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Posts
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Two big problems that I see:
1) WP is a typed defense set, and most of the sets you've chosen give primarily positional defense bonuses. For example, Mako's Bite, Red Fortune, and Titanium Coating are poor choices; stick with Kinetic Combat, Eradication, and Reactive Armor instead.
2) Your resistance and defense toggles are WAAY overslotted. In general, you should not plan to slot any armor toggle with more than four slots each; that's sufficient to fully slot for def/res and some end reduction. In addition, four slots of Reactive Armor will give you the same typed defense bonuses of 6 slots of RF and 6 slots of TC *combined*. Stick with Reactive Armor for Tough and MoB and use LotG or GotA for the defense powers. -
Quote:I don't think there's much need for Stun when you have another attack (Total Focus) that has a high-mag stun and does good damage. Even if you find it useful now, I'd consider dropping it when TF becomes available for either Energy Punch or to make room for the Fighting Pool.But first, a few questions: STUN seems situational at best. It is a great disorient, but the other powers in my attack chain also have disorient effects... should I drop it? Maybe replace it with Energy Punch? (my attack chain is a LITTLE light, but I'm not really a big soloer, and when in teams, I'm more focused on holding aggro and being a meat-shield.)
Quote:I'm not decided yet on whether or not I will invest in the Fighting Pool. I've heard two schools of thought on it... Not sure which way I'm going on that one yet.
Quote:Unstoppable: is it too situational because of the huge crash? Do I want it as an "Oh CRAP!" power? Or should I just try to max my resists/def as much as I can through my other Invul powers, Maneuvers, and Fighting Pool?
Concerning your current build, IMO it's much better than it was. A couple of notes:
Taunt doesn't need accuracy in PvE, slot it with Range, Recharge or Taunt Dur instead. If you go with sets there are some cheap sets with excellent bonuses like Mocking Beratement.
Combat Jumping is a much better pick than Maneuvers; it has slightly more defense at a fraction of the end cost. And in general I'd recommend dropping Maneuvers on respec, Weave will give you much more bang for the buck.
Scirocco's Dervish is not a great set for Invul, since it primarily gives a positional def bonus and the typed def bonus is for F/C, which should be a low priority for you.
I also think you're taking the resistance passives--ResEl and ResEn in particular--way too early. I'd be inclined to take CJ and start slotting the Fighting Pool at that point and delay ResEn and ResEl until the 30s or even 40s. ResEl is also quite skippable if you're looking for something to drop for Fighting. -
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Don't know whether everyone else is having trouble, but using the Data Link is still giving me an error. Could you please post the Data Chunk as well?
By the way, I'd wouldn't quite say that we are telling you that you are overvaluing end reduction, but that you had too much in the wrong places in the previous build. Unless it's a high end toggle--and Invul doesn't have any of those--it's much MUCH more important and useful to slot end red in attacks than it is in toggles. -
Quote:I'd rather slot to reduce endurance woes to begin with; having to use Consume constantly to keep the blue bar filled is not my idea of fun or a particularly effective way of playing, IMO.At the same time, I'd note that if you're having endurance woes because of oblit socketing you're not using consume enough.
Besides, the build I posted gives substantial defense to Energy, the most common damage type after S/L. If you can get that and better end usage at the same time at a reasonable cost, why not do it? -
I wouldn't recommend something like the second build that New Dawn posted; as I mentioned to Talen Lee when he posted his build, all those Oblits are not an optimal choice, IMO. Having three attacks very poorly slotted for end reduction is a recipe for end woes, and you're missing an opportunity to get a decent amount of E/NE defense by slotting Eradication in your AoEs.
I'd also kick Focused Accuracy to the curb first thing. It has a huge end cost and you can get most of the benefits of it by slotting a couple of IOs at no end cost at all. Hasten would be a good replacement and would free up some slots for other things.
Here's what I would do with your build. I dropped TP and FA for Hasten and LBE, and replaced the Oblit sets with Eradication. Instead of FA, I slotted a Kismet +Acc and a Rectified Reticle +Percep, which will replace most of FA's benefits. Upgrading one Smashing Haymaker set to Kinetic Combat and slotting the two RR in Build Up will replace the S/L def lost with the Oblits, and allow you to get E/NE defense to 32.5% as well. Global recharge is lower with this build, but picking up Hasten will more than make up for it. And without three attacks underslotted for end reduction, you end use will be much better.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Sua: Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(5), S'fstPrt-ResDam/Def+:30(48)
Level 1: Scorch -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(5), S'ngH'mkr-Dmg/Rchg:35(7), S'ngH'mkr-Dmg/EndRdx/Rchg:35(7), T'Death-Acc/Dmg/EndRdx:40(9)
Level 2: Healing Flames -- Dct'dW-Heal/Rchg:50(A), Dct'dW-Heal/EndRdx/Rchg:50(9), Dct'dW-Heal:50(11), Dct'dW-EndRdx/Rchg:50(11), Dct'dW-Rchg:50(13)
Level 4: Super Jump -- Winter-ResSlow:50(A)
Level 6: Combustion -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(13), Erad-Acc/Dmg/Rchg:30(15), Erad-Acc/Dmg/EndRdx/Rchg:30(15), M'Strk-Acc/Dmg/EndRdx:50(17)
Level 8: Consume -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(17), P'Shift-EndMod/Acc/Rchg:50(19), P'Shift-Acc/Rchg:50(19)
Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), Ksmt-ToHit+:30(45)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(21), RctvArm-ResDam/EndRdx/Rchg:40(21), RctvArm-ResDam:40(23)
Level 14: Acrobatics -- EndRdx-I:50(A)
Level 16: Blazing Aura -- Erad-%Dam:30(A), Erad-Dmg:30(23), Erad-Acc/Dmg/Rchg:30(25), Erad-Acc/Dmg/EndRdx/Rchg:30(25), Sciroc-Dmg/EndRdx:50(27), Sciroc-Acc/Dmg/EndRdx:50(27)
Level 18: Burn -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(29), Erad-Dmg/Rchg:30(29), Erad-Dmg:30(31), M'Strk-Acc/Dmg/EndRdx:50(31)
Level 20: Kick -- Empty(A)
Level 22: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(33)
Level 24: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(34), LkGmblr-Def:50(34), LkGmblr-Rchg+:50(34)
Level 26: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(36)
Level 28: Fire Sword Circle -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(36), Erad-Dmg/Rchg:30(36), Sciroc-Dmg/EndRdx:50(37), Sciroc-Acc/Dmg/EndRdx:50(37)
Level 30: Taunt -- Zinger-Taunt/Rchg/Rng:50(A), Zinger-Taunt/Rng:50(37), Zinger-Taunt/Rchg:50(39), Zinger-Taunt:50(43), Zinger-Acc/Rchg:50(45), Zinger-Dam%:50(46)
Level 32: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(39), RechRdx-I:50(48)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(40), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(42), KntkC'bat-Dmg/EndRdx/Rchg:35(42), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(43)
Level 44: Physical Perfection -- P'Shift-End%:50(A)
Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(48), Thundr-Dmg/Rchg:50(50)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(46), Numna-Heal/Rchg:50(46)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(45), P'Shift-EndMod/Rchg:50(50)
Level 1: Gauntlet
Level 4: Ninja Run
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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)
- 21.13% Defense(Smashing)
- 21.13% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 21.75% Defense(Energy)
- 21.75% Defense(Negative)
- 3% Defense(Psionic)
- 12.06% Defense(Melee)
- 12.38% Defense(Ranged)
- 3% Defense(AoE)
- 7.2% Max End
- 9% Enhancement(Accuracy)
- 25% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 10% FlySpeed
- 330.3 HP (17.63%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Immobilize) 11%
- MezResist(Terrorized) 4.95%
- 20% Perception
- 4.5% (0.08 End/sec) Recovery
- 62% (4.84 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 10% RunSpeed
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Okay, first thing is that a Ice tank should be able to easily cap E/NE as well as S/L without EA, which would make your tank plenty survivable for general play, not just Ice farms. That's the route I would recommend that you go in.
I'd also be concerned about your end usage with the current build. Sure, EA is a great end recovery power, but is currently completely unslotted for End Mod and very underslotted for Recharge. Furthermore, several of your attacks--and Icicles, a high-end toggle--are either underslotted or unslotted for end reduction.
Your goal of your set slotting seems rather haphazard at this point; IMO I would slot to soft-cap S/L/E/NE defense as a top priority, then for recharge, regen and recovery. But that assumes that everything's well slotted for all the basics--accuracy, damage, end reduction, which is not the case here.
From the top:
Putting the Regen Tissue +Reg in Hoarfrost is not a good idea, since you'll only get the benefit from the proc when HF is active. In addition, HF is poorly slotted for Heal and Recharge. Move the +Regen IO to Health and 5-slot HF with a high level set like Doctored Wounds, which also has a 5% recharge bonus.
Instead of the Pounding Slugfest, try 4 Smashing Haymaker in Charged Brawl (plus a fifth slot for accuracy and damage) so you can reach the S/L soft-cap.
The Steadfast +Def is a good choice for Permafrost, but I'd delay PF until much later in the build since you don't need it to cap cold resistance. I'd swap it and Hasten or CJ.
Combat Jumping is overslotted. I'd drop it back to three slots--the LotG +Recharge, the LotG Defense, and a Kismet +Acc since it doesn't need end red to speak of.
Jacob's Ladder and Icicles are both poorly slotted. I'd use 3-4 Eradication for the E/NE defense bonus in both, with another slot or two to ensure there's enough end reduction. Procs in Icicles are fine, but I'd make sure it has enough end reduction (at least 60%) and is fully slotted for damage first.
Impervious Skin is not a good choice for Tough; even 6-slotting won't fully slot for resistance. Go with four Reactive Armor instead, they'll give you S/L and E/NE defense bonuses and fully enhance it with four slots.
If you don't need to slot Thunderstrike for S/L or E/NE defense, I'd recommend 5 Scirocco's Dervish instead of the Oblits; at least the SDs will give you some F/C defense.
Instead of the Gaussian's, try two Rectified Reticle and a recharge common in Build Up instead. The two RR's have as much S/L def as a full set of Oblits.
EA needs to slottedf for End Mod and Recharge as well as defense. I'd recommend 3 defense and 3 end mod IOs, heavy on the recharge.
Crushing Impact is a good choice for Chain Induction, but the sixth slot really isn't necessary. You can use that slot elsewhere if you need it.
Instead of the BotZ in Fly, use a Winter's Gift +Slow resistance instead. With PF, that will give you 100% resistance to slows, which is very useful.
Hibernate doesn't benefit from recharge, so drop that back to the base slot--a Heal or End Mod common works fine there.
The sixth Positron's Blast slot in Ball Lightning isn't very useful since you have little Toxic resistance anyway. I'd move that slot to Static Discharge or Electrifying Fences.
Stamina is underslotted. Put a least one more slot, if not two in it so you have sufficient recovery--having to use EA all the time is not a good replacement, IMO.
Here's the build with my recommendations. It has a little less recharge, but is quite a bit better in most other ways--especially attack slotting and end use. Please note that I replaced some of the LotGs with Red Fortune because you were over the Rule of 5 on several set bonuses.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Frost Shawk: Level 50 Science Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Electrical Melee
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Frozen Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(3), LkGmblr-Def/EndRdx/Rchg:50(3), RedFtn-Def:50(5)
Level 1: Charged Brawl -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(15), S'ngH'mkr-Dmg/Rchg:35(17), S'ngH'mkr-Dmg/EndRdx/Rchg:35(17), Mako-Acc/Dmg/EndRdx/Rchg:50(33)
Level 2: Hoarfrost -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal:50(7), Dct'dW-Rchg:50(9)
Level 4: Chilling Embrace -- EndRdx-I:50(A), P'ngTtl--Rchg%:50(11)
Level 6: Wet Ice -- EndRdx-I:50(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(48), Ksmt-ToHit+:30(48)
Level 10: Jacobs Ladder -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(11), Erad-Acc/Dmg/Rchg:30(19), Erad-Acc/Dmg/EndRdx/Rchg:30(19), M'Strk-Acc/Dmg/EndRdx:50(23)
Level 12: Icicles -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(13), Erad-Acc/Dmg/EndRdx/Rchg:30(13), M'Strk-Dmg/EndRdx:50(15), M'Strk-Acc/Dmg/EndRdx:50(33), Erad-%Dam:30(46)
Level 14: Boxing -- Acc-I:25(A)
Level 16: Tough -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(31), RctvArm-ResDam/EndRdx/Rchg:35(31), RctvArm-ResDam:35(31)
Level 18: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(34), LkGmblr-Def/EndRdx:50(34), LkGmblr-Def/EndRdx/Rchg:50(34)
Level 20: Glacial Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(21), LkGmblr-Def/EndRdx:50(21), RedFtn-Def:50(23)
Level 22: Thunder Strike -- Sciroc-Acc/Dmg:50(A), Sciroc-Acc/Rchg:50(33), Sciroc-Dmg/EndRdx:50(36), Sciroc-Dmg/Rchg:50(36), Sciroc-Acc/Dmg/EndRdx:50(36)
Level 24: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(25), RechRdx-I:50(25)
Level 26: Energy Absorption -- LkGmblr-Def/Rchg:50(A), RedFtn-Def/Rchg:50(27), RedFtn-Def:50(27), P'Shift-EndMod:50(29), P'Shift-EndMod/Rchg:50(29), P'Shift-EndMod/Acc/Rchg:50(37)
Level 28: Chain Induction -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(37), C'ngImp-Acc/Dmg:50(39), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(39)
Level 30: Fly -- Winter-ResSlow:50(A)
Level 32: Hibernate -- Heal-I:50(A)
Level 35: Electrifying Fences -- Posi-Dmg/Rchg:50(A), Posi-Dmg/EndRdx:50(37), Posi-Acc/Dmg:50(45)
Level 38: Lightning Rod -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-Dmg:50(40), Oblit-Acc/Rchg:50(42), Oblit-Dmg/Rchg:50(42), Oblit-Acc/Dmg/Rchg:50(42)
Level 41: Ball Lightning -- Posi-Dam%:50(A), Posi-Dmg/Rchg:50(43), Posi-Dmg/Rng:50(43), Posi-Dmg/EndRdx:50(43), Posi-Acc/Dmg/EndRdx:50(45)
Level 44: Static Discharge -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Acc/Dmg/EndRdx:50(46)
Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 49: Permafrost -- S'fstPrt-ResDam/Def+:30(A)
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Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), RgnTis-Regen+:30(9), Numna-Heal:50(46), Mrcl-Rcvry+:40(50), Mrcl-Heal:40(50)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), EndMod-I:50(40), P'Shift-EndMod:50(48)
Level 1: Brawl -- Acc-I:50(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
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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)
- 9.88% Defense(Smashing)
- 9.88% Defense(Lethal)
- 4.56% Defense(Fire)
- 4.56% Defense(Cold)
- 10.5% Defense(Energy)
- 10.5% Defense(Negative)
- 3% Defense(Psionic)
- 9.25% Defense(Melee)
- 6.75% Defense(Ranged)
- 6.13% Defense(AoE)
- 3.6% Max End
- 4% Enhancement(Heal)
- 43% Enhancement(Accuracy)
- 51.25% Enhancement(RechargeTime)
- 10% FlySpeed
- 224.9 HP (12%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Immobilize) 7.7%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 10% (0.17 End/sec) Recovery
- 62% (4.84 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 5.99% Resistance(Fire)
- 5.99% Resistance(Cold)
- 3.13% Resistance(Negative)
- 10% RunSpeed
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Could you please post the data chunk as well? I'm getting an error when I try to use the link.
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Nov. 26 is the Saturday after T-Giving, right? Sounds good to me! I think I'll move one of my 50s from Justice that doesn't get much play.
By the way, think we can manage doing Tin Mage on Justice? -
Quote:And don't forget, a large HP boost to take even more damage if necessary.As others have said here. In terms of layered mitigation, Invulnerability comes out on top here. Especially if the time, effort, and inf is taken to softcap.
All SR has going for it is Defense. And while that's good, Defense has one fatal flaw. If something manages to bypass defense an hit you, you take damage. So lucky shots can wreck you, and enemies sporting +ToHit buffs and/or stacking -Defense debuffs will just ruin your day. Damage becomes an all-or-nothing proposition.
Whereas, with Invuln, you have:
- The chance to avoid the damage completely: Defense.
- The chance to only take a fraction of the damage that actually lands: Resistance
- And at worst, the ability to heal the damage that is actually taken.
All in all, though SR can be very strong in the lower levels especially, Invul is going to be tougher overall. -
Talen, the link won't work while the Titan Network is down. Could you post a data chunk instead?
Quick question based on the description of your build; if you're aiming for S/L defense I'm surprised you'd use Obliteration and Smashing Haymaker rather than Kinetic Combot, which give twice as much S/L defense in four slots. And slotting several Oblit sets is problematic because they have such poor end reduction.
I also don't think it's worth slotting for both S/L and melee defense; in most cases that will be redundant. IMO a better choice would be to aim for 32.5% to S/L/E/NE or even 45% to S/L. -
Quote:BA, AD and GC all have some defense debuff resistance, so if you make sure they're all on in Mids', you'll have around 66% in total, not bad at all.@Finduilas : Thx for you're very thourough analysis of my build and help. I'll be trying it right away (looks promising).
Quick question about -DEF resistance : I see 27.3% on this build. Is it enough ? do I need more and if so, can I get more ?
Thanx again to both of you, really helpfull ^^
You can get more defense debuff resistance, but it requires slotting Enzyme Exposures in Active Defense, which increases your DDR to about 79% as an unintended consequence--unintended by the devs, anyway. However, Enzymes are *very* expensive, so that might be a goal that you want to work toward rather than put in your build right away. -
Well, I think you've overdone it on the melee defense. I wouldn't recommend going over around 50% to any position. And lightening up on the melee defense would allow some flexibility in your build in other ways.
Also, is there a particular reason you picked up Hover? Unless you're planning to Hover-tank I'd drop it for something more useful, like Punch or Hurl. You could put the LotG +Recharge in CJ or Grant Cover instead.
Some slotting issues:
Deflection, BA and Weave are all underslotted for end reduction. Replace the LotG Def/Rchg with a Def/End/Rchg; they'll still be past the ED cut-off for defense but they'll be adequately slotted for end reduction.
Move the Steadfast +Def somewhere else--True Grit, Tough, and OwtS would all work--and use two defense commons in Deflection instead. IMO, the tiny +recovery bonus is not worth the poor resistance slotting you get having the Steadfasts in Deflection.
Slotting the Miracle +Recovery in TG doesn't help with TG's HP bonus, so I'd move it to Health and slot TG with 3 Numina--not the +Regen/Recovery. I'd add the Steadfast +Def so TG is more fully slotted for resistance or use resistance commons there instead.
You're going to need at least two recharge slots in Active Defense until you get all your recharge bonuses in place, and I think it's a good idea to leave it at two slots in case of recharge debuffs. Slotting two Membrane Exposures is probably the best slotting for AD, but they may not be within your budget.
Since only the ally portion of Phalanx Fighting benefits from defense slotting, consider moving the LotG +Recharge to Grant Cover and slotting a Kismet +Acc in PF for a nice "always on" ToHit bonus.
Personally, I don't think the BotZ bonuses are worth slotting for in a Shield Tank, especially since SD doesn't need the KB IO. I'd put a Winter's Gift Slow Resistance in SJ and use the other two slots elsewhere.
Long recharge, single-target attacks are the worst place to put procs; I'd pull the Mako's proc from KoB and use that slot somewhere else.
Having two attacks fully slotted with Obliteration is not a great choice since the set has inadequate end reduction. You don't need the melee defense, so I'd pull the Oblits from Foot Stomp and 5-slot it with Scirocco's Dervish and use a Force Feedback +Recharge in the sixth slot.
Hasten needs another recharge slot.
I think Perf Shifter would be a better choice than Efficacy Adaptor since you can slot another PS +End.
As I mentioned earlier, I'd drop Hover and pick up something like Hurl. If necessary, Hurl can be slotted with Thunderstrike for some additional Ranged defense.
Health and Stamina are way overslotted, there are much better ways to get Ranged and AoE defense, IMO.
Here's your build with the changes I recommended. Melee defense is lower, resistance is a little higher, end use will be better, and it has an additional attack.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Barricade: Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(3), LkGmblr-Rchg+:50(3), LkGmblr-Def:50(5), ResDam-I:50(5), ResDam-I:50(7)
Level 1: Jab -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(7), C'ngImp-Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Dmg/EndRdx/Rchg:50(11), Mako-Acc/Dmg/EndRdx/Rchg:40(11)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(13), LkGmblr-Def:50(13), LkGmblr-Rchg+:50(15)
Level 4: True Grit -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(15), Numna-Heal/Rchg:50(17), ResDam-I:50(17), ResDam-I:50(19)
Level 6: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(34)
Level 8: Haymaker -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/Rchg:50(19), C'ngImp-Acc/Dmg:50(21), C'ngImp-Dmg/EndRdx:50(23), C'ngImp-Dmg/Rchg:50(23), Mako-Dam%:50(25)
Level 10: Against All Odds -- EndRdx-I:50(A)
Level 12: Phalanx Fighting -- Ksmt-ToHit+:30(A)
Level 14: Fly -- Winter-RunSpd/Jump/Fly/Rng:50(A)
Level 16: Boxing -- Acc-I:50(A)
Level 18: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(29), Mocking-Taunt/Rchg/Rng:50(29), Mocking-Acc/Rchg:50(31), Mocking-Rchg:50(31), Mocking-Taunt/Rng:50(31)
Level 20: Knockout Blow -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg:50(33), C'ngImp-Dmg/EndRdx:50(33), C'ngImp-Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/Rchg:50(34)
Level 22: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(25), ImpArm-ResDam/EndRdx/Rchg:40(34), S'fstPrt-ResDam/Def+:30(36)
Level 24: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(36), LkGmblr-Def:50(36), LkGmblr-Rchg+:50(37)
Level 26: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(27), Oblit-%Dam:50(27), Oblit-Acc/Rchg:50(37), Oblit-Dmg/Rchg:50(37), Oblit-Acc/Dmg/Rchg:50(39)
Level 28: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(40), GSFC-ToHit/Rchg/EndRdx:50(40), GSFC-Rchg/EndRdx:50(40), GSFC-ToHit/EndRdx:50(42), GSFC-Build%:50(42)
Level 30: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(42)
Level 32: One with the Shield -- ResDam-I:50(A)
Level 35: Hurl -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(39), Thundr-Dmg/Rchg:50(39), Thundr-Acc/Dmg/Rchg:50(46), Thundr-Acc/Dmg/EndRdx:50(46), Thundr-Dmg/EndRdx/Rchg:50(50)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(43), Sciroc-Dmg/Rchg:50(43), Sciroc-Acc/Rchg:50(43), Sciroc-Acc/Dmg/EndRdx:50(45), FrcFbk-Rechg%:50(45)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-End%:50(48)
Level 47: Grant Cover -- LkGmblr-Rchg+:50(A)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(48), Mrcl-Heal:40(48), Mrcl-Rcvry+:40(50)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(45), P'Shift-End%:50(46)
------------
Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 8.63% Defense(Smashing)
- 8.63% Defense(Lethal)
- 8.94% Defense(Fire)
- 8.94% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 4.88% Defense(Psionic)
- 10.5% Defense(Melee)
- 9.25% Defense(Ranged)
- 10.19% Defense(AoE)
- 1.8% Max End
- 73% Enhancement(Accuracy)
- 65% Enhancement(RechargeTime)
- 19% FlySpeed
- 210.8 HP (11.25%) HitPoints
- 19% JumpHeight
- 19% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 6.6%
- MezResist(Stun) 2.2%
- 12% (0.2 End/sec) Recovery
- 74% (5.78 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 19% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1467;669;1338;HEX;| |78DA6594C973124114C67BC220B219084B42160384241060082677AB342466C18A8| |57A8D63D202619C5003D1C49B07FF01ADD293462DF783FF99CB5D233EE67D495135| |53C0AFFBEB7EF3BED70BD5A395C0F7B5A7578512B86EE89DCECE6DDD6C49CB7353E| |F1E5ABA21E8F15ED32DABB9ABEF490FF5A678C2CE8A7C20CD8ED46A8DA634F6CEBA| |1318AD4A43D2D8619BDAB5AE25CD7AB7115E371B929A5DEDACE1DF3E3830B455A35| |96F7483DCEE379B663D60F7B6A4DEA68ECFEED4DA52EE452AEDE6AE5631A5553FDE| |A9EA9DAEB48EC7C8D52C7D5782F4A3F41DF7DC22448DB22A8622608CA946C182B07| |9012CF8041E8ABD87319D79F13EB8CBF449709F38AF8A0AE55538AF4B41DE401844| |BE4BC8BF4A735D3C5775DDC2D81D66A806C2D308B846316EF6A6B8F3ACA5408D7C7| |BE0DB035F23F019451D71D411471D632DE60D7AAFD736DE13DE146BEBA4F9D99FF0| |9FF6B75B157E4A10E41C229870D9F314D286A10D8F736C89BC84E125DC18B2B5C92| |6B8CFBCDC021F8206B34CB1118E5523A82309FF49F84FC27F0AF5B9C8430CEB1ECB| |28F65E8C6599A979E6CCA862D7A0D2DC51CC1DC51ECDE06CCC608F32D8A34D2A368| |13A127FD8DF780F145C7FE62FF733A7CCB97FCC2B54C7847D087BEE890FACCD7F04| |3F819F99B92FE057669C3C4EB147650A9E72F0B4459EA6B1DED338174B942B0D9FE| |9D7ACCDBD014F98C5B7E03B66F93D73D9C777A61F3BFB88B585C7E011788CBBF104| |7CC63E4F6809B2F092C539FC46FEF2F09E7FCEF34AAF981B34A661BE867AD254EB2| |2CEF422DE510627D5F3BB481F7A444E3DBFD9BD05C7E8A243293B942587B2EC50B6| |1CCAB68AB4A428B6E20D89FE09B09DFCF09DDF7BA114D9FB2FDFC07FC15DAEB584F| |B5D5AE73359DE60FE1C8CCF72FCEFC178AC63F405B3F09259C4BAFE07CA01DAAF| |-------------------------------------------------------------------|
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Sorry to say, but you'd get a better response in the Tank forum. That's where I and the others who help with tanker builds usually hang out.
Personally, I'd do something like this with your build. It has a little less regen, but a little more HP and recharge, and most importantly, is soft-capped to S/L/E/NE/F/C. Oh, and I dropped Melt Armor--the tanker version is generally considered to be a dog of an attack--and picked up Fire Blast instead.
Hope this helps.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Captin Combustion: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(3), Numna-Heal/Rchg:50(3), Aegis-ResDam/EndRdx:40(15), Aegis-ResDam/Rchg:40(21), Aegis-ResDam:40(34)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(5), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx:35(19), Mako-Acc/Dmg/EndRdx/Rchg:50(19)
Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(7)
Level 4: Fast Healing -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(9), Numna-Heal/Rchg:50(11)
Level 6: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(11)
Level 8: Rise to the Challenge -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(9), Numna-Heal/EndRdx/Rchg:50(13), Numna-Heal/Rchg:50(33)
Level 10: Combat Jumping -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(17), LkGmblr-Rchg+:50(17)
Level 12: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(15), P'Shift-EndMod/Rchg:50(31), P'Shift-End%:50(42)
Level 14: Super Jump -- Winter-ResSlow:50(A)
Level 16: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Knock%:35(40)
Level 18: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(21), LkGmblr-Rchg+:50(33)
Level 20: Taunt -- Mocking-Taunt:50(A), Mocking-Acc/Rchg:50(43), Mocking-Taunt/Rng:50(43), Mocking-Rchg:50(46), Mocking-Taunt/Rchg:50(48), Mocking-Taunt/Rchg/Rng:50(48)
Level 22: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam:40(25), RctvArm-ResDam/EndRdx/Rchg:40(37)
Level 24: Weave -- HO:Enzym(A), HO:Enzym(27), LkGmblr-Rchg+:50(27)
Level 26: Resurgence -- RechRdx-I:50(A)
Level 28: Fire Sword Circle -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(31), Erad-Dmg/Rchg:30(45), Sciroc-Acc/Dmg/EndRdx:50(45), Sciroc-Dmg/EndRdx:50(45)
Level 30: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(34), RechRdx-I:50(34)
Level 32: Maneuvers -- HO:Enzym(A), LkGmblr-Def:50(37), LkGmblr-Rchg+:50(33)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(37), Mako-Acc/Dmg/EndRdx/Rchg:50(39)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(40), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
Level 41: Char -- Apoc-Dmg/EndRdx:50(A), Apoc-Acc/Dmg/Rchg:50(42), Apoc-Dmg/Rchg:50(42), BasGaze-Acc/Hold:30(46), BasGaze-Acc/EndRdx/Rchg/Hold:30(50)
Level 44: Fire Blast -- Mael'Fry-Acc/Dmg:35(A), Mael'Fry-Dmg/EndRdx:35(46), Mael'Fry-Dmg/Rchg:35(48)
Level 47: Fire Ball -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(50), Ragnrk-Acc/Dmg/Rchg:50(50)
Level 49: Strength of Will -- S'fstPrt-ResDam/Def+:30(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Nerve Radial Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Numna-Heal:50(A), Mrcl-Heal:40(23), Mrcl-Rcvry+:40(29), Numna-Regen/Rcvry+:50(29), RgnTis-Regen+:30(43)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(23)
------------
Set Bonus Totals:- 24.88% Defense(Smashing)
- 24.88% Defense(Lethal)
- 11.13% Defense(Fire)
- 11.13% Defense(Cold)
- 11.13% Defense(Energy)
- 11.13% Defense(Negative)
- 3% Defense(Psionic)
- 13.94% Defense(Melee)
- 7.06% Defense(Ranged)
- 7.06% Defense(AoE)
- 3.6% Max End
- 6% Enhancement(Heal)
- 45% Enhancement(RechargeTime)
- 5% FlySpeed
- 351.4 HP (18.75%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 13.2%
- 9% (0.15 End/sec) Recovery
- 114% (8.9 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 13% RunSpeed
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You'll need to post the data chunk for people to look at the build in Mids'. The data link option isn't working with the Titan Network down.
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Elendil, could you post the data chunk as well? I generally use the link, but it's not working currently since the Titan site is down.
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Great forum name, I approve!
What I suggest is that you post your current build, SOs and all. That will give us some information on what powers you would like. Also, if you could give us an idea of what you're looking for from an IO build that would be helpful too.
I would suggest using Titan Sentinel from your live build to Mids' if it's not already in Mids', but it looks like that part of the Titan network is still down. -
The difference isn't huge and probably mostly due to the loss of Assault. If it's important to maintain that level of DPS, he could always drop Grant cover for Assault.
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Your power selection are mostly quite good, though Melt Armor for Tankers is generally considered to be a dog of a power. I'd recommend dropping it and taking Combustion instead.
Here's a common IO build; please note that it's built for level 50 IOs in the attacks. They're already a bit underslotted with two level 50 commons, so you don't want to go lower, IMO. The slot distribution will also be a little different with SOs or set IOs. I did add one set IO, the Steadfast Protection +Def. It's not super expensive and it really is a must have since it adds 3% def to all damage types. With it, Weave, CJ and the Ice defense powers fully slotted you'll be at the soft-cap with EA active. I moved Hibernate to the end of the build so you'll be able to five slot Fireball. You can always move another one-slot power like CJ or SJ there instead--your call.
Let us know if you want to see a set IO build; Ice is very easy and inexpensive to soft-cap without EA with sets, and you'll get a lot of other nice bonuses too.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Frozen Armor -- EndRdx-I:50(A), DefBuff-I:50(3), DefBuff-I:50(3), DefBuff-I:50(5)
Level 1: Scorch -- Acc-I:50(A), EndRdx-I:50(15), RechRdx-I:50(15), Dmg-I:50(17), Dmg-I:50(17)
Level 2: Hoarfrost -- RechRdx-I:50(A), RechRdx-I:50(5), RechRdx-I:50(7), Heal-I:50(7), Heal-I:50(9)
Level 4: Chilling Embrace -- EndRdx-I:50(A)
Level 6: Combustion -- Acc-I:50(A), EndRdx-I:50(9), RechRdx-I:50(11), Dmg-I:50(11), Dmg-I:50(13)
Level 8: Wet Ice -- EndRdx-I:50(A)
Level 10: Taunt -- Taunt-I:50(A)
Level 12: Combat Jumping -- DefBuff-I:50(A), DefBuff-I:50(13)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Icicles -- Acc-I:50(A), EndRdx-I:50(21), EndRdx-I:50(23), Dmg-I:50(23), Dmg-I:50(33)
Level 18: Glacial Armor -- EndRdx-I:50(A), DefBuff-I:50(19), DefBuff-I:50(19), DefBuff-I:50(21)
Level 20: Build Up -- RechRdx-I:50(A), RechRdx-I:50(36)
Level 22: Boxing -- Acc-I:50(A)
Level 24: Tough -- EndRdx-I:50(A), ResDam-I:50(25), ResDam-I:50(25), S'fstPrt-ResDam/Def+:30(27)
Level 26: Energy Absorption -- RechRdx-I:50(A), RechRdx-I:50(27), EndMod-I:50(29), EndMod-I:50(29), DefBuff-I:50(33), DefBuff-I:50(33)
Level 28: Fire Sword Circle -- Acc-I:50(A), EndRdx-I:50(34), RechRdx-I:50(34), Dmg-I:50(36), Dmg-I:50(36)
Level 30: Weave -- EndRdx-I:50(A), DefBuff-I:50(31), DefBuff-I:50(31), DefBuff-I:50(31)
Level 32: Spring Attack -- Acc-I:50(A), EndRdx-I:50(34), RechRdx-I:50(40), Dmg-I:50(42), Dmg-I:50(42)
Level 35: Incinerate -- Acc-I:50(A), EndRdx-I:50(37), RechRdx-I:50(37), Dmg-I:50(37), Dmg-I:50(39)
Level 38: Greater Fire Sword -- Acc-I:50(A), EndRdx-I:50(39), RechRdx-I:50(39), Dmg-I:50(40), Dmg-I:50(40)
Level 41: Char -- Acc-I:50(A), EndRdx-I:50(42), RechRdx-I:50(43), Dmg-I:50(45), Dmg-I:50(45)
Level 44: Fire Blast -- Acc-I:50(A), EndRdx-I:50(45), RechRdx-I:50(46), Dmg-I:50(48), Dmg-I:50(48)
Level 47: Fire Ball -- Acc-I:50(A), EndRdx-I:50(48), RechRdx-I:50(50), Dmg-I:50(50), Dmg-I:50(50)
Level 49: Hibernate -- Heal-I:50(A)
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Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Heal-I:50(A), Heal-I:50(46), Heal-I:50(46)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(43), EndMod-I:50(43)
Level 1: Brawl -- Acc-I:50(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
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Set Bonus Totals:- 3% Defense(Melee)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Ranged)
- 3% Defense(AoE)
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Thanks so much for the words of encouragement--I very much appreciate it! I've always been most comfortable writing stories from different characters' PoV--even minor characters like Lt. Robbins--so I'm glad you're enjoying that aspect of it.
And thanks for the suggestion--I think I bring in other senses occasionally later in the story, but I'll see what I can do to ramp it up a bit.
Thanks again! -
IMO there is a lot of sub-optimal slotting in your build, you shouldn't need either the GA +Def or Maneuvers to easily soft-cap Shields. In particular, I don't think the Red Fortune and Serendipity bonuses are worth wasting 6 additional slots to get. Using those slots to 6-slot Build Up with Gaussian's would give you a lot more bang for your buck.
I'd suggest dropping Maneuvers picking up another attack instead. As it is you're very light on ST attacks, and Gash would be a good choice.
Here's what I would do with your build; I dropped the Leadership Pool for Gash and Grant Cover. The defense totals are about the same, recharge is about the same and S/L resistance is a little higher, but this build will cost 2 billion less since it doesn't have the GA +Def.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Alakur: Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Battle Axe
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/EndRdx/Rchg:40(3), LkGmblr-Def:40(9), LkGmblr-Rchg+:40(13), ResDam-I:50(43), ResDam-I:50(43)
Level 1: Beheader -- C'ngImp-Dmg/EndRdx:40(A), C'ngImp-Dmg/Rchg:40(7), C'ngImp-Acc/Dmg/Rchg:40(11), C'ngImp-Acc/Dmg/EndRdx:40(19), C'ngImp-Dmg/EndRdx/Rchg:40(19)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/EndRdx/Rchg:40(3), LkGmblr-Def:40(11), LkGmblr-Rchg+:40(13)
Level 4: Gash -- Mako-Acc/Dmg:40(A), Mako-Dmg/EndRdx:40(5), Mako-Dmg/Rchg:40(9), Mako-Acc/EndRdx/Rchg:40(31), Mako-Acc/Dmg/EndRdx/Rchg:40(42), Mako-Dam%:40(42)
Level 6: True Grit -- ResDam-I:50(A), ResDam-I:50(7), Numna-Regen/Rcvry+:40(31), Numna-Heal:40(46), Numna-Heal/EndRdx:40(46)
Level 8: Active Defense -- HO:Membr(A), HO:Membr(31), HO:Membr(50)
Level 10: Against All Odds -- EndRdx-I:40(A)
Level 12: Boxing -- Acc-I:40(A)
Level 14: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(15), RctvArm-ResDam:40(15)
Level 16: Build Up -- GSFC-ToHit:40(A), GSFC-ToHit/Rchg:40(17), GSFC-ToHit/Rchg/EndRdx:40(17), GSFC-Rchg/EndRdx:50(34), GSFC-ToHit/EndRdx:50(34), GSFC-Build%:50(43)
Level 18: Combat Jumping -- LkGmblr-Rchg+:25(A)
Level 20: Swoop -- C'ngImp-Dmg/EndRdx:40(A), C'ngImp-Dmg/Rchg:40(21), C'ngImp-Acc/Dmg/Rchg:40(21), C'ngImp-Acc/Dmg/EndRdx:40(33), C'ngImp-Dmg/EndRdx/Rchg:40(33)
Level 22: Weave -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/EndRdx/Rchg:40(23), LkGmblr-Def:40(23), LkGmblr-Rchg+:40(33)
Level 24: Hasten -- RechRdx-I:40(A), RechRdx-I:40(25), RechRdx-I:40(25)
Level 26: Shield Charge -- Oblit-Dmg:40(A), Oblit-Acc/Rchg:40(27), Oblit-Dmg/Rchg:40(27), Oblit-Acc/Dmg/EndRdx/Rchg:40(37), Oblit-Acc/Dmg/Rchg:40(40), Oblit-%Dam:40(48)
Level 28: Whirling Axe -- Sciroc-Acc/Dmg:40(A), Sciroc-Dmg/EndRdx:40(29), Sciroc-Dmg/Rchg:40(29), Sciroc-Acc/Rchg:40(37), Sciroc-Acc/Dmg/EndRdx:40(40), FrcFbk-Rechg%:40(42)
Level 30: Phalanx Fighting -- Ksmt-ToHit+:25(A)
Level 32: One with the Shield -- S'fstPrt-ResDam/Def+:30(A)
Level 35: Cleave -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(36), M'Strk-Dmg/Rchg:40(36), Oblit-Acc/Dmg/Rchg:40(36), M'Strk-Dmg/EndRdx/Rchg:40(37)
Level 38: Pendulum -- C'ngBlow-Dmg/EndRdx:40(A), C'ngBlow-Dmg/Rchg:40(39), M'Strk-Dmg/EndRdx/Rchg:40(39), Sciroc-Dmg/EndRdx:40(39), Sciroc-Dmg/Rchg:40(40)
Level 41: Conserve Power -- RechRdx-I:40(A)
Level 44: Taunt -- Mocking-Taunt/Rchg:50(A), Mocking-Taunt:50(45), Mocking-Taunt/Rchg/Rng:50(46), Mocking-Rchg:40(48), Mocking-Acc/Rchg:50(50), Mocking-Taunt/Rng:40(50)
Level 47: Physical Perfection -- P'Shift-EndMod:40(A), P'Shift-EndMod/Acc:40(48)
Level 49: Grant Cover -- LkGmblr-Rchg+:40(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 1: Brawl -- Acc-I:40(A)
Level 1: Gauntlet
Level 1: Sprint -- ULeap-Stlth:40(A)
Level 2: Rest -- RechRdx-I:40(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:40(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), RgnTis-Regen+:30(5)
Level 2: Hurdle -- Jump-I:40(A)
Level 2: Stamina -- P'Shift-EndMod:40(A), P'Shift-End%:40(34), P'Shift-EndMod/Rchg:40(45), P'Shift-EndMod/Acc:40(45)
------------
Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 8.63% Defense(Smashing)
- 8.63% Defense(Lethal)
- 8.94% Defense(Fire)
- 8.94% Defense(Cold)
- 7.38% Defense(Energy)
- 7.38% Defense(Negative)
- 3% Defense(Psionic)
- 10.5% Defense(Melee)
- 9.88% Defense(Ranged)
- 10.19% Defense(AoE)
- 3.6% Max End
- 59% Enhancement(Accuracy)
- 60% Enhancement(RechargeTime)
- 15% FlySpeed
- 238.9 HP (12.75%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- MezResist(Held) 6.05%
- MezResist(Immobilize) 8.8%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 2.2%
- 6% (0.1 End/sec) Recovery
- 62% (4.84 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 15% RunSpeed
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From the hit count it seems there are at least some readers...but I would very much appreciate comments or constructive criticism so I know whether it's worthwhile continuing to post the story.
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Chapter 2
Elena was much too busy in the next few weeks to spend time concocting a reason to call her new neighbor, much less get up the nerve to actually do it. So she was pleasantly surprised one morning when she left for work and saw him walking rapidly down the street just ahead of her.
He could clearly walk much faster than she could in her heels, so rather than run to catch up to him, she gathered her courage and called his name. “Mr. Halstrom—Walter!” He turned immediately and stopped, giving her what seemed to be a genuine smile of welcome as she hurried to meet him.
He was wearing another expensive-looking suit, the lines of which he was callously ruining by standing with both hands in his pockets while waiting for her. “It is a pleasure to see you again, Elena,” he said warmly, offering her his hand. “It seems there is some benefit to being up and about at this gods forsaken hour of the morning.”
“It’s only 7:30!” she laughed, trying not to blush at his compliment, “that doesn’t seem very early to me. Sometimes I have to be at work by now.”
“Gah!” he gave a mock shudder. “I am not by nature an early riser, nor does my work require it, fortunately.”
She gave him a wry smile, “Magical artifacts not an early morning business, I take it?”
“No, of course not,” he replied with an amused glint in his eye, “the stroke of midnight is much more appropriate, wouldn’t you say?”
“Undoubtedly,” Elena agreed, thinking that for once her second impression of someone matched the first—he was just as handsome as she remembered, and even more charming. “Are you walking to the tram, Walter? I’m on my way to work.”
He shook his head, “No, I’m meeting a client a few blocks south of here—one of the rare occasions I do have business this early. But I would be happy to accompany you to the station; it is not out of my way.”
Elena knew she should probably make sure it was on his way, but if he really wanted to walk her to the station, who was she to argue? So she simply smiled and said, “Thank you, I’d like that.”
“Mrs. Goodfield said that you work in King’s Row?” Walter asked politely as they made their way toward the station.
“At the Cyrus Thompson Community Center. I’m a social worker—you know, one of those overworked, underpaid do-gooders,” she added dryly.
Walter snorted, “It seems fundamentally wrong, somehow, that doing good for others should be so poorly compensated. Do you enjoy it?” Then he rolled his eyes and said, “Ah, what a foolish question—of course you must, why would you do it otherwise?”
“Well, I do enjoy it—except for the overworked and underpaid part, not surprisingly.” She cast a sidelong glance at her companion, “So how does one decide on a career in ‘Antiquities and Magical Artifacts,’ Walter? Don’t tell me you can get in a degree in that!”
“Alas, no, Elena. My degrees are in Art History and Historic Preservation,” he shrugged, “the rest came through a combination of avocation and happenstance.”
“So did your parents want you to be a doctor or lawyer like everyone else?” she asked, secretly hoping for a bit of information on his background.
None was forthcoming. His smile faded a bit and he said lightly, “That was never an issue, Elena.”
They reached the station and Walter walked her up the ramp before offering her his hand and saying, “I enjoyed our conversation, Elena, I hope we can continue it sometime. Since it seems we rarely keep the same schedule during the week, perhaps on the weekend?”
If this was angling for a date, she had no hesitation about taking the bait. Elena met his eyes and smiled, “Oh yes,” Yes! “I’d enjoy that.” Very much!
Walter hurried down the ramp from the tram station and started up the street near it. Just then Elena remembered that in the next block there was a corner—right in Walter’s path—where a large group of trolls regularly congregated.
She glanced toward the corner, which he was rapidly approaching, ready to call out and warn him. But to her surprise, the corner was empty.
At that moment Walter looked back, saw her still standing on the platform and offered a friendly wave. She was a little embarrassed to be caught watching him, but returned his wave nonetheless. He passed the corner in question and walked quickly on.
Elena was debating on whether she should drop a hint to Mrs. Goodfield suggesting that she give Walter her phone number when she heard the tram rumble into the station. As she hurried to catch it, she happened to glance down the street where Walter had gone one last time. He was out of sight, but the trolls had reappeared, gathering once more on their accustomed corner.
-ooo-
Walter Halstrom scanned the side of the warehouse looking for something that would confirm it as his destination, at the same time keeping a wary eye on a group of men lounging around a fire in the vacant lot across the street. They appeared to be the homeless unfortunates that can be found in any city, but he recognized them as much more than that. They were Lost; and although he was fairly certain that he was far enough away not to alarm them with his presence, he also knew from experience that they were dangerous, unpredictable and not entirely sane.
There—a small rusty sign with the company name and street address that matched the instructions he had been given. He found a door propped open with a stray brick and cautiously entered. As he had suspected, the warehouse was long abandoned, the floor stained and littered with debris too worthless to pilfer, the only light coming from the long windows in the main room. The person he had come to meet was not in evidence, but he could easily be concealed behind the banks of twisted shelving. “Terry!” he called softly; keenly aware that he had no idea who or what else might be lurking in the building.
“Over here, Doc!” a familiar voice responded, and he followed the voice to see his contact step out from behind some broken machinery.
“Nice place you have here, Terry,” he commented dryly as he walked over to meet him, offering his hand.
Terry Burke was thin, sandy-haired man of medium height wearing a habitual expression suggesting surprise at the fact his life wasn’t worse than it was. “Hey,” he chuckled as he shook Halstrom’s hand, “not the kind of ambeeance you’re used to, Doc?”
“You could say that,” he agreed, folding his arms across his chest. “I presume there’s a reason why you wanted to meet here and not at the shop. Do you have something for me?”
“Yeah, shop’s too public, this is a nice private place to do business,” Terry said with a lopsided smile. “I’ve got something special for you this time.”
Walter sighed, “Such a need for privacy does not inspire confidence, Terry. Do I have to ask you where and how you obtained this ‘something special’?”
“Nah,” Terry assured him, “don’t worry about that.” He grinned, “I promise this beauty won’t show up on any police reports. Here, let me show you,” he said, and reached into the messenger bag hanging from his shoulder.
Walter snorted skeptically, in other words, Terry had ‘acquired’ it from someone who had no wish for it be known that the item had been in their possession. “Terry…” he began, and stopped short when he saw what the other man pulled from the bag.
It was a bronze statue, about a foot high, of a bat-winged woman holding her arms above her head. The figure was robed, but in a way designed to reveal as much as conceal, the robe clinging to her curves. Between her outstretched hands was a fine red crystal; the five-sided based was inscribed with runes of some kind that Walter didn’t immediately recognize. The workmanship was excellent, doubtless what had caught Terry’s eye.
Walter felt a strong urge to swear, but instead forced himself to keep his expression bland. The other man could not see, since he knew Terry was magically ‘blind,’ as were most people not magically gifted, that the statue radiated a very powerful magic aura which was perfectly and alarmingly visible to Walter. Not just powerful, but dangerous; he knew instinctively that whatever its purpose was, it was most assuredly not benign.
Terry held up his prize proudly, “Nice, huh? Interested? I’ll let you have it if the price is right.”
“I’m…interested,” Walter told him, trying to sound as casual as possible.
“Here, you want to look at it? It’s the real deal, not some cheap knock-off; see for yourself,” Terry told him, putting the statue in his hands.
Walter realized he’d almost made a misstep; normally he would examine any item offered to him for sale, but in this case he felt a real reluctance to touch the statue any longer than absolutely necessary. His cursory inspection confirmed what he had suspected; it was a one of a kind item, with no maker’s marks or other indications of its provenance. He urgently needed to get it back to his workroom to examine it further.
He handed the statue back to Terry. “How much are you asking?”
He knew from experience that Terry’s initial asking price would be several times what he actually expected to get and he was not disappointed. Terry grinned, “For you, Doc, five large.”
Walter’s snort of surprise was unfeigned, though he hoped to conceal from Terry that he would pay that much or more if necessary. Fortunately however, he was certain he could get it for much less, and indeed Terry would be shocked and suspicious if he failed to haggle. “Terry,” he said, shaking his head in mock disappointment, “how long have we known each other? Are you suggesting that this is the sort of item I could put out in my shop window or list on my website?”
Terry looked uneasy, “I wouldn’t recommend that, Doc. I’d save it for your special customers, I’m sure you have some of those.”
Walter frowned thoughtfully, “Hmm, more trouble means less profit, Terry. I’ll give you one.”
“You won’t find one of these again, Doc! I need four large at least,” Terry retorted.
Eventually he was able to bargain Terry down to two thousand, and the deal was struck. But instead of his usual excitement at a new purchase, Walter traded a stack of bills for the messenger bag with a heavy heart. He had the statue, which was a marked improvement over Terry having it, but what the hell was he going to do with it?
-ooo-
Three days later, PPD headquarters, Atlas Park
Lieutenant Robbins made his way to the door marked “Special Property Investigations” noting with some surprise that it had been at least a year since he had last done so. Still, little had changed, and he easily found the desk he was looking for, occupied by an attractive, dark-haired woman in her thirties who was staring morosely at her computer screen. The name plaque on her desk read ‘R. Menendez’.
She looked up when he slapped the file he was carrying down on her desk, and raised an eyebrow in surprise, “Lieutenant Robbins, to what do we owe this honor? It’s not often that high and mighty homicide detectives grace us with their presence.”
“Just some information, Menendez,” he said, sliding the folder to within her reach.
“Terrence Burke,” she read from the ID tab. She looked up and shrugged, “Yeah, I know him. Buys and sells stuff, sometimes with the permission of the previous owners, sometimes not. Strictly small-time; threat-level on a scale of one to Reichsman, I’d say he rates about a point five.”
Robbins snorted, “Someone didn’t like him.” He opened the folder to reveal what were obviously crime-scene photos of a body lying in a pool of blood. A large pool of blood. “And they decided to let him know—with a sword.”
Menendez gestured to a chair near her desk, inviting him to sit. “That’s…surprising,” she murmured, looking up to meet his eyes, “any leads?”
He sighed, “Bupkis. No witnesses, no useful forensic evidence, and we’ve checked out everything we could in his file. Can’t find any reason why someone would want him dead. Could be a random crazy, but that hardly narrows the field much in this town.”
“Sorry to hear that, Lieutenant, he wasn’t a bad guy. Anything I can help with?”
“There’s just one possible lead we haven’t checked yet. The day before he was murdered he made a cell phone call to a Walter Halstrom. The same name appears listed as a “known associate” in Burke’s file, but there’s nothing in the system on him. I’m going to call him, but I wondered if you could tell me anything about him first.”
Menendez’s face brightened and she nodded, “Yeah, I know Halstrom. There’s nothing in the system on him because he’s clean.”
Robbins snorted, “One of those, huh? What is he then, Family? Crey?”
She rolled her eyes, “No, he’s clean. You know, one of the fine, upstanding citizens we’re here to protect and serve? There are a few of those left.”
“I see damn few of them,” Robbins grumbled. “What’s his story, then? Why is his name in Burke’s file?”
“He has a shop in Founder’s Falls that sells antiques and magical stuff. Burke sells him—sold him—items sometimes.” Robbins opened his mouth to speak but Menendez interrupted, “I know what you’re thinking, but as far as we can tell Halstrom’s business is strictly above board. He files his paperwork on time, pays attention to the property reports, and he’s even helped us with stings a couple of times. My gut tells me he’s an okay guy.”
Robbins eyed her, “Hmm, that’s good to know I suppose, but it would be more useful if you liked him for Burke’s murder.”
She snorted, “Sorry. I just don’t see it.” Menendez hesitated for a moment then offered, “You know, Lieutenant, I could go talk to him if you like, see if he knows anything.”
He eyed her suspiciously, “Since when does the Pawn Shop Detail offer to do leg work for Homicide?”
Menendez shrugged, “It’d save you some trouble, since I know him already…”
A voice from the next desk snickered, “Think he’ll ask you out this time, Rosa?”
An expertly aimed pencil struck the would-be comedian on the side of the head. “Shut up, Collins,” Menendez growled.
Robbins watched the exchange with amusement before standing and heading for the door, “Thanks, Menendez, I appreciate the offer, but I think I’ll go speak to him myself.”
-ooo-
Robbins approached the storefront in Founder’s Falls and pressed the buzzer next to the tastefully lettered sign that told him it was Walter Halstrom’s place of business. While he waited for an answer, he mentally reviewed what little he had been able to learn about the man. Thirty-five years old, born somewhere in Germany, green card for six years. Doctorate in Art History from some European university he couldn’t pronounce, Master’s in Historic Preservation—whatever the hell that was—from Columbia. No photo—the RMV database was down again so he couldn’t even pull up a crappy driver’s license picture. He’d considered sending an inquiry to Interpol, but that could take weeks, and probably wouldn’t tell him what he really needed to know; was this guy really on the up-and-up, or was he hiding something behind a law-abiding exterior?
The door opened and the hopeful picture that had been forming in his mind of a sinister criminal mastermind was immediately dispelled. He’d pictured a weedy guy in glasses or even one of those creepy European types that wear a lot of black. Instead, the man who opened the door to him was…big. At least I got the glasses right, he thought ruefully.
The man smiled at him and offered his hand, “Lieutenant Robbins? I’m Walter Halstrom; please come in.” Halstrom was a tall, broad-shouldered man wearing suit pants and a dress shirt with the sleeves rolled up; a glance told Robbins that the guy definitely worked out. No paunch, either, which made Robbins sigh inwardly, contemplating his own. To Robbins’ eyes, he looked more like a cop than a criminal mastermind, and he definitely didn’t look like what he’d expected for someone with a prissy occupation like selling ‘antiquities’.
Halstrom led him through the shop front and into the back, where there was what seemed to be a combination office and workroom. He motioned Robbins to a chair near the desk and offered him coffee. Robbins accepted and got a ceramic mug of coffee that was surprisingly good—definitely a step up from the vending machine coffee at his office.
Once they were settled, Halstrom broke the ice, “What is this about, Lieutenant? I’m always happy to assist the police if I can, but I am curious why I am talking to you and not the charming Officer Menendez.”
“I’ll tell her you asked about her,” Robbins commented dryly, now understanding the byplay between Menendez and her partner. He was as clueless as the next guy about what women find attractive, but he did recognize ‘ruggedly handsome’ when he saw it. “I’m looking for information on a Terrence Burke, Menendez told me that he’s a regular supplier of yours,” Robbins explained.
“Terry? I know him, but I would describe our transactions as ‘occasional’ rather than ‘regular’,” Halstrom amended cautiously.
“Have you seen or spoken to him recently?” Robbins continued, trying to keep his tone as neutral as possible.
He nodded, “Yes, I saw him Tuesday morning; that was the first contact I’d had with him in several months.” Halstrom leaned forward over the desk, his eyes narrowed, “If you don’t mind me asking you a question, Lieutenant, what department are you from? I’m beginning to suspect it is not Special Property.”
So much for the advantage of surprise; there was no point in lying to the man, especially since he’d already admitted having seen Burke. “Homicide,” Robbins said flatly.
Halstrom paled and sat back in his chair, “Terry?”
Robbins sighed, “Yeah, he was found dead in an alley in southwest Steel Canyon late Tuesday night.”
The other man looked faintly sick, and shook his head, “Damn.”
“You two were close?”
“Not really.” Halstrom snorted, “Terry wasn’t an evil man by any means, and even honorable in his own way. I liked him. But I’m afraid that my concern is in part for myself since my life has just become much more complicated.”
“How so?”
He met Robbins’ eyes, “Because I bought something from Terry on Tuesday morning, Lieutenant, and I’d be very much surprised if it is not the reason why he was killed.” -
-
Quote:I'm not quite sure what you're asking, but fully slotted Invinc provides around 9.4% defense to all but Psi with one enemy in range. Each enemy after the first one adds 1.5% defense.I understand that Invincibility increases with a max of 10 enemies, but can anybody tell/redirect me to what the numbers are? I want to be soft capped at least S/L with 1 mob, so what numbers do I need BEFORE Invincibility mob bonus is added?
By far the easiest way to see this is use Mids' and make sure Invinc is set to one enemy. But keep in mind that Invul also get defense from Tough Hide--around 6.7% fully slotted.