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If you want permaHasten you should just take the much (MUCH) easier route to softcapping your build with the Fighting pool. FYI, the recharge numbers for Hasten you see in Mids is skewed because it does not take into account the time that gets added back on past the 120s mark when Hasten drops. In reality it's even closer to 130s or so.
You've used all those slots and IOs to attain your defense and for what? Just some defense and recovery/end? Meanwhile, other powers are horribly underslotted (EA, Hoarfrost, SD, and DC).
Granted, DC isn't really necessary unless you plan on using all of your toggles all of the time.
SL should really be frankenslotted to get the most out of it as a heal and an attack.
I think you're pretty light on the Acc in your attacks.
Since you want ss/recall and level 25 softcapped, is this supposed to be an exemplar TF/SF build of some sort? If that is the case, you should probably take ss/recall much sooner.
Not saying it's a bad build, just 'limited'. -
Quote:So you're saying you have to take those powers to do it... that's exactly what I was pointing out.Actually 8 stacks of manouevers plus Weave and any two of Combat Jumping, Hover and Stealth will get them all to the cap without any IO bonuses.
Pains' PP powers to take: Hasten, at least Maneuvers/Assault, Boxing/Tough/Weave, and CJ/Hover/Stealth. That's 8 powers across 6 different pools (I'm taking into account that you only need 2 of the CJ/Hover/Stealth combo).
Looks like you'll have to sacrifice something for defense if you're not going to use set bonuses. Probably Hasten, which could lead to not being able to have perma Painbringer. But I'll just use set bonuses, you say? Well, good sir, you're then sacrificing potential for other beneficial bonuses/procs while you go for defense bonuses.
Emps' PP powers to take: Hasten and Assault. Everything else is gravy or LotG mules.
I am in no way trying to claim one team would be better than the other. They both would be very good and I've even said that the Pains would pull ahead in certain circumstances while the Emps would be pretty much consistent throughout. -
Quote:Lets see...Pain and Emp both offer the same +recovery (Edit: just looked it up and the recovery from Pain is actually 4x the recovery from Emp but either way, it doesn't matter).
The difference is Pain is single target and perma-able and Emp is aoe but not perma-able. If you are talking a team full of Pain V a team full of Emps, it doesn't matter, everyone in either team will be at max recovery permanently. It would be easier on pain though just designating one person each had to keep their buffs on permanently when it recharged Vs trying to stagger buffs from the Emp to make sure they don't run out.
The defense thing is a bit of a non issue, with 8 sets of Manouevers running and some defense from pool powers/IO, everyone on an all emp team and an all pain team are going to have capped defenses. Defense is extremely easy in this game to get but Resistance isn't. The all Pain team will be capped on resists and defense while the all Emp team will only be capped on Defense.
A team of Emps will never be as good as a team of Pains. Their mitigation is worse, their healing is worse, their damage is worse and they are harder to play.
While it is true that Pains would be able to run at defense caps, it would be dependent on the individual Corr to determine which types/positions to be softcapped to. Additionally, all the team members would have to get those powers or sets to get that extra defense. Corr Maneuvers only offers ~4% defense with 56% slotting (3 SOs) and with 8 you're looking at 32%. EPP shields would easily push s/l defense to the softcap and getting some set bonuses would push up the range defense.
BUT - the Emps don't have to worry about any of this. They don't even need Maneuvers with well slotted Fortitudes stacking everywhere and they certainly won't need shields or set bonuses to get that defense (which, btw, is defense to EVERYTHING typed and positional). What does this mean? Every player on the Emp team can slot their builds for +hp/recharge/dmg. Think about it. An Emp with ~100% global recharge + 70% from hasten + another 100% from AB from one of their teammates. 270% recharge ALL THE TIME. The Pains would never be able to even touch that because they'll be busy filling in defense holes.
From a def/res standpoint, the only true advantage Pains have is capped toxic resistance. Offensively they have the advantages of -def/res to stack on mobs and Scourge.
Suppose that it should be mentioned that slows will severely hinder the Pains while the Emps have that extra 100% buffer, too. -
Save yourself a couple billion Inf on that Glad. Armor unless you've got the money to throw around. If not, you can either put that slot into Health for a Miracle: Heal for a little more recovery OR put it into Frost with a Range IO. Even in the iTrials, saturated EA will be sufficient to keep your defense up. Just don't run off solo until you get your level shifts.
As to the endurance concerns... Going spiritual will be ok for the most part. You'll really only notice bad enduse during protracted fights with 1-2 foes. You won't be getting as much end back from EA as a result. I like to pop on DN and cycle my attack chain and with Spiritual I can burn through end pretty fast in between EA cycles.
You won't have issues with 3 or more mobs.
I like Cardiac for tanking and team purposes. Cardiac further reduces the endcost of EA, giving you even more endurance per use. I also use Spiritual for farming since you pretty much always have a sufficient supply of bodies. -
With your global recharge, Hibernate is way overslotted. Just put and Heal IO in the base slot and leave it at that. This is because after you use it you suffer a 2min nophase condition that will prohibit you from using Hibernate again.
I would move Hasten to level 30 and pick up EA and FT as soon as they're available.
Since Ice Patch is in your level 49 spot you might as well drop it for Permafrost and put the steadfast unique in it (saving you a slot from tough). I, personally, don't use IP a lot at level 50 because I don't need it. Having immunity to slows, however, is far more beneficial, IMO.
In EA I would replace that PS: End/Acc with an EA: End/End. This is will give you more return on the endurance when fighting fewer foes (since you're not using Cardiac).
Your HP is good. I like to have at least 1% hp/sec regen but you should be ok. Your enduse is going to tank while fighting AVs if you keep up DN, though - one reason to get the end/end IO in EA.
A suggestion to think about: getting a 6th slot into FA and putting the Call of the Sandman Chance to Heal proc in it. It's not reliable when you 'need' it, but it is somewhat decent at patching up minor injuries.
Bottom line - it isn't how I built my Ice/Ice/Soul but you still aimed for the important things in the build. Aside from the suggestions I've discussed above, good job. -
I would shoot for 32.5% s/l defense. When making the build for my km/regen it took a bit more creativity and sacrifice to hit 45%. It will allow you the flexibility to take other powers you want instead of powers you need to hit 45%. Lucks will push you to 45% from 32.5%, by the way.
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After retweaking it for the i21 changes to EA, you'll get even closer with Entropy shield's +rech
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I just facepalmmed myself because i've been confused about Diamagnetic... I thought it was the -dmg one.
Anyway, I'll say make 2. Reactive and Paralytic. The -dmg in Paralytic will serve you much better that the -tohit.
I haven't gotten around to making the second but I'm currently using Reactive on my Icer. -
And since the discussion has started adding in attack sets and taking power pools into account... all of them go Dark Mastery.
Emp/x/Dark or x/Pain/Dark. Both teams would be safe enough to rush into the middle of spawns and saturated Soul Drain would be enough to damage cap either combination in peak conditions. Not to mention 8 stacks of OG running and keeping everything stunned.
Just wanted to add another layer of delicious on top of these two cakes made of ridiculous. -
Quote:Considering it is an all Emp team, toggle dropping is a non issue. If stacked Forts are maintained, everyone is going to be softcapped without Maneuvers and their tohit will be golden without Tactics. The only thing missing will be Assault but they'll still have decent +dmg from Fort, too. In reality, maintaining 2-3 stacked Fort on everyone makes the Leadership pool redundant with the exception of Assault. So there's 2 toggles you can knock out altogether when you get toggle dropped.Considering nukes still drain 100% of your End, they are not crash-less unless you get a lucky Performance Shifter proc, which is unrelated to being an Emp. Granted, you will recover the end at a fast rate, but you will still toggle drop, which is the biggest problem with nukes IMO.
Between AB and RA, they'd have enough to overcome the -recovery, all the nuker would have to do is pop a blue and carry on. Additionally, they'd be able to nuke more often because of perma AB.
Using nukes on the Pain team would be a bit more detrimental because they won't be carrying as much defense/recovery. The main thing going for them is +dmg and capped resists. -
Quote:This. And even if you do get hit with a heavy amount of debuffs (any kind) you just have to pop Hibernate and wait it out. That's something no other set in the game can do, inherently.50% DDR hasn't hurt my ice tank yet. The ability to spike your defenses somewhere into the 50s with EA really takes the edge off of that. It takes a lot of debuffing to get an Ice tank down.
Dual aggro auras, a really useful tier 9, and complete immunity to slows are pretty nice to have as well.
It's not the strongest tank out there, but I've found my ice tank to be solid. Had some trouble with Arachnos psi bosses in the thirties, but even they're relatively easy to deal with now at level 45.
Mine's an Ice/Kin/Soul. It's good fun. -
Here's my Arch/Dev's current build. It only gets 42-43% range defense with suppression but I'm still rarely ever hit. Even on iTrials with 1 level shift.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Archery
Secondary Power Set: Devices
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(45)
Level 1: Web Grenade -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/EndRdx(15)
Level 2: Aimed Shot -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(3), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(45)
Level 4: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/EndRdx(5), Posi-Dmg/Rng(19), Posi-Dam%(37), Range-I(48)
Level 6: Blazing Arrow -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(7), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(40), Thundr-Dmg/EndRdx/Rchg(45)
Level 8: Caltrops -- Posi-Dam%(A), ImpSwft-Dam%(17)
Level 10: Targeting Drone -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(11)
Level 12: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(13), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(19), Posi-Dam%(37), KinCrsh-Rechg/EndRdx(50)
Level 14: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(15), Zephyr-Travel(25)
Level 16: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(17)
Level 18: Boxing -- Acc-I(A)
Level 20: Cloaking Device -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(21), LkGmblr-Def/EndRdx(34)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
Level 24: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(25), LkGmblr-Def/EndRdx(34)
Level 26: Stunning Shot -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(43), Stpfy-KB%(46)
Level 28: Trip Mine -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-Dmg/Rchg(29), C'ngBlow-Dmg/Rchg(31), C'ngBlow-Dmg/EndRdx(43), C'ngBlow-Acc/Rchg(50)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(31), LkGmblr-Def/EndRdx(34)
Level 32: Rain of Arrows -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(33), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dam%(37), RechRdx-I(46)
Level 35: Ranged Shot -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(36), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(48)
Level 38: Gun Drone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(43), ExRmnt-+Res(Pets)(48)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Acc/EndRdx/Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42)
Level 44: Bonfire -- RechRdx-I(A)
Level 47: Rise of the Phoenix -- RechRdx-I(A), RechRdx-I(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Total Core Revamp
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Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11)
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Ice/Km for extra survivability through stacking -dmg.
Or
Any secondary that does at least decent AoE. Ice Armor loves being at the aggro cap.
While leveling you may need extra mitigation from your secondary, but once you've matured the build it is standalone for survivability. I rarely get use out of Ice Patch on my Icer @ level 50. -
Quote:Not any one in particular, no. But you should be just fine without that 5% recharge and go with whatever you feel best until you can make the change to redside. Then again, if you get good drops on tips you'll really only be spending like 30minutes a day in order to change alignments. But if you must you can go Artic and put that basilisk from KoB into Block of Ice and then frankenslot KoB or use Crushing Impacts. You could also do this with Pyre.Thank you, Infini, as this build looks to fit perfectly in my budget range. I do have access to GR and had been looking at Ghost Widow's set to fit the -ToHit with all of the +Def that Ice/* gives. Thank you much for your time with this build, no matter how quickly you put it together.
*edit* After trying this build, I realized that I am 4 days away from being able to use the full proper build. Having never done any Tip/Morality missions on this toon, it will take me ~4 days to get her swapped from Hero to Villain. Is there an interim build that I could use to similar effect using the Hero APPs? The 4 APPs have single target blasts and a targeted AOE-type, but none of them have -ToHit/Acc abilities to slot the Dark Watcher set into. Is there a similar set that I could use (such as Earth's Quicksand) to get on par bonuses?
Also, this may just be me, but with Ice Armor you're not getting Darkest Night for the -tohit. You're getting it for the -dmg to stack with CE as it essentially gives you resistance to everything and it isn't as resisted by AVs as -tohit is. -
rebuilding it for s/l defense instead of melee and getting more recharge into Shmeld and MoG to cycle them better. Here's the build I'm looking at for my Km/Regen (hopefully I don't decide to reroll her as KM/EA post i21) for reference.
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I officially want to make a Pain and Emp again. Perhaps I shall wait for Beam Rifles...
hmmmmm -
Quote:This. Keep in mind, Dual Hammer, that playing around in Mids can be a huge timesink. This is why everyone has been asking for specifics about what you wish to accomplish. Not taking and learning from the advice being shared with you is pretty much just wasting Aett's time.I honestly don't know what you're doing, and why you're doing it. I'm not trying to be rude, I'm just trying to understand why you'd ask for help, and then not actually take it.
"Help me to help you" is something you should be thinking about. -
Quote:I used to run this. SOOOOO good. Capped Resist + capped Regen is awesome.Mu Mastery is my favorite. Speaking from experience, Drain Psyche + Surge of Power is a HOOT.
Right now my mind/psi is running Ice for Sleet/Ice Storm since I usually use my dom on teams and wanted to add some -res on top of the -regen I already do with DP.
//Psi is pretty meh IMO. The Link Minds power is nothing compared to the Mind Link. And you've already got an abundance of Psi damage. Gotta mix it up. -
Here's something I threw together for you. This build is pretty similar to my own Ice/Ice/Soul tank - number wise. Softcapped s/l/e/n defense and a saturated EA will put you near the incarnate softcap (59%). Healthy amount of global recharge for more hoarfrost and EA.
Getting Soul Mastery requires that you use the alignment system to go villain and run patron arcs. If that's not for you or you don't have GR, don't fret, as you can still have similar numbers with another pool. I just feel it's the best pool for Ice Armor because of Darkest Night's -dmg stacking with CE's -dmg. Gloom is also a good attack.
If you go this route I recommend getting Cardiac for your Alpha as DN will tax the blue bar pretty bad.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Hoarfrost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(3), Dct'dW-Rchg(3), Dct'dW-Heal(31), Dct'dW-Heal/EndRdx(43)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15), Acc-I(36)
Level 2: Chilling Embrace -- EndRdx-I(A), Taunt-I(50)
Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(15), C'ngImp-Dmg/EndRdx(36)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Def(33)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Icicles -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(13), M'Strk-Acc/Dmg(13), M'Strk-Acc/Dmg/EndRdx(43)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Boxing -- Acc-I(A)
Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(33)
Level 20: Knockout Blow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-Acc/EndRdx/Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(23), Dmg-I(36), Dmg-I(40)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(31), RctvArm-EndRdx(34)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), GftotA-Def/EndRdx(25), GftotA-Def(33)
Level 26: Energy Absorption -- LkGmblr-Rchg+(A), HO:Membr(27), HO:Membr(27), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/EndRdx(34), P'Shift-EndMod/Rchg(37)
Level 28: Rage -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(29), AdjTgt-Rchg(34), AdjTgt-ToHit(46)
Level 30: Taunt -- Mocking-Taunt/Rchg/Rng(A), Mocking-Taunt/Rng(46)
Level 32: Hibernate -- Heal-I(A)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
Level 38: Foot Stomp -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Dmg(39), Oblit-Dmg/Rchg(40), FrcFbk-Rechg%(40)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(42), Decim-Dmg/EndRdx(42), Decim-Build%(43)
Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-Rchg/EndRdx(45), DarkWD-ToHitDeb(45)
Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Permafrost -- S'fstPrt-ResDam/Def+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
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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(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(37), Mrcl-Heal(46), RgnTis-Regen+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17), EndMod-I(37)
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Quote:I would like to see an Emps vs Pains matchup, too.I'd agree with this post most.
If you ever plan to solo, Pain is going to be the preferred set. I like having the stacking debuffs as +recov, +regen and all that have much closer caps. You can pretty much debuff stuff into oblivion and at the high end where people are IOd to the max, I think debuffs become more of what needs to be filled in.
I would like to see an All Emp team vs an All Pain team though, see who can do certain TFs quicker and such, would be interesting to see who comes out on top.
Things to see with Emps - Perma AB on all team members; multi stacked Fort (at least 2-3) on everyone; staggered auras (probably not even necessary with perma AB). Mez protection for all. Toss in the leadership pool and it gets even more ridiculous. 150% +dmg from just stacked assaults and added to the stack Forts (~31% +dmg per Fort). Obviously everyone would be softcapped to EVERYTHING, too (Incarnate softcapped, too).
Things to see with Pains - Damage... lots and lots of damage. Potential for everyone to be consistently at the damage cap or close to it. Then flooring everything's def/res on top of the +dmg. Lets see, 120% from stacked assault + 50% from painbringer on everyone (not as easily perma as AB will be for Emps) + 128% from stacked WoP = 298% +dmg. This team won't have softcapped defense from Manuevers but they will have capped resists to EVERYTHING from stacked WoP.
If both teams utilize the 'buddy system' and effective stack/stagger their buffs to maintain their top potentials, it would be something amazing to watch, indeed. Taking the ITF as an example, I would predict both teams steamrolling everything until the last fight with Nictus-infused Rom. From there I say the Pains would leap ahead by just stacking -res on Rom+nictus and being capable to killing all 4 of them simultaneously or close to it. -
Also noticed that you have the click accolades toggled on in Mids, as well as Destiny powers. Keep in mind that these will skew your numbers in Mids to be incorrect (well inconsistent) numbers. This is also true of the Guassians Proc that you have in Rage.
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Quote:I agree with Rangle that grounded needs to be taken asap. Probably push Tactics to the 41 spot and shuffle some other things like the fighting pool up a bit to do this.Do not, I repeat, DO NOT wait till lvl 41 to get grounded. Take it ASAP. It's your Immobilize/KB protection and you'll want it ASAP. Being bounced around on a tank is rather annoying, trust me.
I'd take two of those still available slots and put them into Energize and 5 slot Doctored Wounds.
I'd take the final one and put it in a power I rarely take on a tank, Tactics, and toss in an end redux.
There are other things I'd probably do differently, but with this build those would be the immediate changes.
Quote:Infini having the hardest time getting soft capped lol dont know what im doing wrong
Note: Not achieving the softcap isn't a huge deal. In fact, attaining 32.5% is a bit better as it allows you some flexibility in your build (more recharge, e/n defense, etc...). 32.5% allows you to hit 45% with a Luck and 2 Lucks will be like 2% shy of the iSoftcap of 59%.
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Grounded just needs the base slot for the steadfast unique. Power Surge really depends on how often you plan to use it. You could reasonably keep it with the base slot for either a common res or rech IO. If you want to use it more often, do 3 slots with a res/rech IO and 2 common rech IOs.
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CP/PP. You could get grounded/power surge or grounded/gloom if you want another attack.
Power surge would be good for situations involving Toxic damage, like the sewer run in Apex.
EDIT: OR if you want to keep the body mastery powers, you could always dump SJ -
Take Grounded. It will save you all those slots you've used for KB IOs and it's a great place to put a steadfast +3% def. Use your newly freed slots in other powers or change the slotting for the rest of your toggles to 4 pieces of Reactive Armors. Should put you at the s/l softcap.
Slot Power Sink for endmod/rech and you won't have to use CP.