Finduilas

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  1. CoD does three things besides making you look like a giant dustball:

    It gives Immob protection, +perception, and some defense.

    Immob protection is important to have, but CJ also provides it, so if you're planning to go CJ/SJ you won't need CoD for that.

    +Perception is nice, but not essential, and is also available through slotting a fairly inexpensive IO in Build-Up.

    Lastly, CoD is the only power in DA that has defense, so unless you take a pool defense power, (Weave, CJ, Hover) is the only place you can slot defense IOs like the Karma -KB and the Kismet +Acc. It has the same base defense as Weave, not a lot in itself, but very, very useful if you're planning to try to build up your defense using Weave and IOs. So bottom line, you can skip it if you're planning to take CJ and don't care about maximizing defense; otherwise, you should take it, IMO.

    You're certainly not alone in disliking the look of CoD; but I took the lightning aura on my spines/DA and I think now she looks a storm cloud with CoD on!
  2. Quote:
    Originally Posted by Sayaki View Post
    Try this for ideas...

    Swapped a handful of powers around, and traded Stun for a more effective Energy Transfer. I made some major changes to your slotting though. Aimed more for set bonuses to defense. Between 42% melee and 67% melee Def, I know which I'd recommend for any tank out there.
    I certainly agree about dropping Stun for Energy Transfer; I'd find room for Total Focus, too.

    But any defense above 45% won't even be used except in cases where there's a defense debuff, and I don't think it's worth the extra expense to build to defense levels above 50% or so.

    The OP's build is based on Phalanx fighting set a 1 ally; set a 0 allies he's currently at 40% Melee defense and 43% Ranged. The first thing the OP should do is add a 6th Gaussian's slot to Build-Up, since that's worth 2.5% for all positions. That's enough for ranged, but to boost Melee, the Scirocco's set could be swapped out for Obliteration or the Crushing Impacts for a Touch of Death set. (AoE def is well over the soft-cap, so losing that bonus won't be a problem.)

    Also, the OP doesn't need a full set of LotG in Deflection, drop a couple of those for plain ResDam IOs. Similarly, slotting single Resistance set IOs in True Grit does nothing but increase cost; I'd replace those with common IOs.
  3. Before this discussion becomes completely derailed, here's a Invul/Mace build that shows Taunt taken early, and has what I think of as reasonable power picks and order.

    FWIW, I'm in the "Taunt is good to have but not essential" camp. I do, however, think it is closer to essential for Invul tankers who are new to tanking, since they might have difficulty holding aggro without it. To the OP: I recommend picking it up early and trying it. If you eventually come to the conclusion that you don't want it or need it, you can always drop it later.

    This build was put together with the assumption that it would soft-capped for S/L and possibly E/NE defense, which is why Unstoppable was skipped. However, I also think that you should try Unstop before deciding whether to keep it or not, but of course YMMV.

    Personally, I like Build-Up and always get it, but some tanks do skip it. If you've already decided to get the Fighting Pool, (which is not a given, BTW, my level 50 Invul/Mace doesn't have it) I think the other best options for dropping a power, either to get Unstop or an epic, are ResEn and Hasten.

    Hope that helps!

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!
    Level 48 Magic 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 -- Empty(A)
    Level 1: Bash -- Empty(A)
    Level 2: Dull Pain -- Empty(A)
    Level 4: Jawbreaker -- Empty(A)
    Level 6: Air Superiority -- Empty(A)
    Level 8: Unyielding -- Empty(A)
    Level 10: Taunt -- Empty(A)
    Level 12: Swift -- Empty(A)
    Level 14: Fly -- Empty(A)
    Level 16: Health -- Empty(A)
    Level 18: Invincibility -- Empty(A)
    Level 20: Stamina -- Empty(A)
    Level 22: Clobber -- Empty(A)
    Level 24: Resist Physical Damage -- Empty(A)
    Level 26: Tough Hide -- Empty(A)
    Level 28: Whirling Mace -- Empty(A)
    Level 30: Build Up -- Empty(A)
    Level 32: Boxing -- Empty(A)
    Level 35: Shatter -- Empty(A)
    Level 38: Crowd Control -- Empty(A)
    Level 41: Tough -- Empty(A)
    Level 44: Weave -- Empty(A)
    Level 47: Resist Energies -- Empty(A)
    Level 49: Hasten -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
  4. Quote:
    Originally Posted by Largo View Post
    You better put clobber in there pronto or you'll be teh gimpz.
    D'oh! Can't believe I missed that! Largo's right, Clobber is a 'must have'. Though if you were going by an old guide you might not know that, it was buffed fairly recently, and before that many WM players skipped it.
  5. Quote:
    Originally Posted by BoyScout View Post
    Curious as to whether either of you actually use Boxing? Heraclea has slotted it, but it's always seemed a throwaway power to get to Tough and Weave. I don't usually bother even putting it on my power bar, let alone putting an enhancement in it. Know something I don't? Seems to me that EM has plenty of decent attacks already. Throw in temps like Sands of Mu and your 36 month reward (if you've got it) and you're more than set with attacks.

    Wanted to thank the both of you for your help.
    Even if you don't use it, it's a good IO mule. I usually four-slot it with a set like Kinetic Combat or Smashing Haymaker that gives a S/L defense bonus. And if you're using it solely for the set bonus, you don't have to worry about enhancement levels or slotting it completely, just getting the right number of set IOs in it for the bonus.

    For example, if I'm slotting Kinetic Combat, I'll replace the very expensive and hard to find KC Dam/End/Rchg with the knockdown proc IO, which is much less expensive and hard to find. Also, if I'm actually going to use the attack, I usually put in at least one more slot from another set so it's fully slotted. I don't bother with that if it's just being slotted for the bonus.

    Hope that helps!
  6. Quote:
    Originally Posted by Kitsune Knight View Post
    And just for the curious, the 'next stop' message, while completely pointless now in the game, has to do with the trains originally not having a menu... you'd have to ride the train from zone to zone, not being able to skip directly to your destination.
    Didn't you have to actually get off the train and get on again to advance to the next stop?

    Wow, that must have been extremely tedious and annoying. Glad I missed it!
  7. Quote:
    Originally Posted by Jordan_Yen View Post
    But that aside, why won't it work for me when I'm exemped?
    Well, from what ParagonWiki says about "Proc120s", it *should* work-they even use an example that's very similar to your situation.

    However, it wouldn't be the first time that the player/Wiki understanding of how something works isn't quite right. Why don't you PM Castle and ask?
  8. I believe the difference is that the Stealth IOs don't work in auto powers, which excludes Swift and Hurdle as well as Primary/Secondary auto powers that take Run/Fly IOs like Quickness and Lightning Reflexes.

    I *think* if a power a) takes travel IOs, and b) is a toggle or a click power, you can slot the Stealth IOs. Which would explain why Sprint works and Swift does not.

    (Waits for someone to come along with the inevitable counter-example.)
  9. Quote:
    Originally Posted by AUTAUMNFYRE View Post
    As far as Rage: with the penalties after it wears off would I really want to use rage so often? I've never had the power b4. This is my first SS toon.
    The penalty is the same in any case, when Rage runs out there will be 10 seconds where your attacks will do no damage.

    The advantage of "perma"-ing Rage is that you can set it on auto and those 10 seconds will be the only time that the damage boost will not be in effect. If you slot enough recharge there will also be times when the Rage bonus is doubled--*very* nice.

    I can't speak for all SS tankers, but I believe most feel that the advantages of high recharge far outweigh the disadvantages, at least once your defenses are mature enough to easily withstand the 10 second cooldown.
  10. You don't mention what your budget is like, but it's worth noting that you could get the same S/L def bonus from 4-slotting Smashing Haymaker instead of 6-slotting Touch of Death, at a fraction of the cost. Better still would be another set or two of Kinetic Combat (if you can find them) instead. I would also recommend that you add at least a fifth slot from another set when slotting KC, since the set is low on Accuracy and Damage.

    Using more KCs would free up Foot Stomp for another set of Eradication to help boost your E/NE defense. (Energy defense is particularly important for a DA tank since the energy resists in the set are so low.) I'd also try to free up another slot to put a second slot in Fly for the same reason. BTW, Eradication will also help you toward your other goal of end efficiency since two slots have a +end bonus.

    It also looks like you don't have enough recharge in Rage to have it up continuously, so I'd seriously considering slotting more Recharge there.

    I only see one -KB IO slotted, which is doable, but for tanking I think slotting another would be a good idea. I know the BotZ -KB are very expensive, so keep in mind that adding a Steadfast Protection to one of your resist powers or a Karma to CoD would work too.

    EDIT: There is +Perception in CoD, BTW, so the +Perception IO in Rage would be a good choice to replace with a Recharge IO.
  11. Quote:
    Originally Posted by Aett_Thorn View Post
    Move either Weave (my preferred) or Unstoppable back. Take Taunt in that place. Or, you could move the entire Fighting pool back, and get Taunt at level 12.
    The last suggestion would be my choice. Weave is a good addition for an Invul tanker, but IMO there's no urgency to take it before the 40's; it's the late game where having high levels of defense really comes in handy. On the other hand, having Taunt early is helpful for an Invul tank, since the taunt aura isn't available until level 18.
  12. Quote:
    Originally Posted by DaveMebs View Post
    Yeah i didnt think of that but i dont think it would enhance it so much that it would be bad. Besides, KB is a great way to mitigate dmg which is especially helpfull for a fire tank. You just need to know how to angle the attacks (i.e. into walls, corners, etc.). I have not looked at the numbers but I am almost certain that it would not KB them particularly far, maybe just back a few feet. Oh, using the enhances with the least amount of KB enhancing would certainly help as well
    IIRC, KD attacks have a magnitude of .67 KB; anything above 1.0 KB mag becomes KB. Since only one of the 6 KC enhancements *doesn't* increase KB mag, I'm guessing it would be difficult, if not impossible, to slot four of them and not bump the mag over 1.0.

    I leveled my Invul/Mace to 50 before they took the KB out of Shatter and Crowd Control, so I know that it can be managed. But that doesn't mean that I *want* to, especially since KD/KU is just as effective at damage mitigation and doesn't have the drawbacks. Judging from the posts urging the devs to take the KB out of WM, I know a lot of other tanks feel the same way.

    The other issue I have with slotting for secondary effects in attacks is that it is more difficult to fully slot your attacks for the other things you want (Acc, Dam, End Red, Rchg) if you use more than one or two enhancements from a non-attack set. KB sets do have Damage, which is better than some of the others, (Taunt, Stun, etc.) but I still consider that a drawback, especially if you're talking about slotting a high-damage attack.

    Though slotting for KB in Jawbreaker *does* sound entertaining.

    EDIT: Meant to add that if the OP decides to go for the Kinetic Crash option for cost reasons, (certainly a legitimate concern) slotting them in Jawbreaker is by far the best choice, IMO. Not only do you avoid the 'knocking away' problem, but underslotting a T3 attack is less of an issue than underslotting a T8 or T9 attack.
  13. If you're not starting with one or the other, a purely practical reason for choosing typed over positional is that the large typed defense bonuses usually require that you get 3 or 4 enhancements in a set, whereas positional bonuses require 5 or 6 enhancements, most often 6. This means that typed bonuses can be less expensive if you avoid the one or two really expensive enhancements in the set, and it allows for more slotting flexibility; for instance, you might have room in an attack for a proc from another set.
  14. Quote:
    Originally Posted by DaveMebs View Post
    Personally, I would slot a karma and a steadfast. that should be enough for virtually all PvE. If i remember correctly, war mace has lots of powers with knockdown so you can slot the kinetic crash without getting extra icky KB. also, you can slot a force feedback: +rech proc into the power and it helps a lot with recharge (especially in an AoE)
    I don't believe that's correct. (About Kinetic Crash, not the Force Feedback proc.) Since you'd have to slot four KCs to get the bonus, the KB enhancement would almost certainly increase the mag of the KD until it becomes KB.

    Not a good thing, IMO.
  15. Finduilas

    Advice on WM/SR

    Hers.

    Or Scarlet Shocker could just give it to me and *I'll* sell it. Seems like a reasonable alternative.
  16. IMO, Since you've got one Steadfast already, another Steadfast or a Karma is probably the best way to go. The BotZ -KB is *very* expensive and the Kinetic Crash slotting would come with additional KB in one of your attacks. Ick.
  17. Finduilas

    Advice on WM/SR

    Just sayin' that since you don't need the KB protection, you could sell that BotZ -KB for 75-100 million on the BM instead, (that's the going price, I checked) which would help pay for a heck of a lot of other IOs.

    Two full sets of Multi-Strike, for instance, would cost a fraction of that, fully slot two of your PBAoE attacks, and get you defense bonuses of 3.75% Melee and 3.75% AoE, in contrast to the 3.13% AoE you get with slotting the third BotZ.

    Granted, I'm very goal-oriented when it comes to my builds; I decide what I want and go out and get it. I know not everyone works that way, but in this particular case slotting that IO seems like a lost opportunity to fund the rest of your build.
  18. Finduilas

    Advice on WM/SR

    But why "experiment" with an expensive IO that is completely redundant; i.e. duplicates a power that you already get in one of your sets?

    Put it on another toon; sell it for lots of infamy, but it's just a complete waste for a set that already has KB protection.
  19. Finduilas

    Advice on WM/SR

    Why would you want to spend your infamy on a BotZ -KB when, as was already mentioned, SR doesn't *need* any additional KB protection? If you're looking for AoE defense, there are much, much cheaper ways to do that.

    And putting Force Feedbacks into Pulverize makes my tanker soul cringe. You have no idea how how hard WM tankers worked to get the KB OUT of the set!
  20. Finduilas

    Advice on WM/SR

    Since everyone else is posting their idea of a WM/SR build, here's mine. I consider this a pretty bare-bones build, the three uniques are fairly expensive (Kismet +Acc, SP +Def, PF +End) but everything else is pretty reasonable. It's actually a bit of overkill; you could leave out the Gaussian's set and still be soft-capped for everything except ranged even without CJ toggled.

    I picked Serendipity for the defense toggles, it's expensive and has pretty good bonuses, but 4 of any defense set (minus the End & End/Rchg) will give you adequate defense & end reduction, so pick what you like and can afford. Same goes for Tough--pick any set you like, or for a really cheap alternative, 3 ResDam and 1 EndRed IOs.

    I left the 6th slot open on the three ST attacks, they are basically free slots to do with as you please.

    Hope that helps!

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!
    Level 50 Magic Brute
    Primary Power Set: War Mace
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting

    Villain Profile:
    Level 1: Bash
    • (A) Crushing Impact - Accuracy/Damage/Endurance: Level 50
    • (3) Crushing Impact - Damage/Endurance/Recharge: Level 50
    • (7) Crushing Impact - Accuracy/Damage/Recharge: Level 50
    • (9) Crushing Impact - Damage/Recharge: Level 50
    • (9) Crushing Impact - Damage/Endurance: Level 50
    • (11) Empty
    Level 1: Focused Fighting
    • (A) Serendipity - Defense/Endurance: Level 40
    • (3) Serendipity - Defense/Recharge: Level 40
    • (5) Serendipity - Defense/Endurance/Recharge: Level 40
    • (5) Serendipity - Defense: Level 40
    Level 2: Focused Senses
    • (A) Serendipity - Defense/Endurance: Level 40
    • (7) Serendipity - Defense/Endurance/Recharge: Level 40
    • (27) Serendipity - Defense: Level 40
    • (29) Serendipity - Defense/Recharge: Level 40
    Level 4: Pulverize
    • (A) Crushing Impact - Accuracy/Damage: Level 50
    • (19) Crushing Impact - Damage/Endurance: Level 50
    • (21) Crushing Impact - Damage/Recharge: Level 50
    • (25) Crushing Impact - Accuracy/Damage/Recharge: Level 40
    • (25) Crushing Impact - Accuracy/Damage/Endurance: Level 50
    • (27) Empty
    Level 6: Combat Jumping
    • (A) Defense Buff IO: Level 50
    • (17) Kismet - Accuracy +6%: Level 30
    Level 8: Clobber
    • (A) Crushing Impact - Damage/Endurance/Recharge: Level 50
    • (11) Crushing Impact - Accuracy/Damage/Endurance: Level 50
    • (13) Crushing Impact - Accuracy/Damage/Recharge: Level 50
    • (13) Crushing Impact - Damage/Recharge: Level 50
    • (15) Crushing Impact - Damage/Endurance: Level 50
    • (15) Empty
    Level 10: Practiced Brawler
    • (A) Recharge Reduction IO: Level 50
    • (19) Recharge Reduction IO: Level 50
    Level 12: Hurdle
    • (A) Jumping IO: Level 50
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
    • (17) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
    Level 16: Health
    • (A) Healing IO: Level 50
    • (29) Healing IO: Level 50
    • (40) Healing IO: Level 50
    Level 18: Whirling Mace
    • (A) Multi Strike - Accuracy/Damage: Level 50
    • (37) Multi Strike - Damage/Endurance: Level 50
    • (37) Multi Strike - Damage/Recharge: Level 50
    • (39) Multi Strike - Damage/Endurance/Recharge: Level 50
    • (39) Multi Strike - Accuracy/Endurance: Level 50
    • (39) Multi Strike - Accuracy/Damage/Endurance: Level 50
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End: Level 50
    • (21) Performance Shifter - EndMod/Accuracy: Level 50
    • (23) Performance Shifter - EndMod/Recharge: Level 50
    • (23) Performance Shifter - EndMod: Level 50
    Level 22: Evasion
    • (A) Serendipity - Defense/Endurance: Level 40
    • (42) Serendipity - Defense/Recharge: Level 40
    • (42) Serendipity - Defense/Endurance/Recharge: Level 40
    • (43) Serendipity - Defense: Level 40
    Level 24: Dodge
    • (A) Defense Buff IO: Level 50
    • (42) Defense Buff IO: Level 50
    • (46) Defense Buff IO: Level 50
    Level 26: Shatter
    • (A) Multi Strike - Accuracy/Damage: Level 50
    • (31) Multi Strike - Damage/Endurance: Level 50
    • (31) Multi Strike - Damage/Recharge: Level 50
    • (31) Multi Strike - Accuracy/Damage/Endurance: Level 50
    • (33) Multi Strike - Accuracy/Endurance: Level 50
    • (33) Multi Strike - Damage/Endurance/Recharge: Level 50
    Level 28: Lucky
    • (A) Defense Buff IO: Level 50
    • (36) Defense Buff IO: Level 50
    • (36) Defense Buff IO: Level 50
    Level 30: Agile
    • (A) Defense Buff IO: Level 50
    • (43) Defense Buff IO: Level 50
    • (43) Defense Buff IO: Level 50
    Level 32: Crowd Control
    • (A) Multi Strike - Accuracy/Damage: Level 50
    • (33) Multi Strike - Damage/Endurance: Level 50
    • (34) Multi Strike - Damage/Recharge: Level 50
    • (34) Multi Strike - Damage/Endurance/Recharge: Level 50
    • (34) Multi Strike - Accuracy/Damage/Endurance: Level 50
    • (36) Multi Strike - Accuracy/Endurance: Level 50
    Level 35: Build Up
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
    • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
    • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
    • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
    • (45) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
    Level 38: Elude
    • (A) Defense Buff IO: Level 50
    • (40) Recharge Reduction IO: Level 50
    • (46) Recharge Reduction IO: Level 50
    Level 41: Boxing
    • (A) Accuracy IO: Level 50
    Level 44: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
    • (46) Reactive Armor - Resistance/Endurance: Level 40
    • (50) Reactive Armor - Resistance/Recharge: Level 40
    • (50) Reactive Armor - Resistance/Endurance/Recharge: Level 40
    • (50) Reactive Armor - Resistance: Level 40
    Level 47: Weave
    • (A) Serendipity - Defense/Endurance: Level 40
    • (48) Serendipity - Defense/Recharge: Level 40
    • (48) Serendipity - Defense/Endurance/Recharge: Level 40
    • (48) Serendipity - Defense: Level 40
    Level 49: Quickness
    • (A) Run Speed IO: Level 50
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
    ------------
    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)
    • 8.31% Defense(Smashing)
    • 8.31% Defense(Lethal)
    • 7.06% Defense(Fire)
    • 7.06% Defense(Cold)
    • 7.06% Defense(Energy)
    • 7.06% Defense(Negative)
    • 3% Defense(Psionic)
    • 11.8% Defense(Melee)
    • 9.25% Defense(Ranged)
    • 11.1% Defense(AoE)
    • 15% Enhancement(RechargeTime)
    • 33% Enhancement(Accuracy)
    • 10% FlySpeed
    • 151.8 HP (10.1%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 7.7%
    • MezResist(Sleep) 4.95%
    • MezResist(Stun) 4.95%
    • 5% (0.08 End/sec) Recovery
    • 16% (1 HP/sec) Regeneration
    • 2.84% Resistance(Fire)
    • 2.84% Resistance(Cold)
    • 10% RunSpeed



  21. Finduilas

    Advice on WM/SR

    Quote:
    Originally Posted by Scarlet_Shocker View Post
    Thanks for the advice so far.

    I don't have a mass of infamy to spend on this guy initially but I am enjoying playing him, so I guess I will get him to where he's good and then work on making him uber.

    Finduilas, can you explain your thoughts behind dropping Taunt? (it's one of teh few powers I've got with IOs in, 4 Mocking Beratements IIRC).
    It's mostly a playstyle issue. I have several tanks, all of which have Taunt, and most are slotted with Mocking Beratement! But I don't play my brutes like tanks, and I haven't really felt the need to have it on my brutes. From what I've seen here, it seems that many, if not most brutes(other than /Stone, anyway) skip Taunt. However, if you have it and use it a lot in teams and want to keep it, by all means do so.

    You seemed to want to keep Elude, which limits the choices on what to give up to fit in the Fighting Pool. Also, skipping two of the three early attacks would leave you with a very short ST attack chain, unless you decide to use Brawl or Boxing heavily. (In which case they should probably be slotted.) Personally, I wouldn't drop two WM attacks, but that's your call.

    Quote:
    *(edited to add I went here to browse some possible builds and neither set seems to be available... so I'm guessing it's not terribly up to date.)
    Yeah, the SuckerPunch planner is way, way out of date. You may want to grab the newest (unofficial) version of Mids, which is discussed here:

    http://boards.cityofheroes.com/showthread.php?t=188393

    Or you could use the latest official version, which should include WM/SR for brutes:

    http://www.cohplanner.com/
  22. Finduilas

    Advice on WM/SR

    Seems like overkill, and very expensive overkill at that.

    With CJ, (which I think the OP was planning to keep) Weave, the SP +Def and a full set of Gaussian's, all SR needs to softcap is a 3% set bonus in each position. A full set of Touch of Death, 5 Scirocco's Dervish and two Blessing of the Zephyr will do that handily.

    I really don't see the point in the BotZ -KB. SR doesn't need the KB protection, the build is soft-capped to AoE without it, and that single IO runs about 50 million last time I checked. Granted some ToD and Scirocco's are rather expensive, too, but why recommend a build that's so much more expensive than the OP needs?
  23. Finduilas

    Advice on WM/SR

    What are you looking to add or change in your build? I'm surprised you had Acro to begin with, SR certainly doesn't need it, so that can go. As for what to drop from WM, if you have all nine powers I'd recommend dropping either Bash or Pulverize and Taunt, if you need three slots.

    Weave is a good pick--you *can* soft-cap SR without it, but it takes pretty extensive investment in IO sets with defense bonuses. If you don't have any Fighting Pool powers now, dropping, say, Acro, Bash and Taunt will give you room to get them, which will significantly improve your survivability, especially if you make a point of soft-capping.
  24. I guess we're just going to have to disagree on this, _Deth_. I wouldn't dream of building a DA tank without either Op Gloom or Cloak of Fear, especially with a secondary that complements the Stuns/Fears, like SM does.

    IMO, it's like building a Stone tank and not taking Granite--sure, you could do it, but why would you want to?
  25. Finduilas

    Priorities

    Quote:
    Originally Posted by Dersk View Post
    What foe count for invincibility are you thinking of when you give those numbers? I consider myself to have a rather beefy energy defense at around 34% without invincibility, and it would take some serious money and build sacrifice to get higher, so that can't be it. But, 40% can be done without any IOs when invinc is maxed, so I'm curious what exactly you're suggesting.
    Though having several AoE attacks helps, it's not that hard to get above 40% E/NE defense with one foe in range for Invinc.

    My Invul/EM tank has 44% E/NE defense with Weave and no CJ, and it would be much with easier a secondary with a lot of AoEs like Mace, Axe or Fire.

    The keys, besides using Reactive Armor, are using Eradication for AoE attacks and Blessing of the Zephyr for travel powers.