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Posts
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I just did a minor respec and I thought I'd throw it up to see what y'all think.
Instead of going for +HP/regen bonuses like a lot of the SD builds I've seen recently I opted to primarily drive dps/recharge as high as possible after softcapping def and permacapping DDR. I still have no trouble tanking any of the current content, but I am a tank who is never above guzzling inspirations, popping Archmage, using temps and/or making sure at least 1 or 2 of my teammates can buff/debuff when it comes time to face real big threats like Recluse. Pumping out over 200 single target dps and a ton of AoE makes it worth it to me.
The one change I already expect to be recommended is to include OwtS but I will say after playing with it extensively in the past I just can't fit it. The end crash can be extremely dangerous if you get slightly sloppy on an SS with double rage and hasten crashes to deal with already. I also simply don't like the 2 minutes up 4 minutes down dynamic very much. I understand and have felt that capping s/l and hp for that time can be very powerful but for me, personally, I don't have a strong enough need nor enough room for it.
That said if any of you mids' wizards see room for optimization in either the survivability or dps department without losing a significant amount of the other then I'm all ears. Thanks for looking!
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Soul Mastery
Code:DISCLAIMER: First I am aware this is an extremely expensive build. I'm not worried about the cost because I already have it slotted. I never kept track but I have been sinking large amounts of influence into this character over a long period of time. Certain slotting choices I made came at a high influence cost for not a lot of benefit over the cheap alternative but I decided to largely ignore cost as a factor. Second I'm using 50 Membranes and some 50+/52+ Enzymes however I couldn't figure out how to set that up in mids' so they're all displayed at 52.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1441;699;1398;HEX;| |78DA65945B6F1241188667D9A5B4147AB4A5B5504AED8142D9B26DD558354DEC417| |BA0D6A0DE19DCC258483794C092E89D37FE014DF49F18F5CF78EB8D877B0FF8EDF7| |4E290924F0CCBEB3DF3BDFBCD369EEE5764888D79B420B6D3976A351786C57CF643| |D7064BBCDBAED8880102206ADB02D5FC86A439AF972453AA58BC729359B938EA4B9| |668DC679B72EABA76E7978AF5A963474CD8B41E8F8FCDC310FA55DAB544F83FC90A| |F49590AF370B7725A7669024F3959AA142B5519D9A9558AE6BD7AD39585FC79D329| |E4EC862BEBAF26A8B7147DB7C3F4A3D157B40C7193D0A30BDF180996F02D0B0FC68| |AEE21BACA580E0AF569F9C573BC60337A4E8012A35732A61B3E0F3BB48A86557C9A| |5AA5D7A321C4C8011B9B64AC2B631D8E4138868A008C07603C9066E3FB64ECD77C5| |E95E6DF80F190E2039A0B68DE21B44420C155BB24F5A10F7F1FB637048C3CE53D5F| |7904E41999278C3DAAEA4795E84736E3641B565218D22C498390B4C1349BA600AF8| |7616CCD183EE0BEA70F197339E088B1F890615112A32A89D10596261619D792C012| |9042F11E43A745C654C46338B2710B88901C1306BD1051FD45D4194CA0F503DAE0A| |45A71F237DB5DFD03FC45BBFF18891620D87795FA9C52D94F71E642441563016F49| |E4139BE314E224C5550AF1283BCCC4806920CE48CC30F6A9A75995F02CDA5CA705E| |7559BF3B7B895850DE036700739DE05DE308A64975455C90C4B4B26B0026419290B| |E97FF379AD4BAA4AABAAF42ACF2CAF01EBC07546E64667D557FA7F60A24A373FF1C| |CCA67E00BF011A09D64553C5987A5A8D1BE58429C71628746FB6ED29F2DBF756C28| |85240DB92E5DBED53A0E7A8781F1B38EB1DD313EE918F70DB52F5DEB7BB07D47859| |661EB1F9D5292A59F9792A625F8A4AC7D7A5E14BF2E6774ED2D771B7C8764DF23AA| |0F8C6CE746B14EAA5BB2BAA5F56E69AD5BDAA4AB63A9EDFD078CC6C44A| |-------------------------------------------------------------------|
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Definitely a win for Defenders, both the Scorpion Shield and various patron pets will prove useful to a lot of us.
Power Build Up will probably make a lot of folks stick with their APP but my Cold/Sonic for one is loving the switch since softcapped s/l is now so easy and PBU doesn't affect the defense from my shields or any of the -res -dam -regen that I rely on. -
I am now the happy owner of one of these delightful IOs. Thanks everyone.
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Looking to buy one of these without waiting through the market line and without the seller being gouged by market cut on a 2b sale. If you have one for sale PM me or shoot me a message in-game at @regeneration2 so we can work it out!
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Ok, I appreciate the concern about endurance and I'm a bit bored as well so I did some number crunching.
First off I'm honestly not worried about power sink only having 1 target.
I'm not interested in soloing AVs. When I solo I'm doing +x/x8, so there will be plenty of targets. On a team in a situation where we're fighting one lone AV with no adds I'm confident that at least one of the following circumstances will be met:
A)Someone on the team will have recovery buffs
B)I won't be tanking the AV, so I'll be able to safely turn off a number of toggles
C)I'll have or be able to borrow some blues
So I'm going to examine this with the assumption that Power Sink will mean a full end bar when I use it. This might not be 100% accurate but I feel it's a much closer examination than using 1 target.
Energize is up for 30 out of every 36-46 seconds depending on whether hasten is up, but hasten is up way more often than it's down. For the sake of convenience and time I'm going to assume it will be up 3/4 of the time and adjust recovery and power cost to reflect this.
Power Sink is up every 23-32 seconds, again dependent on hasten, here I'm going to assume an even 28 second recharge.
So with a base of 110 End and an average recovery of 1.73/s, minus 9.36 to activate Power Sink, I can spend 149.08 end on non-toggle non-power sink powers during the 28 seconds between Power Sinks, or 5.32eps.
The only power averaging more end per activated second than that is Energize, which is slightly over (5.53eps,) has a chance to proc for +end and has a long recharge. All of the attack powers fall under 5.32eps easily, with only Throw Spines coming anywhere close, but it's still under and I couldn't spend 100% of the time casting Throw Spines even if I wanted to (I really do.)
You may argue that no one wants to hit Power Sink every 28 seconds and you would be right, however there should be a fair bit of spare endurance if I didn't horribly fudge a number somewhere, in which case it won't strictly need to be used every 28 seconds. Energize will actually be up a bit more than I accounted for as well, as it's a headache for me to figure out the exact number when hasten isn't perma and I went on the conservative side.
Wow, that turned out longer than expected, sorry! -
As the title suggests I'm working on a build for my spines/elec with softcaped s/l. The goal after that is max +recharge, and I don't have an inf limit.
This is what I have so far, a build with 45% s/l and 67.5% (87.5% with LR) +rech. It sacrifices patron powers (I'm not huge on them for spines as a matter of taste anyways but fireball would be nice) and some recovery, but the end bar ought to be fine with energize up the majority of the time and power sink available so often.
Can any of you improve on it?
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Spiny Toad: Level 50 Natural Scrapper
Primary Power Set: Spines
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36), S'fstPrt-ResDam/Def+(37), S'fstPrt-ResKB(37)
Level 2: Spine Burst -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(3), Armgdn-Acc/Rchg(3), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(34)
Level 4: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(31)
Level 6: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(7), RechRdx-I(7)
Level 8: Impale -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(9), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(17), Apoc-Dam%(23)
Level 10: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(15), GA-3defTpProc(17)
Level 12: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(15)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46)
Level 18: Quills -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
Level 20: Stamina -- P'Shift-End%(A)
Level 22: Energize -- Panac-EndRdx/Rchg(A), Panac-Heal/Rchg(43), Panac-Heal/EndRedux/Rchg(45), Panac-Heal(46), Panac-Heal/+End(46)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(45)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Throw Spines -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(34)
Level 35: Power Sink -- EndMod-I(A)
Level 38: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Knock%(39)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
Level 44: Weave -- HO:Enzym(A), LkGmblr-Rchg+(45)
Level 47: Jump Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Knock%(48)
Level 49: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Knock%(50)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Knock%(43)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
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Set Bonus Totals:- 13% DamageBuff(Smashing)
- 13% DamageBuff(Lethal)
- 13% DamageBuff(Fire)
- 13% DamageBuff(Cold)
- 13% DamageBuff(Energy)
- 13% DamageBuff(Negative)
- 13% DamageBuff(Toxic)
- 13% DamageBuff(Psionic)
- 37.3% Defense(Smashing)
- 37.3% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 11% Defense(Energy)
- 11% Defense(Negative)
- 6% Defense(Psionic)
- 30.1% Defense(Melee)
- 8.5% Defense(Ranged)
- 6% Defense(AoE)
- 67.5% Enhancement(RechargeTime)
- 57% Enhancement(Accuracy)
- 7.5% Enhancement(Range) (in PvP)
- 140.6 HP (10.5%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 5% (in PvP)
- MezResist(Held) 5% (in PvP)
- MezResist(Immobilize) 23.2%
- MezResist(Repel) 1000% (10% chance, in PvP)
- MezResist(Sleep) 5% (in PvP)
- MezResist(Stun) 11.6%
- MezResist(Terrorized) 5% (in PvP)
- 12% (0.2 End/sec) Recovery
- 26% (1.45 HP/sec) Regeneration
- 4.58% Resistance(Smashing) (in PvP)
- 4.58% Resistance(Lethal) (in PvP)
- 8.04% Resistance(Fire)
- 8.04% Resistance(Cold)
- 3% Resistance(Energy)
- 3% Resistance(Negative)
- 3% Resistance(Toxic)
- 3% Resistance(Psionic)
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Quote:Oops. That would bug the crap out of me too.It's a fine build but it would bug the crap out of me that it wasn't capped for range (even though it's 44.7%). However, the builds I posted are meant to be used as a baseline and I absolutely have no problem with them being modified to suit individual preferences.
I actually posted a fudged up version of what I did there, there was no reason for the ranged def to drop at all from the tweaks I described, and indeed here is the correction:
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I like your style but I couldn't resist a few tweaks that I think make the super expensive elec build better:
Ditched the Regen Tissue + Miracle Heal, added a Membrane to Active Defense for more DDR (both through enhancement and getting it closer to perma double stacked) + exemping purposes, added the pvp +3% Res to Deflection. I feel like these two add a lot more than some regen and a teeny bit of recovery will.
Moved the Steadfast Res/Def% to True Grit. I feel like F+C+E+N+T combined makes up more incoming damage than S/L but this might depend on what you're usually doing, I suppose.
EDIT: Build removed because I messed it up and didnt do what was described above! Correction below. -
Quote:Not true as a blanket statement. Some builds do work better for Corrs and of course some are only available on them.Emphasis mine. OP is looking for a teaming build. Corrs > Defenders for teaming.
However, example: sonic blasts debuff res by 20% on a Defender instead of 15% and on a team of 8 I will take better numbers from my buff/debuff set+leadership and more res debuff from my blast set over more personal damage any day of the week. -
Isn't slotting Active Defense to enhance the Def Debuff Res through HOs being nerfed/fixed soon? I remember reading that it was, perhaps I'm mistaken or whoever told me that was.
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Wow in the second build you even took SS, and then put an extra slot in it for a stealth IO, when not only does Arctic Fog + SS not need a stealth IO to begin with, it could've gone right in sprint saving a slot even if it DID need it.
Meanwhile there's an extra slot put in Temp Invuln for a -KB IO, that could be going in any 3 of the unnecessary SS slots as a BotZ.
Please don't insult me and then try and help me with slotting this bad. -
I do want advice but saying "just...no" and then giving me that build... I'm lost.
Your build has some crazy stuff I don't understand, like an extra slot for 2 end reds in Assault when I have practically unlimited end, almost no +rech slotting in Sleet, 3 slotting PBU and Amplify for rech but only having 2 in Benumb? Extra slots in a travel power for BotZ, which is not only being nerfed but this is not a personal def build, it's a build to help my team kill faster and safer by double stacking sleets, having perma benumb and close to perma heat loss, etc. Plus as you can see in the one I posted I'm not even taking a travel power, as hurdle + ninja run is enough for me!
I slotted Sleet the way I did for recharge, not damage. It gets Ragna instead of Howl because I want recharge bonuses in both and the enhancement from Ragna is much more recharge oriented than Positron's is, and Sleet needs +rech way more than Howl does, at least for my playstyle. Maybe there's a better way to work this one out but I do not think that way is through gimping Sleet's recharge.
Show me another place in the build to get the 10% global rech I'm getting from brawl without dropping useful powers or gimping actual enhancement slotting? I fully admit brawl is only muling IOs here but I do indeed have the cash to and I don't see anywhere else to do it so easily; the build you posted sure didn't show me, since it's recharge values are much lower.
I respect that you prefer a ranged def based build, and I see the merits to a lot of players, but I specifically said I was usually doing end game TFs or similarly difficult fights, and I won't be tanking.
I don't mean to flatly reject your help, and I'm not trying to, but I don't see where you're going here, or where you get off calling the build I posted a "piece of crap" even though it does, by my own admission (why else would I post it here,) need tweaking. -
I finally found a Defender I enjoy enough that I want to spend a bunch of my saved up cash on a fancy IO build for.
I'm not interested in soloing this character. At all. I have very well slotted Tanks / Scrappers / etc. to do that with.
What I am interested in is maximizing my benefit to a team. This character is mainly used to tackle "hard" content if such a thing still exists, STF etc.
Cost is not really an issue as I'm sure you'll be able to tell after looking over what I have planned so far, but I still don't want to blow billions on a single PVP IO. Those are out, everything else is fair game.
Can you make this better while sticking to the theme I have going? Tell me all about it!
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Invention: Level 50 Technology Defender
Primary Power Set: Cold Domination
Secondary Power Set: Sonic Attack
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Ice Shield -- DefBuff-I(A), LkGmblr-Def(11), LkGmblr-Rchg+(21)
Level 1: Shriek -- Apoc-Dmg(A), Apoc-Dam%(25), Apoc-Dmg/Rchg(43), Apoc-Acc/Dmg/Rchg(43), Apoc-Dmg/EndRdx(46)
Level 2: Scream -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(5), Posi-Acc/Dmg/EndRdx(9), Posi-Dam%(9)
Level 6: Glacial Shield -- DefBuff-I(A), LkGmblr-Def(7), LkGmblr-Rchg+(7)
Level 8: Hurdle -- Jump-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 12: Arctic Fog -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(13), LkGmblr-Rchg+(13), HO:Ribo(23), HO:Ribo(23)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15)
Level 16: Shout -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(17), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(40)
Level 18: Benumb -- Acc-I(A), RechRdx-I(19), RechRdx-I(19), RechRdx-I(25)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21)
Level 22: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(46), LkGmblr-Rchg+(50)
Level 24: Assault -- EndRdx-I(A)
Level 26: Sleet -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(27), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Acc/Rchg(29), Ragnrk-Dmg/EndRdx(37), Achilles-ResDeb%(46)
Level 28: Amplify -- RechRdx-I(A), RechRdx-I(29)
Level 30: Aid Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(34)
Level 32: Heat Loss -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/Acc/Rchg(33), Efficacy-Acc/Rchg(33), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(34)
Level 35: Screech -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(36), Amaze-ToHitDeb%(37)
Level 38: Dreadful Wail -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dam%(40)
Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(42)
Level 44: Temp Invulnerability -- HO:Ribo(A), HO:Ribo(45), S'fstPrt-ResDam/Def+(45), S'fstPrt-ResKB(45)
Level 47: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(15), Hectmb-Acc/Rchg(40), Hectmb-Dmg/Rchg(42), Hectmb-Dam%(50)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
------------
Set Bonus Totals:- 6.5% DamageBuff(Smashing)
- 6.5% DamageBuff(Lethal)
- 6.5% DamageBuff(Fire)
- 6.5% DamageBuff(Cold)
- 6.5% DamageBuff(Energy)
- 6.5% DamageBuff(Negative)
- 6.5% DamageBuff(Toxic)
- 6.5% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 3% Defense(Ranged)
- 3% Defense(AoE)
- 4.5% Max End
- 69% Enhancement(Accuracy)
- 121.3% Enhancement(RechargeTime)
- 8% Enhancement(Heal)
- 5% FlySpeed
- 87.7 HP (8.63%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 5.5%
- MezResist(Terrorized) 4.4%
- 21.5% (0.36 End/sec) Recovery
- 66% (2.8 HP/sec) Regeneration
- 14.2% Resistance(Fire)
- 14.2% Resistance(Cold)
- 5% RunSpeed
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[ QUOTE ]
[ QUOTE ]
Shield defense can easily get 90% debuff resistance as well.
[/ QUOTE ]
Are you sure? I know my BS/Shield scrapper is only around 50% debuff resistance with the entire set. I always thought it's only Super Reflexes that can get 95% debuff resistance.
[/ QUOTE ]
He's correct, you can get 95% def debuff res with shield. My shield/ tank rolls with 86% and that's without even taking Grant Cover, nevermind slotting it, which would put him over the cap.