg/Rchg:35(5), S'ngH'mkr-Dmg/EndRdx/Rchg:35(13), C'ngImp-Acc/Dmg/EndRdx:50(15)
Level 6: Hover -- Srng-Fly:50(A), Srng-EndRdx/Fly:50(7), Flight-I:50(7)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(43), RctvArm-ResDam/EndRdx/Rchg:40(43), RctvArm-ResDam:40(43)
Level 10: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(34), Zinger-Taunt/Rchg/Rng:50(34), Zinger-Acc/Rchg:50(46), Zinger-Taunt/Rng:50(46), Zinger-Dam%:50(46)
Level 12: Swift -- Flight-I:50(A)
Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15)
Level 16: Health -- Mrcl-Rcvry+:40(A), Heal-I:50(33), Numna-Regen/Rcvry+:50(42)
Level 18: Invincibility -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(19), GftotA-Def/EndRdx/Rchg:40(19), GftotA-Def:40(25)
Level 20: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(21), EndMod-I:50(21)
Level 22: Clobber -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(23), S'ngH'mkr-Dmg/Rchg:35(23), S'ngH'mkr-Dmg/EndRdx/Rchg:35(25), Mako-Acc/EndRdx/Rchg:50(27), Mako-Acc/Dmg/EndRdx/Rchg:50(37)
Level 24: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(40), RechRdx-I:50(50)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(27)
Level 28: Whirling Mace -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(29), Erad-Acc/Dmg/Rchg:30(29), Sciroc-Dmg/EndRdx:50(31), Sciroc-Acc/Dmg/EndRdx:50(31), Sciroc-Acc/Rchg:50(31)
Level 30: Resist Energies -- ResDam-I:50(A)
Level 32: Resist Physical Damage -- ResDam-I:50(A)
Level 35: Shatter -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(36), Erad-Acc/Dmg/Rchg:30(36), Sciroc-Dmg/EndRdx:50(36), Sciroc-Acc/Dmg/EndRdx:50(37), Sciroc-Acc/Rchg:50(37)
Level 38: Crowd Control -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), Sciroc-Dmg/EndRdx:50(39), Sciroc-Acc/Dmg/EndRdx:50(40), Sciroc-Acc/Rchg:50(40)
Level 41: Boxing -- S'ngH'mkr-Dmg/EndRdx:35(A), S'ngH'mkr-Acc/Dmg:35(42), S'ngH'mkr-Dmg/Rchg:35(42), S'ngH'mkr-Dmg/EndRdx/Rchg:35(50)
Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(45)
Level 47: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(48), GftotA-Def/EndRdx/Rchg:40(48), GftotA-Def:40(48)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
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Set Bonus Totals:- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 19.3% Defense(Smashing)
- 19.3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 17.7% Defense(Energy)
- 17.7% Defense(Negative)
- 3% Defense(Psionic)
- 11.1% Defense(Melee)
- 12.7% Defense(Ranged)
- 3% Defense(AoE)
- 9% Max End
- 5% Enhancement(RechargeTime)
- 105.4 HP (5.63%) HitPoints
- MezResist(Immobilize) 15.4%
- MezResist(Terrorized) 2.75%
- 20% Perception
- 7.5% (0.13 End/sec) Recovery
- 40% (3.13 HP/sec) Regeneration
- 5% Resistance(Fire)
- 9.38% Resistance(Negative)
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Quote:Though getting the additional 1/2 bonus is nice, IMO, the more significant change was the pairing of typed defense bonuses. Originally, most typed defense bonuses worked for only one damage type, for instance, Kinetic Combat's bonus was for 3.75% def to Smashing, and you'd have to find another bonus to give you Lethal defense. After the change, instead of having to find bonuses for 7 separate damage types, you just needed bonuses for 3 pairs--plus Psi, if you want to build for that. That puts a player's ability to get a meaningful amount of defense for typed damage much closer to on par with positional defense.Don't have time to offer much build advice, but I can answer the base question. IO set defense bonuses originally were heavily biased towards characters with positional defenses, and getting significant typed defenses was a pain. They were semi-recently made to improve three linked defense types to be more fair to all armor sets; Smashing/Lethal goes with Melee, Energy/Negative goes with Ranged, and Fire/Cold goes with AoE, with half the original defense value given to the alternate defense form. In simpler English, a set bonus that gives 2.5 Melee defense would also give 1.25 S/L defense, and a set bonus that gives 2.5 S/L defense would also give 1.25 melee defense. Psychic is fancy and has no positional pairing, and Toxic damage has no defense at all.
EDIT: 45% defense is said to be the 'soft cap' because the actual cap for defense is ridiculously high and generally unachievable. And although you can get significantly more defense than 45%, defense mechanics are such that more than 45% won't be used unless your defense is being debuffed. -
In Invul, I'd say ResEl and ResEn are skippable, in that order of preference.
For DB, if you want to be able to do the higher level combos you really need to take all the attacks. I like having Taunt, too, but that's more personal preference. -
I just bought this notebook for my son for Christmas:
http://www.newegg.com/Product/Produc...-636-_-Product
It runs fine, the only problem is that it comes with a partitioned hard drive, with the system drive much smaller than the data drive. My previous experience with a similarly partitioned drive (on my daughter's laptop) has been an ongoing nightmare; it's a constant struggle to keep the C drive from getting too full.
So on this new computer I'd like to remove the partition entirely before my son starts using it. However, it came with Windows 7, which evidently does not allow a boot drive partition to be changed. (This is a change from Vista, I was able to increase the boot partition on my daughter's computer.)
What are my options here? Is it possible that if I boot from a disk Win 7 will allow me to change the C drive partition? Or is reformatting the drive the only way to do this?
The laptop didn't come with Win 7 install disk, but a Windows 7 "Recovery Media disk". Will that do the job of re-installing the system software if I reformat the C drive?
Any help appreciated! -
Why the third BotZ slot in SS and CJ? The -KB IOs are *very* expensive, and they're not needed to soft-cap F/C def or as KB protection. Those two extra slots could be used to more fully slot Health.
Also, I'd recommend an Acc/Dam or Acc/Dam/End from another set as the fifth slot for the Kinetic Combat sets. As slotted, the damage enhancement is a bit low. -
Not bad, but keep in mind that the Gladiator's Armor +def IO was running about a *billion* influence last time I checked. So you probably shouldn't count on that as a source of defense unless you've got very deep pockets or were very lucky with a drop.
A few other things:
You should definitely pick up RPD at some point in your build. Not only will it let you cap S/L resistance, but it's one of the two powers in Invul that now give defense debuff resistance--Tough Hide is the other. With a soft-capped build you probably won't need Unstop, but dropping ResEn or Build-Up is also an option.
If you don't get the PvP unique, you'll be a little short of the soft-cap for E/NE, so I'd recommend finding another slot for Block of Ice and putting two Basilisk's Gaze in it for a 2.5% E/NE def bonus.
With the BG bonus and one of the resist passives (presuming you take two) 3-slotted with Reactive Armor, you'll be just above the soft-cap for E/NE. If that's the case, you might want to consider slotting the other resist passive with 3 Aegis for the F/C def bonus.
EDIT: By the way, if you take both RPD and ResEn (or RPD and Unstop) there's no point in 3-slotting both with RA; you're up against the "rule of 5" for 1.25% E/NE bonuses. -
Quote:SATA, definitely SATA.Again, is it EIDE or SATA? If it's SATA, you have very little to worry about. Simply plug and play. If it's EIDE, you will need to just watch your jumper configuration on the drive (Master/Slave/Cable Select). After that, it's gravy.
As for formatting it up, the first time you format the drive, I'd recommend NOT taking the "quick format" option. Let the system take the time to do the full error checking on the disk. Remember, if you write to a bad drive and can't recover the data it's NOT a backup.
Thanks for the tip about formatting the drive--I'll be sure to do that. -
Best place to ask this question is in the Technical Issues & Bugs forum, a few up from this in Development.
I do know that many people have gotten CoH to work with Windows 7, so that's unlikely to be the reason. -
Quote:Not to mention that a significant proportion of the IOs that have bonuses desirable for tank builds top out at level 40 or below. Reactive Armor, Kinetic Combat, Smashing Haymaker, Eradication, Gift of the Ancients, Impervium Armor, and Steadfast Protection are all 40 and below, to name a few.Pretty much ditto..... The difference between lvl 50 set IO's and lvl 35 set IO's isn't large (but yes, they can add up), but by going with the lvl 35's you have some flexibility for exemping down and still receiving some set bonuses without sacrificing all that much. As always YMMV.
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Quote:Why should I when there is more than sufficient "flexibility" to get a start on set bonuses 15 levels earlier?the main point is that it is more important to have the right enhancement percentages than it is to have set bonuses until you're in upper level.
The reasoning is that once you're in the upper levels, whether through having more slots or the higher bonuses it is easier to get those ED maxed bonuses than it is at lower level.
it's more important for your resistances to have that 50%+ resistance enhancement than it is to have a set bonus and, given the lack of slots until higher levels, it is better to focus on just getting those percentages than it is to five/six slot things for a high end slot bonus or even four slot for things like Res and Def.
Save that sort of slotting for level 45-50 when you have some flexibility
Since when has it been a challenge to have fully enhanced shields before level 50? I'd guess most tanks do by level 30 or so. By the 30s, a character has enough slots to take care of the basics--and after all, players 'made do' with just SOs for a long time, so I don't see why you think frankenslotting is essential. If anything, throwing a few set IOs into the mix will only make it easier, not more difficult.
The difficulty of the game hasn't changed much since the SO days, so I honestly don't see the need for the kind of "hyperslotting" you're suggesting.
I've got a level 32 Ice/Axe tank who's slotted with a mix of set IOs and common IOs. Shields fully slotted, Stamina, Hoarfrost slotted to the "right" enhancement levels, attacks just a slot or two shy of fully slotted. What exactly is the big advantage frankenslotting would give me over my current slotting?
The big advantages I see in NOT waiting until 50 are that you can start getting set bonuses sooner, and that you don't have to replace all those set IOs you've used to frankenslot until level 50.
Now, I can see the advantage of waiting until 50 if you're going to heavily invest in purples, but for the average player it doesn't make sense, IMO.
I don't know how the "no sets until 50" mantra got started, but frankly, I think it's complete BS. -
Quote:I don't agree that's necessarily the best approach. Many, if not most of the sets IOs I slot aren't level 50--more like level 35-45. And because of ED's diminishing returns, it often doesn't give you much of an advantage to slot all level 50 IOs anyway. Plus there's the fact that although the set bonuses are the same regardless of level, lower level set IOs are often much cheaper than the top level of the set.In general, I've been told that you shouldn't really think about set bonuses until you're around the 50s.
The most important part of your powers are the enhancement percentages, so from 1-49 you should be looking at frankenslotting so that you can acheive max stats. Uniques and procs are almost always worth it, of course.
Once you get level 50, the IO bonuses give such high numbers that you can chase set bonuses without sacrificing your percentages.
As it happens, many of the set IOs I use the most top out at levels 30, 35 and 40. If I have enhancement that I plan to include in my final build and it's in a level range I can slot, why shouldn't I slot it, especially if I can get the benefit of a set bonus? I see absolutely no advantage in waiting until level 50.
Frankenslotting until 50 is one approach, but it's certainly not the only one or even the best one, IMO, no matter what "they" say. -
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Nice build!
Though I shudder to think how long/how much infl it's going to take to put together *5 sets* of Kinetic Combat. If Boxing is just an IO mule, you might want to consider replacing one of the rarer IOS with the KD proc--it's much cheaper and easier to find. -
Both Battle Agility and True Grit can be--and should be, IMO--slotted for resistance. To get maximum benefit out of two slots, the easist thing to do is just add 2 level 50 resist IOs. (And I agree that True Grit does not need to be 6 slotted--4 slotted is fine.)
As DSorrow mentioned, you should definitely get the Steadfast +Def and 6-slotting with Gaussian's is also a very good idea. Once you've done that, you really need only one 6-slot set of Mako's, one 6-slot set of Oblit, and a 5-slot of Scirocco's to soft-cap to all positions. That gives you the option of slotting the other attacks with cheaper sets or for other bonuses.
You might also want to consider dropping the Oblit set altogether and instead using a 6-slot set of Touch of Death in one of your ST attacks; ToD has has the same defense bonus as Oblit. Oblit is a good set, but it is very low in end reduction, and I wouldn't put it in an attack you plan to use a lot. (And I certainly wouldn't slot more than one set.)
Hope that helps!
EDIT: forgot to mention that Against All Odds has the standard endurance cost for a shield toggle, and doesn't need a second end red slot. So you can use that slot elsewhere. -
My usual slotting for PBAoEs is Dam, Dam/Rchg, Acc/Dam/Rchg from Erad and Dam/End and Acc/Dam/End from Scirocco's, which fully slots the attack and gets you a 10% regen bonus from the Scirocco's.
Your way works too--the additional HP is nice--but it's a little light on damage enhancement for my taste. -
I've never been able to convince myself that spending 6 slots for Multi Strike on a typed def build is worth it for a .94% F/C and a .94% S/L def bonus. Two sets (12 slots!) will get you 1.88% def of those four types.
Rylas, if Whirling Axe and Pendulum were slotted with 3 Erad and two other set IOs, you'd get 6.26% E/NE def instead. Throw the two unused slots into Build Up and slot 2 Rectified Reticle and you'll get...a 1.88% S/L defense bonus.
Same number of slots, either 1.88% S/L/F/C defense *or* 1.88 S/L and 6.26 E/NE defense. Hmmm... -
Nope, manuevers is definitely not needed if you're willing to include Weave in your build and invest in some IO bonuses.
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I completely agree with Rangle that although the Oblits have a useful bonus, the lack of end reduction is a big problem. It's a great set in certain situations, but since you can get the same bonus with 4 slots of (much cheaper) Smashing Haymaker, I don't think it's a good choice for typed defense. But rather than Multi Strike, I'd recommend Eradication for the E/NE defense. It has the same low end reduction problem as Oblit, but it's easy to remedy since you only need three slots for the bonus.
Here's what I would do, but keep in mind Rangle's advice about the recovery uniques, accolades, etc. I also prefer GotA to LotG, but that's more personal preference. I did like the OPs slotting of Blazing Aura, so I kept that. (It's pretty difficult to reach that level of end red with Eradication.)
I also dropped Maneuvers to pick up Gash and re-arranged things a bit. The KCs in Gash more than make up for the lost defense in Maneuvers, and I think another attack is much more useful. This version has 36.5% S/L vs. 32.8%, and will be much easier on the end bar.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Battle Axe
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(3), RctvArm-EndRdx:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5), S'fstPrt-ResDam/Def+:30(27), S'fstPrt-ResKB:30(29)
Level 1: Beheader -- 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), Mako-Acc/Dmg/EndRdx/Rchg:50(9)
Level 2: Healing Flames -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(11), Dct'dW-Heal/EndRdx/Rchg:50(11), Dct'dW-Heal:50(13), Dct'dW-Rchg:50(13)
Level 4: Gash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(15), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(17), Mako-Acc/Dmg/EndRdx/Rchg:50(17)
Level 6: Combat Jumping -- Krma-ResKB:30(A)
Level 8: Consume -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(9), Efficacy-EndMod/Rchg:50(19), Efficacy-EndMod/Acc/Rchg:50(21)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(19), Mocking-Taunt/Rchg/Rng:50(23), Mocking-Acc/Rchg:50(23)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(25), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(27)
Level 14: Swift -- Run-I:50(A)
Level 16: Health -- Heal-I:50(A), Heal-I:50(21)
Level 18: Build Up -- Rec'dRet-Pcptn:20(A), Rec'dRet-ToHit/Rchg:20(31), RechRdx-I:50(33)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(31), EndMod-I:50(31)
Level 22: Swoop -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(34), KntkC'bat-Dmg/Rchg:35(34), KntkC'bat-Dmg/EndRdx/Rchg:35(34), Mako-Acc/Dmg/EndRdx/Rchg:50(36)
Level 24: Blazing Aura -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(29), Sciroc-Acc/Dmg/EndRdx:50(33), Sciroc-Dam%:50(33), M'Strk-Acc/Dmg/EndRdx:50(50)
Level 26: Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Knock%:35(37)
Level 28: Whirling Axe -- Erad-Dmg/Rchg:30(A), Erad-Dmg:30(37), Erad-Acc/Dmg/Rchg:30(39), M'Strk-Dmg/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(39)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:30(40), RctvArm-ResDam/EndRdx/Rchg:40(40), RctvArm-ResDam:40(43)
Level 32: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(40), LkGmblr-Def/EndRdx/Rchg:50(42), LkGmblr-Def/Rchg:50(48)
Level 35: Cleave -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(36), Erad-Dmg/Rchg:30(42), Sciroc-Acc/Dmg/EndRdx:50(42), Sciroc-Dmg/EndRdx:50(43)
Level 38: Pendulum -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(43), Erad-Acc/Dmg/Rchg:30(45), Sciroc-Dmg/EndRdx:50(45), Sciroc-Acc/Dmg/EndRdx:50(45)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- P'Shift-End%:50(A), P'Shift-EndMod:50(46), Heal-I:50(46), Heal-I:50(46)
Level 47: Energy Torrent -- KinCrsh-Dmg/KB:50(A), KinCrsh-Acc/KB:50(48), KinCrsh-Rchg/KB:50(48), KinCrsh-Dmg/EndRdx/KB:50(50)
Level 49: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
* 26.1% Defense(Smashing)
* 26.1% Defense(Lethal)
* 3% Defense(Fire)
* 3% Defense(Cold)
* 17.7% Defense(Energy)
* 17.7% Defense(Negative)
* 3% Defense(Psionic)
* 14.6% Defense(Melee)
* 12.7% Defense(Ranged)
* 3% Defense(AoE)
* 7.2% Max End
* 4% Enhancement(Heal)
* 18% Enhancement(Accuracy)
* 5% Enhancement(RechargeTime)
* 10% FlySpeed
* 154.6 HP (8.25%) HitPoints
* 10% JumpHeight
* 10% JumpSpeed
* Knockback (Mag -11)
* Knockup (Mag -11)
* MezResist(Held) 2.75%
* MezResist(Immobilize) 14.3%
* MezResist(Sleep) 1.65%
* MezResist(Terrorized) 2.2%
* 20% Perception
* 3% (0.05 End/sec) Recovery
* 50% (3.91 HP/sec) Regeneration
* 2.5% Resistance(Smashing)
* 1.26% Resistance(Fire)
* 1.26% Resistance(Cold)
* 3.13% Resistance(Negative)
* 13% RunSpeed
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Blazing Aura is the absolute *worst* place to put a set of Obliteration. It has almost no end reduction, and in a high-end toggle like BA, you should be aiming for at least 50-60% end reduction.
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I think your number one priority should be increasing your S/L defense. You have several Aegis sets slotted for F/C defense, but since your fire resists are capped anyway, the defense is mostly helping against Cold damage--a very rare damage type.
The first thing I'd do is four-slot Fire Shield, Plasma Shield, and Tough with Reactive Armor. (3 slots won't give you the S/L def bonus, and will probably leave your shields underslotted.)
Slot as many sets of Kinetic Combat as you can afford. Personally, I think the cost/benefit ratio of Maneuvers is way too low; you'd probably do just as well picking up another ST attack and slotting it with a KC set.
If you can find three more slots for Taunt, 4 slots of Mocking Beratement has a 2.5% S/L bonus.
By the way, I usually slot my damage auras as an attack, but heavy on the end reduction. If you don't have the slots to do so with Blazing Aura, it should at least get another End Red slot.
Are you a big fan of knockback? IMO, KB IOs should be the last choice in additional slots, since they can turn Axe's KD to KB. If you're crunched for slots, (and you are) a single Acc/Dam or Acc/Dam/End from another melee set will round out the KC slotting.
With the changes I mentioned, you'd go from 25% S/L def to 31%, not a huge change, but every percentage point closer to 45% becomes increasingly more valuable. How close to the soft-cap you get depends largely on what you're willing to give up to get to it; for instance, 4-slotting Kick with KC would help, but you would have to steal slots that you're using elsewhere.
Hopefully someone with more FA expertise than I have will chime in, but I do think your best bet to increase survivability is to get your S/L def as close to the soft-cap as possible.
EDIT: forgot to mention, another place to free up slots is to five-slot your PBAoE attacks. Your set selection is fine, but I'd suggest Dam, Dam/Rchg, and Acc/Dam/Rchg from Eradication and Dam/End and Acc/Dam/End from Scirocco's. -
Definitely a SATA drive, so that should simplify things.
And yes, I have dropped a teeny-tiny screw into the guts of the computer before and know what a PITA it is, so I'll look at the tool kits, too.
Thanks!