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Posts
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Quote:I prefer the tauntless style, and completely agree that Ice/ doesn't need Taunt - while leveling. However, it also requires a more active playstyle to be good at it, which some players may not be into.Ali, while I agree we ice tanks can hold aggro like a bucket, I am a taunt taker because sometimes the defender [or other squish] gets some aggro and backs way up, but is still getting pummeled. I'll pull those off him.
Now, I will hop over sometimes, and that works. But if I have to jump over my other squishies to do it, that means my enemy fanclub will walk though them to get to me if I spend too much time.
It's a tool in the toolbox. I use it. Others don't.
High level content does warrant its use, as well as Shield Defense, which seems capable of stealing aggro from you. There have been other threads on the issue. Basically Ice/ can 'get by' without Taunt, but it certainly has its uses.
That's why I respec'd Taunt into my ice/ice/soul build in the level 49 slot after playing Tauntless for years. -
I think I'm going to shoot for street justice... but Dark Melee sounds very nice with the revamp... MOAR soul drain!
Pretty much whatever primaries worked well with EA before will still work and be better off now. -
First suggestion, strip Psi Dart of its slots and give them to Drain Psyche, then slot that like Hoarfrost plus an ACC IO.
Alternative to your build, you could go for pure recharge in order to make Drain Psyche perma, as well as pretty much all of your control powers (give or take a few seconds here and there). Note that some powers have alt. slotting with purples. Using those purples and the Spiritual alpha will make DP perma. Otherwise you're just a few seconds off.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Earth Control
Secondary Power Set: Psionic Assault
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(15), Dmg-I(34), Dmg-I(42)
Level 1: Psionic Dart -- Range-I(A)
Level 2: Mind Probe -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(19), C'ngImp-Dmg/EndRdx(40)
Level 4: Telekinetic Thrust -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(19), C'ngImp-Dmg/EndRdx(40)
Level 6: Quicksand -- TmpRdns-EndRdx/Rchg/Slow(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), ULeap-Stlth(46)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-EndRdx/Stun(34)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(17), Posi-Dmg/EndRdx(17), Posi-Dmg/Rng(31), Posi-Dam%(37), Range-I(50)
Level 18: Earthquake -- DampS-Rchg/EndRdx(A), DarkWD-Rchg/EndRdx(23), RechRdx-I(46)
Level 20: Drain Psyche -- Acc-I(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(21), Dct'dW-Rchg(23), Dct'dW-Heal(25), Dct'dW-Heal/EndRdx(34)
Level 22: Maneuvers -- LkGmblr-Rchg+(A)
Level 24: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(25), GSFC-ToHit/Rchg/EndRdx(45)
Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Acc/EndRdx/Rchg/Hold(27), BasGaze-Rchg/Hold(31), RechRdx-I(46)
Level 28: Subdue -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(29), Decim-Acc/Dmg/Rchg(29), Decim-Dmg/EndRdx(31), Decim-Build%(37), Dev'n-Hold%(45)
Level 30: Vengeance -- LkGmblr-Rchg+(A)
Level 32: Animate Stone -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-Dmg/EndRdx(33)
Level 35: Psionic Lance -- Mantic-Acc/Dmg(A), Mantic-Acc/ActRdx/Rng(36), Mantic-Dmg/EndRdx/Rchg(36), Mantic-Dmg/EndRdx(36), Mantic-Dam%(37)
Level 38: Psychic Shockwave -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Dmg(39), Oblit-%Dam(40)
Level 41: Sleet -- Achilles-ResDeb%(A), UndDef-Rchg/EndRdx(42), LdyGrey-Rchg/EndRdx(42), RechRdx-I(43)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Dam%(50), RechRdx-I(50)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 50: Spiritual Radial Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Domination
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(9), Mrcl-Rcvry+(43), Mrcl-Heal(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(9), P'Shift-EndMod/Rchg(43)
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I'm shooting for this build on my km/reg. Enough s/l defense to become softcapped with a small luck and then enough recharge to be able to cycle MoG and Shmeld as needed.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Regeneration
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(31), Acc-I(37), FrcFbk-Rechg%(46)
Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(25), Numna-Heal/EndRdx(39), RgnTis-Regen+(50)
Level 2: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(27), C'ngImp-Acc/Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(46)
Level 4: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(27), C'ngImp-Acc/Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(46)
Level 6: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Rchg(13), Dct'dW-Heal(34), Dct'dW-Heal/EndRdx(40)
Level 8: Repulsing Torrent -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/EndRdx(21), Posi-Dam%(36), FrcFbk-Rechg%(43)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Rchg(13), Dct'dW-Heal(34), Dct'dW-Heal/EndRdx(40)
Level 12: Power Siphon -- RechRdx-I(A), RechRdx-I(15)
Level 14: Hover -- LkGmblr-Rchg+(A), Srng-EndRdx/Fly(15), Srng-Fly(42)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(17), Numna-Heal/Rchg(17)
Level 18: Burst -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(19), Oblit-Acc/Dmg/Rchg(19), Oblit-Dmg(21), Oblit-%Dam(36), Oblit-Dmg/Rchg(43)
Level 20: Quick Recovery -- P'Shift-End%(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(50)
Level 26: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-Rchg(29), Dct'dW-Heal(34), Dct'dW-Heal/EndRdx(40)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(50)
Level 32: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(42)
Level 35: Revive -- RechRdx-I(A)
Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(39)
Level 41: Dark Blast -- Acc-I(A)
Level 44: Shadow Meld -- LkGmblr-Rchg+(A), HO:Membr(45), HO:Membr(45)
Level 47: Tactics -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit(48), HO:Cyto(48), HO:Cyto(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 1: Critical Hit
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(25), Mrcl-Heal/EndRdx(39)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)
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I would just scrap your build and wait for i21 and the EA revamp. It's going to be pretty sweet. Save a respec.
Or, just use a cheaper build. No sense in wasting money on a build when it could drastically change with the new issue (namely the change of CP to Energize).
That said, your numbers look decent... except your recovery. Once you start using DN on a regular basis, you're going to bottom out fast, regardless of ED/CP running. ED doesn't recharge fast enough to compensate and CP really don't recharge fast enough.
Even without DN you're going to be tight on endurance. -
Wait, Stalker CE gets an extra 1% -dmg? I figured it would be less that Tank's 14% due to AT mods >.>
Also, WI should be giving .75% def, not res.
I ran the numbers of Icy Bastion on the scrapper forum and you can reasonably get its recharge down to ~90s (give or take depending on build). This is good considering it's more difficult to softcap Ice on stalkers compared to EA - you can build it to only needing 9% def from attack sets (6% if you have the pvp +3% def). -
Quote:I think this is one of the reasons why I prefer defense sets to resist sets. It's always like gambling because you never know when the RNG is going to say it's time to eat dirt lol.I've played my Ice/Axe thru 50 levels since Issue 3. I love it. Are there times when all the uber defenses fail me? Of course. But, all in all, I enjoy it.
Quote:I would like to recommend ice/fire. Mine is becoming my preferred tank over all others. Also, I have never run into DDR issues. Where resistance issues from big attacks could be an issue, I took Aid-Self good for 820HP every 9 seconds. With the big defense, it may get interrupted 1/20 times....really not an issue. -
The only advantages I can say for Ice over EA is Energy Absorption activates like a full second faster than Energy Drain and Icy Bastion looks awesome.
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Quote:Utilizing IO set bonuses and powers like weave and maneuvers, you can add defense onto /Elec's good resists. Typed defense (smashing/lethal, for example) is easier to shoot for because those particular bonuses require fewer pieces of the sets that give them. Kinetic Combat, for instance, only requires 4 pieces to grant a s/l defense bonus.Hmm that is good information but could you get into more detail?
Positional defense (melee/ranged/AoE) would off more overall protection but is difficult to build for because you typically have to use every piece of a given set. These are sets like Guassian's, Mako's Bite, and Touch of Death, to name a few. You have to slot all 6 pieces in order to get the positional defense. This means you'd have to 6slot several powers, which could limit a build depending on sets used.
Another thing to keep in mind while building for defense is that while there is the softcap of 45% that is achievable, it is sometimes more practical to gain less than that and use inspirations to make up the difference. The lowest tier is 20% defense, which would require the use of 2 small lucks or one medium luck (both give 25%). The second, more common tier is 32.5%, which requires only 1 luck (12.5%) to hit 45%.
The elec/ Tank I mentioned was being built with 32.5% defense to melee, range, and aoe. However, since it is so slot intensive I am unable to choose an epic pool for another AoE attack and other similar things I could have done with the build. Choosing to build typed defense - namely smashing, lethal, and energy as they are the most common damage types - is less slot instensive. This would allow you more flexibility in your build as to take other powers (from the epic pools, for instance). Additionally, you could be enabled to get other bonuses, such as +rech, with this flexibility.
That was probably way longer an explanation than was necessary lol. I'll briefly touch on Energize since it was also mentioned in my other post. Energize has a duration of 30 seconds. Basically you want to slot it and utilize set bonuses/Hasten in order to get its recharge time down to as close to 30s as possible.
Hope that's ample clarification... -
Quote:Softcapping s/l defense isn't too hard to do and then you want global recharge to get Energize down.What would be a good build option for this brute/ Not so much as for farming but all around good qualities?
I've been toying with a tank build that uses positional defense but I have no idea how it would pan out with super strength. I started with Mace/Axe and am looking to changing that to MA post i21. -
getting level specific recipes is my goal with this. My ice tank farms at a decent speed for me (+4/8 ambush in about 6 min - nothing compare to an ss/fire brute, I know) if i'm looking for just Inf.
After I started this thread I did start reading through the CEBR thread. Very informative.
I'm really just not sure what level would be best to lock at. In the CEBR thread, someone mentioned that they had a level 25, 35, and 50 farmer to achieve certain goals. I'm thinking level 30 or 33 sounds good to get recipes for endgame builds that are somewhat exemp friendly.
Also realized from that thread that if I'm just sticking to a lowbie farm, I don't really need to slot powers I take after level 8 (hasten). That makes things a lot easier.
Thanks for the reply, Roderick. -
Watching CC crit on a wall of targets will be quite satisfying, I'm betting.
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I can only speak from the perspective of a dominator that has done this with DP+SoP.
It's pretty and pretty ridiculous. Capped s/l/e resists and capped regen was pretty nice for the duration. I've since dropped Mu for Ice, but if I retweaked my build back to Mu I'm sure I would have pretty nice numbers for SoP. My Drain Psyche is already perma.
Of course, I realize that blaster DP is a bit weaker and the Dom version. Are you able to cap your regen? -
In regards to costumes.
I've found that using a darker color for the 'panels' of the ice armor along with a lighter color for the edges can look pretty sharp and doesn't hinder the look of your costume too much.
I've had the most success with blue colors. -
Hi all,
I had made an ss/fire brute to use exclusively for farming and got him to 50 in a couple days. However I was wondering if it would be better to level lock a farmer at level 30 in order to get IOs that would be more useful while exemping.
So, I rerolled the ss/fire as claws/fire and got him to level 24 in a couple hours (starting from character creation).
My main concern is the lack of slots and what the best way to slot the build. My thinking is more frankenslotting the attacks and then muling some LotGs. Going to post the powers I'm looking at right now, below. Should I even bother with Follow Up or take another LotG mule and put the slots in Spin? What should I do about Burn? Level to 31 and put the slots into it?
If there's a better way, I'm all ears.
Thanks in advance for any and all help!
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Natural Brute
Primary Power Set: Claws
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Villain Profile:
Level 1: Strike -- Empty(A)
Level 1: Fire Shield -- Empty(A)
Level 2: Slash -- Empty(A)
Level 4: Blazing Aura -- Empty(A)
Level 6: Spin -- Empty(A)
Level 8: Follow Up -- Empty(A)
Level 10: Healing Flames -- Empty(A)
Level 12: Hasten -- Empty(A)
Level 14: Combat Jumping -- Empty(A)
Level 16: Plasma Shield -- Empty(A)
Level 18: Focus -- Empty(A)
Level 20: Consume -- Empty(A)
Level 22: Temperature Protection -- Empty(A)
Level 24: Grant Invisibility -- Empty(A)
Level 26: Invisibility -- Empty(A)
Level 28: Burn -- Empty(A)
Level 30: Stealth -- Empty(A)
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
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When I'm working with defense based builds, I start with softcapping then shift focus into hp/regen/rech. Not in any particular order, mind you.
As others have pointed out, you want enough recharge to run the attack chain you want.
HP is so you don't get 2 shotted (it happens).
Regen works with your +hp to deal with minor-moderate damage. The more the merrier. Especially if you don't have any other means of healing. I try to shoot for at least 1% hp/sec here.
If you're using Dark Melee, you could get away with less regen... if you slot Siphon Life well. My DM/SR runs with ~1800hp, 1.26% hp/sec regen (a little over 300%), and SL heals for 280hp every 4-5 seconds. -
Alright. Some things about this build. Softcapped s/l but just shy of it for e/n. Darkest Night will make up for this for the most part. Yes I added it to the build because I just can't NOT recommend it. It's too good to pass up when using Ice/. I left Hover out because of the stone powers that require you to be on the ground so you lost that defense, which I had to make up with set bonuses. Keep in mind that I used level 30 IOs for the sets. If you opt for level 50s your numbers will look better.
If you, for some reason, changed your mind and picked up Hover/CJ (CJ in this case so you don't have to worry about not being on the ground) you'd get that defense and would be able to change slotting in a couple attack to sets that give +rech. However, with 2 FF procs, you probably won't really need the extra recharge from sets.
I also added 2 Membranes to EA. You've got that purple set, so I'm assuming you can afford a couple HOs, too.
With the inclusion of DN, the build becomes a huge endurance hog. Kinda takes using Cardiac in your Alpha slot to make up the difference. You can get away with using Spiritual as EA will recharge faster, but it won't work too well when you take on fewer targets/AVs. So if you go for this type of build with DN, get Cardiac
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Stone Melee
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Hoarfrost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(3), Dct'dW-Rchg(5), Dct'dW-Heal(17), Dct'dW-Heal/EndRdx(34)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(43)
Level 2: Chilling Embrace -- EndRdx-I(A)
Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(37)
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: Air Superiority -- Acc-I(A)
Level 12: Icicles -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(13), M'Strk-Acc/Dmg/EndRdx(13), M'Strk-Dmg/EndRdx(17)
Level 14: Fly -- 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: Fault -- Amaze-Acc/Rchg(A), Amaze-Acc/Stun/Rchg(21), Amaze-Stun/Rchg(21), Amaze-EndRdx/Stun(31), Amaze-ToHitDeb%(37), FrcFbk-Rechg%(50)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(23), RctvArm-EndRdx(34)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def(33)
Level 26: Energy Absorption -- LkGmblr-Rchg+(A), HO:Membr(27), HO:Membr(27), Efficacy-EndMod/EndRdx(31), Efficacy-EndMod/Rchg(34), P'Shift-EndMod/Rchg(43)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(40), AdjTgt-Rchg(46), AdjTgt-ToHit/EndRdx(48)
Level 32: Hibernate -- Heal-I(A)
Level 35: Tremor -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(36), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), FrcFbk-Rechg%(48)
Level 38: Seismic Smash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39), Dmg-I(40), Dmg-I(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: Taunt -- Mocking-Taunt/Rchg/Rng(A)
Level 49: Permafrost -- S'fstPrt-ResDam/Def+(A)
------------
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(11), Mrcl-Rcvry+(46), Mrcl-Heal(48), RgnTis-Regen+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(50)
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-
You can go with the Flight pool if you take Hover. It offers the same amount of defense that Combat Jumping does but requires a bit more slotting because it's slower than CJ.
Also, don't you have to be on the ground to use Fault?
I've posted in other threads about softcapping Ice/. Your 3 defense toggles (FA, GA, and Weave) are good. Get that 4th piece of Reactive Armor into Tough and take Hover with just the LotG: +Rech IO and you'll be sitting around 42.5%+ After that you just need 2 attack sets. Smersh covered that. Kinetic Combats in Stone Fist and Eradication in a PbAoE. Alternatively you could put Basilisk Gaze into Seismic Smash (4 pieces for the +rech and then 2 common damage IOs).
The idea behind softcapping before using EA is to account for defense debuff and to push you close to the incarnate softcap of 59%. From 45%, a well slotted and saturated EA should push you up to ~56%.
Some minor things. Permafrost doesn't need all those slots. Drop 2 and put your steadfast unique in the base slot. This will allow you to also take a slot from Tough and use it elsewhere. Hibernate doesn't need Recharge enhancement because of NoPhase so slap a Heal IO or a Heal/End IO in there, instead.
Give me a bit and I'll post a rework with some of these changes I've suggested and some other goodies. -
Quote:Happy to help. Welcome to the game/forums by the wayYou made an excellent point on using Grant Invis on my imps to stealth missions. That didn't dawn on me till you mentioned it. Good point.
Thank you Infini for the replies. They have helped me quite a bit.
My son asked me to make a character to play with him. So I am doing my part to learn more and figure things out. I got hung up on the power pools and what's good or bad, which ones are just IO mules, etc. so I don't gimp my build and be forced to respec over every blunder.
I did plan on getting my global -%Recharge up there first than look on how to tailor my build with decent defenses.
Quote:When you're building defenses would Range be your primary goal? Thinking that your controls should be enough to lock down everything in melee range, especially if you pop Domination on them. I know Fire/ doesn't have as many hard controls as Earth does but Range seems to be more a nuisance than Melee range (being more clustered mobs to effect than smaller clusters that use range attacks).
I will need to do another /search on the forums for any guides on building defenses for Dominators. See what options are out there.
My mind/psi is actually build for pure recharge, which is another viable build. Might not be quite as good for fire/fire because it wouldn't have Drain Psyche to leverage for survival. Getting some defense in there would be good for you, then. Positional defense is a bit more slot intensive compared to typed defense, but going for a range+hover build would be harder to kill, imo. -
The power, Stealth, can be slotted up a bit like Maneuvers or Weave could to boost your defense, but it gets halved when you attack/are attacked. However, you can just get a +Stealth IO to get the same level of stealth without the movement penalties. Typically I see the concealment pool as a mule but the powers would have their uses, too. Grant Invis you can use on your pets/team to stealth missions, for instance.
For defense, it really depends on how much defense you want and how much of your IOs you plan to invest towards that end. The leadership pool is a good pool because you can get 2 LotG mules in there and have assault/tactics to help out you and your imps/team. Maneuvers doesn't give as much defense as Weave does, but you don't have to get 2 other powers to get it, like Weave.
Personally, I wouldn't worry too much about the defense right away. You primary goal when you start your final build is perma-dom and for that I recommend ~90% global recharge to do it comfortably (not having to use dom/hasten as soon as they're recharged is what I mean by this). That isn't including Hasten's 70%, mind you.
When you get around to it, use Mids to assemble and post a build here and we can take a look at it, with you. -
Quote:The 'no resist' in ice is only partly true. You can acquire 22-23% s/l resist with Tough. Don't forget the -dmg in CE, which is basically damage resist against whatever it is affecting. Basically, building up resists on an Icer means you're looking to stack -dmg, which can get really good. CE+DN+Paralytic+Void Radial pretty much neuters everything for the duration of Void's debuff. CE+DN is 35% -dmg on their own, too.I have an ice / dark melee tank which I'm happy with. I was looking to pair the to-hit debuffs on the attacks with the high defense of the armor. Being able to grab some health from an enemy with siphon life helps out a lot since it recharges much faster than hoarfrost.
I read somewhere else in the forums that there are 3 "schools" of tanking: defense, resistance, and health. Pursuing more than just one of these three can lead to more versatility as a tank. Resistance is pretty much out the door for an ice tank with the exception of cold damage. So that leaves health and regeneration...
For an Icer (like most primarily defense based builds), you should get your defense up, then go for the trio of +hp/regen/recharge. Going the extra mile to increase the sturdiness of Ice is layering -dmg on top of these things. -
1st. No AB?
2nd. I think you'd be better off getting just range defense or 32.5% of range and aoe.
Range defense will protect you from a lot of mezzes and you don't need to be smack dab in the middle of everything to get hit with aoes.
Also I would think you would want more recharge to use your buffs more often. more buffs = no having to heal as often = contributing elsewhere on the damage front. -
Quote:3 things...I just made an Ice/Stone a few days ago as I wanted another Tanker and have always wanted to do Ice/.
Paired with /Stone and he is a mitigation jaugernaut. Chilling Embrace + Fault + Tremor. I put the Impeeded Swiftness +Smash Dam Proc in CE so Ive got effectively 2x Damage Aura's.
The Zinger +Psi Dam proc in Fault for additional damage.
Only Purple set is the Stuns which is fairly cheap (well in comparison to Heca's anyway).
Here are my stats:
Def
S/L = 52.3%
F/C = 14.5%
E/NE = 43.5%
Psi = 15.4%
(Add +6.28% when I hit Energy Absorbption with 5 foes nearby to all execpt Psi)
Res
S/L = 23.5%
F = 33.5%
C = 135.09%
E/NE/T/P = 0%
Regen = 310%
MaxHP = 2529.924 (3534 with Hoarfrost - capped from 3596.1) - HP Hard cap baby!!
EndRec = 3.84/s
EndUse = 1.43/s
MacEnd = 115.9%
Hasten = Perma
Hoarfrost = Perma
Debuff Res
Def = 51.9%
Recharge/Run = 80%
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
ICE-XV: Level 50 Technology Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Stone Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(3), LkGmblr-Def(3), LkGmblr-EndRdx/Rchg(5)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 2: Chilling Embrace -- P'ngTtl-Acc/EndRdx(A), TmpRdns-Acc/EndRdx(23), ImpSwft-Acc/EndRdx(25), ImpSwft-Dam%(48)
Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Hoarfrost -- Dct'dW-Heal(A), Dct'dW-Rchg(25), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(29)
Level 10: Kick -- FrcFbk-Rechg%(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(50)
Level 14: Taunt -- Mocking-Taunt/Rchg/Rng(A), Mocking-Taunt/Rchg(17), Mocking-Taunt/Rng(21), Mocking-Taunt(23)
Level 16: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(39), AdjTgt-Rchg(40), AdjTgt-ToHit/Rchg(40)
Level 18: Glacial Armor -- LkGmblr-Def(A), LkGmblr-Rchg+(19), LkGmblr-Def/EndRdx(19), LkGmblr-EndRdx/Rchg(21)
Level 20: Fault -- Amaze-Acc/Stun/Rchg(A), Amaze-Acc/Rchg(40), Amaze-Stun/Rchg(42), Amaze-EndRdx/Stun(42), Amaze-ToHitDeb%(42), Zinger-Dam%(48)
Level 22: Icicles -- Sciroc-Acc/Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(33), M'Strk-Acc/EndRdx(34), Sciroc-Dmg/EndRdx(34), Erad-%Dam(50)
Level 24: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(29), ImpArm-EndRdx/Rchg(33), ImpArm-ResDam/EndRdx/Rchg(33), S'fstPrt-ResDam/Def+(36)
Level 26: Energy Absorption -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(36), LkGmblr-Def(37), Efficacy-EndMod/Acc/Rchg(37)
Level 28: Hurl Boulder -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(37), Dev'n-Dmg/EndRdx(39), Dev'n-Hold%(39)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-EndRdx/Rchg(31), LkGmblr-Def(31)
Level 32: Permafrost -- ImpArm-ResDam(A), ImpArm-ResDam/Rchg(34)
Level 35: Tremor -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(45), Erad-Acc/Dmg/Rchg(46), Erad-%Dam(46), Sciroc-Acc/Dmg/EndRdx(46), M'Strk-Acc/Dmg/EndRdx(48)
Level 38: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Dmg/EndRdx/Rchg(43), C'ngImp-Dmg/EndRdx(45)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- RgnTis-Regen+(A), P'Shift-End%(45)
Level 47: Hibernate -- Dct'dW-Heal/Rchg(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
------------
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 -- Empty(A)
Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(13), Mrcl-Heal(15), Mrcl-Rcvry+(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-End%(11), P'Shift-EndMod(13), P'Shift-EndMod/Rchg(15)
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1. Ice armor is 100% resistant to move/rech debuffs when EA is active.
2. too much s/l defense. needs a bit more e/n defense. All you need to softcap s/l/e/n is your defense toggles like you have them, CJ, the steadfast unique (put this in permafrost) and 4 slot Tough with Reactive Armor. That brings you to over 42.5% then you just need 2 attack sets to provide the remaining defense for s/l/e/n. Kinetic Combat and Eradication or Basilisk Gaze in Seismic Smash will do.
3. change that acc/end/rech in EA to end/rech. EA doesn't need accuracy. possibly sacrifice the 4th piece of the LotG in EA for the end/end piece of efficacy or the end/rech from perf. shifter. -
since you have some money, check the market for cheap set IOs to frankenslot your powers. By this I mean just using the multi-aspect IOs along with common IOs/SOs in order to get the most out of your powers. You wouldn't be shooting for set bonuses with this method.
I can't speak too much for the Fire/ side, but on the /Kin side of things...
Siphon Speed and Fulcrum Shift just need 4 slots for 2 Acc/2 Rech. Transfusion and Transference could get 4-6 slots depending on what else is going on with your build. You want a balance of Acc/Heal(Endmod)/Rech for them. Siphon Power, SB, ID and pretty much all of the other Kin powers are good with just the base slot.
You'll be able to get an extra 3 powers into the build because of Inherent Fitness. However, since I don't know what your current build looks like, I am unable to advise on which powers to take to fill those spots. -
Looking at the numbers it all looks good to me. Softcapped, regen/hp/recovery are good. Decent chunk of +recharge. Physical Perfection seems overslotted/unnecessary. for the slots you put into it, I feel like you could just go Pyre and get Fireball and toss another slot into health for the regen. tissue unique.