-
Posts
2237 -
Joined
-
-
I'm in!
I vote for having Freedom in one of the open TT slots for purely selfish reasons--I have a lowbie WP/DB that I'd love to put some levels on! -
Looks like a very solid, though expensive, build.
A couple of minor things:
I'd recommend taking Whirling Mace much earlier. You can easily delay the Fighting Pool to 30/32/41 to take WM at 28. I would also take Taunt much earlier, but that's more of a personal preference.
With CJ and Phalanx Fighting both on, you're at over 54% Melee def, which is really more than you need. You could save yourself some infl and switch over one of the Oblit sets to Multistrike. Oblit has great bonuses, but some IOs in the set are quite expensive and overall the set is very low in end reduction. -
Judging from the absence of Tough and Weave, I'm guessing you decided not to go the soft-cap route. That's fine, but you could still do a lot more with this build than you are now.
First, your power order. IMO, you are taking Dull Pain, Stamina, and Invinc too late--way too late in the case of DP. The Resist passives contribute far less (especially ResEl) to your overall survivability and can easily be delayed to make sure you can take the others when they're available.
Lightning Clap is purely a KB/stun power like Hand Clap in SS, which is not very desirable for Invul tanker that relies on being surrounded by foes for defense. I'd drop it and take Lightning Rod--the signature power in Electric Melee--right at 38. I'd try to take Chain Induction much earlier, too.
Personally, I think it's a waste to take two travel powers, especially since by dropping ResEl, Lightning Clap and SJ or SS you could fit in the Fighting pool.
On to your slotting. Thumbs up for 4-slotting the resist toggles, but I'm a little baffled by the choice of Titanium Coating. If you're going to use sets, pick the ones with the most advantageous bonuses, and TC's 4-slot bonuses are not very useful. I think Reactive Armor is the best choice, though Aegis and Imperv Armor are also good.
Super Speed, Hurdle, CJ and SJ are all waaay overslotted. Leave 'em with the base slot or put two BotZ (not the -KB one) in SS/SJ/CJ for the E/NE def bonus. Unstop is also way overslotted; one resist IO will cap resists, that plus some recharge is all you need. (BTW, the Aegis Psi/Status resist is pretty much a waste of infl for a Invul tanker. Don't bother.)
I'd recommend taking some of those extra slots from the travel powers and Unstop and slotting your lower level attacks better. They don't need 6 slots, but I'd add 3 or 4 to each. In ST attacks, look for sets that give you def bonuses like Kinetic Combat and Smashing Haymaker. I strongly recommend Eradication for Jacob's Ladder, Thunderstrike, and Lightning Rod since just three slots gives a nice E/NE def bonus.
In Taunt, for 4 slots Mocking Beratement is a better choice than Perfect Zinger, since it has a S/L def bonus.
Oh, and VERY important--you don't have the Steadfast +Def. That's a must have for any Invul tanker. It can go in any resist power, including Unstop, so be sure to pick one up.
Hope that helps! -
Quote:I just opened it again to check--E/NE defense is just a smidge over 44% with one foe in range.Hello Finduilas,
I am no expert, so it would not be a worthy debate.
My understanding on the weakness to Psi is based on hearing the frustation of a level 50 INV/SS doing his solo work.
But arent Psi attacks non-positional ? So having positional defense would not really matter, especially if your capping (or near cap) on "Typed Defenses".
So, when I looked at your build I saw good positionals, but even better typed defenses.
If your EN/Neg was 37%, would it really matter what your Ranged Def is when the attack will be defended by the higher number ?
Perhaps I missed something in your build (Which is awesome by the way), but I was only making a suggestion to look at the Psionic defense, since it IS the lowest type defense of the build. Improving this did not (To me) seem like a bad idea.
Good Hunting
The reason I mentioned positional defense is that it will be useful against attacks that have a positional component when typed def against those attacks is low or non-existant. (Psi Ranged, Toxic Ranged, etc.)
And yes, as I understand it, a few attacks in Mind Control and/or Illusion Control are only typed Psi and have no positional component. But considering how infrequently a player runs into those attacks, I just don't think it's worth sacrificing other types of defense to protect against them specifically. I agree that increasing Psi defense is great if you can "get it for free", but swapping out the Erad for Scirocco's and Reactive Armor for Impervium would definitely mean giving up defense to other, more common types of damage for Psi defense.
Both of my Invul tanks solo a lot, and other than the few Psi AVs, (which give most players trouble) IME lacking Psi-typed defense is not a huge problem. Granted, they don't specialize in hunting Carnies, but there are lots of reasons for that beyond the Psi damage. -
Quote:Well, although it's not difficult to soft-cap Invul, because Ice is a pure defense set it's significantly easier to cap it, even without Weave. Also in Ice's favor are CE and EA, both great powers. It also has a damage aura, which Invul does not.A lot of good points, but from a lot of people I talk to, say that invulnerability is easy to soft cap. Now it's impossible for me to back this up with numbers because I don't use hero builder, but Invulernability is said to be easy to soft cap and while you soft cap it the other set bonuses will help with end. And almost everybody gets stamina these days.
They are very similar builds though, I just think Invulnerability would be stronger and easier.
EDIT: not saying Ice is a bad choice, any tank these days can be built into a farming tank, I just think Invulnerability will be easier to work with.
However, Invul can also cap S/L resistance, which makes it more durable it situations against enemy ToHit buffs and defense debuffs. And though it takes a greater investment in IOs, you certainly can soft-cap Invul for most def types.
Personally, I tend to think of a well-built Invul as tougher than Ice or Shields, but that may be because as a hybrid res/def set it's less susceptible to the vagaries of the RNG than the pure defense sets. -
Maybe your SG leader has had a different experience, but IME the significance of Invul's "Psi hole" is greatly overrated.
An Invul tank will get much more use out of soft-capped E/NE defense than 27% Psi defense. And if both S/L and E/NE are soft-capped, the only Psi attacks that are likely to get through are pure Psi attacks. They exist to be sure, but they're not common enough to design your build around, IMO.
Not to mention that the build as listed as pretty substantial positional defense as a side benefit; that will help also help against Psi attacks.
So yeah, the OP could do that, but if anything I think it would weaken the build rather than strengthen it for the vast majority of PvE situations. -
I don't believe that trial accounts are restricted from using enhancements. More likely, the enhancements you have are not slottable in the powers you've selected. When you drag an enhancement, do any of the powers get a green ring around their slots? That indicates that the enhancement can be slotted.
As a test, get an Accuracy or Damage enhancement and see if can be put in an attack. Almost all attacks can take them. -
Just an FYI, if by 'throw away' you mean remove Barrage from your build, that's unfortunately not an option. EM tanks are stuck with Barrage.
-
My first impression is that this build would drive me nuts. Only one quick ST attack and no AoE? No thanks. If you're not going to take EP/BS and WH (which I'd definitely recommend) at least slot Barrage for damage rather than stun.
You definitely don't need two epics before Physical Perfection. I'd strongly recommend dropping FA; it has a huge end cost, especially as slotted. You'd be much better off getting the Kismet +ToHit instead.
2-slotting Aegis seems like an odd choice since the bonus isn't that desirable. IMO, 2-slotting Impervium for the recovery bonus or just replacing the Aegis resist IO with a common IO makes more sense.
Oh, and since Active Defense is your mez protection, you need to take it way, way earlier than 30. Otherwise you're going to spend a heck of a lot of time KB'd, mezzed, or dead. -
Quote:Nice build, TR! Most of my experience is with soft-capping invul tankers, but you get pretty close here starting with a brute's smaller def totals.How about this? I have no experience with this combination but i have a DM/Invul brute at 50
Built for S/L/F/C/E/N since i prefer to build on strengths instead poorly patching holes while neglecting the rest. Secondary objectives: Recovery, Regen, HP, Recharge
Though I would definitely recommend taking UY at 16 instead of 22, and taking Rage no later than 22. ResEl can certainly be delayed or even dropped; it's by far the most 'skippable' of the Invul passives.
I'd also suggest that you find another slot to put in SJ and two-slot it with Blessing of the Zephyr (not the -KB one!) for a 1.56% E/NE def bonus. The same can be done with CJ if you have the slots. -
Quote:Slotting for positional (melee) defense makes absolutely no sense for invul, since it has a substantial amount of typed defense to begin with.Since you're going for aggro holder, I suggest you build for higher melee/smash/lethal defense. That means 6-slotting touch of death, for example. If you want recharge, you don't slot impervious skin at 4, but at 5 so you'll at least get the 5% global recharge.
Touch of Death requires 6 slots to get a measly 1.88% S/L def. You can get the same amount of S/L def with 4 slots of Smashing Haymaker, at a fraction of the cost. Kinetic Combat is a even better choice, it has a 3.75% S/L def bonus for 4 slots.
I agree that the OP needs to decide what his goal is, but he does decide to go for defense bonuses, sets with good *typed* bonuses are the way to go.
Oh, and I disagree with you on slotting Aegis and GotA. They are both quite good sets for Invul, though there's no reason to slot more than 3 or 4 of each. But I do agree that slotting an invul for Psi res or def is a pretty pointless endeavor. -
Quote:Actually, my guess is that Sailboat was responding to the OP's question about whether a soft-capped invul would be tough enough for high-level TFs.If your talking to me, i think i get it and you misunderstood my post. When i said "adequately" i wasn't talking about a softcapped Invlun, but MY invlun who isn't soft capped YET. I was saying, even without the softcap, he does an adequate job. I'm well aware a softcapped invlun is only riviled by granite tankers. I just think in most situations it's overkill. I'm still prolly going to do it, i'm just to busy playing other alts atm. lol
-
Quote:Heh, Block of Ice works too, for anyone who'd prefer Ice attacks to Fire. On my Invul/EM, I have it slotted with 2 Basilisk's Gaze and 3 Thunderstrike, for a total of 5% E/NE. Very cheap trick, but hey, it works!I also grabbed Char from the Fire Epic, threw a slot in, and threw in a pair of Basilisk's Gaze IOs for more E/N defense (cheap trick, I know). I did not use Zephyr. Also, I think the Kismet to-hit unique is a bit of overkill if you've got Rage and Invincibility boosting your to-hit, so I didn't use it.
You're probably right about the Kismet +ToHit. I'm used to throwing it in for my non-SS Invul tanks, but it's not really necessary on a SS tank unless you're one of the "can't have enough accuracy" folks. -
This.
DP is a huge heal plus HP boost; its only drawback is a long recharge timer.
However, with soft-capped defense it is unlikely that you'll need in very often. But it's invaluable on the rare occasions you run into pure Psi damage since you have no Psi res or def to speak of.
A soft-capped Invul is plenty tough enough to tank the ITF and other high-level TFs. The specific danger with the ITF is all the defense debuffs, so be sure to watch your combat monitor so you know if your def starts going into the red. But keep in mind that if an Invul tank is also capped for S/L resistance, he's got more to fall back on against defense debuffs than a pure defense tank like Ice or Shields. -
Donna, the build you posted isn't bad, but it's got some specific problems.
No Rage?!? Unless you've got a really compelling reason to skip it, not getting Rage is a *very* bad idea. It will do far, far more for your survivability that ResEl, for example.
You may notice that the other builds posted didn't use full sets of Mako or Multi-Strike. That's because those sets have much better bonuses for positional than for typed def. You get better bonuses with fewer slots with sets like Kinetic Combat and Eradication.
Also, just four-slotting Kinetic Combat leaves your attacks low on Accuracy and Damage. At the very least, Haymaker needs another slot.
I don't see the point in frankenslotting Tough and Weave. Four-slotting them with any defense or resistance set should give you adequate amounts of defense/resist and end reduction, so pick a set by which bonuses you like. (I prefer Gift of the Ancients and Luck of the Gambler for defense, and Reactive Armor or Aegis for resistance.)
Here's the build you posted with some changes to power selection and slotting that I think improve it significantly:
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: Invulnerability
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: Resist Physical Damage -- RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(43), RctvArm-ResDam/EndRdx:40(43), RctvArm-ResDam/EndRdx/Rchg:40(46)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(42), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam:40(3), RctvArm-ResDam/EndRdx/Rchg:40(42)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal/EndRdx/Rchg:50(7), Dct'dW-Heal:50(7), Dct'dW-Rchg:50(40)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Unyielding -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(9), RctvArm-ResDam/Rchg:40(9), RctvArm-EndRdx:40(11)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11)
Level 12: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(15), Mako-Acc/Dmg:50(37)
Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15)
Level 16: Health -- RgnTis-Regen+:30(A), Mrcl-Rcvry+:40(17), Heal-I:50(17), Heal-I:50(37)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(19), HO:Cyto(19), Taunt-I:50(37)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-End%:50(21)
Level 22: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(23), C'ngImp-Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/EndRdx:50(34)
Level 24: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(25), Mocking-Taunt/Rchg/Rng:50(25), Mocking-Acc/Rchg:50(31), Mocking-Taunt/Rng:50(34), Mocking-Rchg:50(34)
Level 26: Tough Hide -- LkGmblr-Def:50(A), LkGmblr-Def/Rchg:50(27), LkGmblr-Def/EndRdx:50(27), Ksmt-ToHit+:30(31)
Level 28: Rage -- Rec'dRet-ToHit:20(A), Rec'dRet-Pcptn:20(29), RechRdx-I:50(29), RechRdx-I:50(50)
Level 30: Boxing -- Acc-I:50(A)
Level 32: Resist Energies -- Aegis-ResDam/EndRdx:40(A), Aegis-ResDam/Rchg:40(33), Aegis-ResDam:40(33), S'fstPrt-ResDam/Def+:30(33)
Level 35: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(36), RctvArm-ResDam/EndRdx/Rchg:40(36), RctvArm-ResDam:40(36)
Level 38: Foot Stomp -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(40), M'Strk-Dmg/EndRdx/Rchg:50(40)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Adrenalin Boost -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(45), Numna-Heal/Rchg:50(45), Numna-Heal/EndRdx/Rchg:50(45), Numna-Regen/Rcvry+:50(46), Numna-Heal:50(46)
Level 47: Weave -- GftotA-Def/Rchg:40(A), GftotA-Def/EndRdx/Rchg:40(48), GftotA-Def/EndRdx:40(48), GftotA-Def:40(48)
Level 49: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(50), DefBuff-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:- 19.9% Defense(Smashing)
- 19.9% Defense(Lethal)
- 9.25% Defense(Fire)
- 9.25% Defense(Cold)
- 16.1% Defense(Energy)
- 16.1% Defense(Negative)
- 3% Defense(Psionic)
- 11.4% Defense(Melee)
- 17.1% Defense(Ranged)
- 6.13% Defense(AoE)
- 5.4% Max End
- 17.5% Enhancement(RechargeTime)
- 7% Enhancement(Accuracy)
- 10% Enhancement(Heal)
- 133.5 HP (7.13%) HitPoints
- MezResist(Held) 6.05%
- MezResist(Immobilize) 12.1%
- MezResist(Sleep) 1.65%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 2% (0.03 End/sec) Recovery
- 22% (1.72 HP/sec) Regeneration
- 4.71% Resistance(Fire)
- 2.21% Resistance(Cold)
- 1.26% Resistance(Toxic)
- 1.26% Resistance(Psionic)
- 5% RunSpeed
-
Freezing at the Loading screen is also known to be associated with WindowBlinds or other Windows skinning programs. If you (or Windows 7) have something like that running, turn it off before trying again.
-
People often slot for set bonuses in rarely-used attacks like Boxing and Brawl using sets that you probably wouldn't want to use in a 'bread and butter' attack. You wouldn't want to slot a 'real' attack with Stupefy since it doesn't enhance damage, but it is pretty cheap and has some nice set bonuses--recharge, recovery, etc.
Whether it's worth four extra slots to get those bonuses in an attack you won't use is really personal preference. I'm more likely to do it if helps me work toward a particular goal, like soft-capping defense. -
The build I came up with is very similar. However, I went a slightly different direction with the slotting, with the result that this build has a little less recharge, but more regen, and it is soft-capped for E/NE as well as S/L.
I did put in some fairly expensive uniques, but other than the Steadfast Protection, none is essential to the build and they can be omitted if they're not within the OP's budget.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Electrical Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(5)
Level 1: Charged Brawl -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(21), S'ngH'mkr-Dmg/Rchg:35(23), S'ngH'mkr-Dmg/EndRdx/Rchg:35(23), F'dSmite-Acc/Dmg:40(25)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal:50(11), Dct'dW-Rchg:50(13)
Level 4: Jacobs Ladder -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(25), Erad-Acc/Dmg/Rchg:30(27), M'Strk-Dmg/EndRdx:50(29), M'Strk-Acc/EndRdx:50(29)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7)
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(13), Mocking-Taunt/Rchg/Rng:50(15), Mocking-Acc/Rchg:50(15), Mocking-Taunt/Rng:50(17), Mocking-Rchg:50(50)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(39)
Level 16: Health -- Heal-I:50(A), Numna-Heal:50(17), Numna-Regen/Rcvry+:50(31)
Level 18: Invincibility -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(19), GftotA-Def/EndRdx/Rchg:40(19), GftotA-Def:40(21)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(31), P'Shift-End%:50(31)
Level 22: Thunder Strike -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(37), Erad-Acc/Dmg/Rchg:30(37), M'Strk-Dmg/EndRdx:50(39), M'Strk-Acc/EndRdx:50(39)
Level 24: Combat Jumping -- DefBuff-I:50(A), Ksmt-ToHit+:30(43)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/Rchg:40(27), LkGmblr-Def/EndRdx/Rchg:40(40), LkGmblr-Def:40(40)
Level 28: Chain Induction -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(33), S'ngH'mkr-Dmg/Rchg:35(33), S'ngH'mkr-Dmg/EndRdx/Rchg:35(33), F'dSmite-Acc/EndRdx/Rchg:35(37)
Level 30: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam:40(34)
Level 32: Unstoppable -- S'fstPrt-ResDam/Def+:30(A), RechRdx-I:50(46), RechRdx-I:50(46)
Level 35: Boxing -- 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)
Level 38: Lightning Rod -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(40), Erad-Acc/Dmg/Rchg:30(43), M'Strk-Dmg/EndRdx:50(43), M'Strk-Dmg/EndRdx/Rchg:50(46), M'Strk-Acc/EndRdx:50(48)
Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-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: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(48), RechRdx-I:50(48)
Level 49: Resist Energies -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(50), Aegis-ResDam:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
* 18% Defense(Smashing)
* 18% Defense(Lethal)
* 9.25% Defense(Fire)
* 9.25% Defense(Cold)
* 18.9% Defense(Energy)
* 18.9% Defense(Negative)
* 3% Defense(Psionic)
* 10.5% Defense(Melee)
* 13.3% Defense(Ranged)
* 6.13% Defense(AoE)
* 9% Max End
* 9% Enhancement(Accuracy)
* 12.5% Enhancement(RechargeTime)
* 4% Enhancement(Heal)
* 84.3 HP (4.5%) HitPoints
* MezResist(Held) 2.75%
* MezResist(Immobilize) 11%
* MezResist(Sleep) 4.95%
* MezResist(Terrorized) 2.2%
* 20% Perception
* 4% (0.07 End/sec) Recovery
* 22% (1.72 HP/sec) Regeneration
* 7.21% Resistance(Fire)
* 2.21% Resistance(Cold)
* 5% RunSpeed
-
Could you re-post your build? Without a working link or a data chunk, it's quite difficult to do any kind of in-depth analysis.
Just from what I can see, however, your power order needs some work--Stamina should definitely be at 20 and Invinc at 18. That is much, much more important than taking the passives early. And I agree with New Dawn that Provoke is a waste of a pick unless you're opening up the Presence pool for the later powers.
It also looks like you've way overslotted most of your res/def powers. Unless there's a *very* desirable set bonus, there's no reason to put more than 4 slots in the shield toggles or passives. Those extra slots are better used elsewhere. -
Quote:IME, the Erads I'd recommend--Damage, Dam/Rchg, Acc/Dam/Rchg--are far less expensive than a full set of Oblits.I don't know what his budget is like and Erads are pretty pricey but your ideas definitely are very good.
One of the advantages of going for typed rather than positional defense bonuses is that you can often avoid really high-priced IOs since you don't need a full set.
That doesn't apply to Kinetic Combat, unfortunately, but it does work for Erad. -
Buck is 30-34; the previous contacts will pass you on until you get to him. As a previous poster mentioned, you might want to turn off XP if it looks like you'll hit 35 before finishing his arc.
-
In the second build you posted, you have two -KB IOs, which are absolutely unnecessary for a WP tank. Dropping those will save you a substantial amount of influence, and in the case of the BotZ, free up that slot for something more useful.
-
In addition to what Minotaur mentioned, if you're planning to get Build-Up, six slotting it with Gaussian's is a good choice--it gives a 2.5% def bonus to all three positions.
-
If you want to be certain that you're comparing apples to apples, there are a few things to think about:
Are you comparing Sands with Shatter enhanced for damage or unenhanced?
Also, since Sands cannot be enhanced for Accuracy, you'd need some global accuracy bonuses to match Shatter's accuracy, since presumably you would enhance it for accuracy.
Have you taken into account the animation time of Sands vs. Shatter? I couldn't find the animation time of Sands online, but it certainly seems like a much longer attack than Shatter.
Lastly, keep in mind that Shatter has 100% chance to KD, and Sands doesn't offer any similar secondary effects.
I haven't crunched the numbers, but my gut feeling is that Shatter is a better attack when everything is taken into account. Sands' damage type is less resisted, which is a point in its favor, but I wouldn't make it a routine part of a my attack chain, mostly because of its accuracy and animation time.