SnowTigress

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  1. Female Young Face 9
    Ampules Belt
    Folded Boots and Gloves
    Tights Sleek
    Short Capes
  2. Quote:
    I think without checking I have 4 dam IOs from a set giving me 3.75% S/L def and 2 hold IOs that give me 2.5% def to E/N. More defense makes me less reliant on the hold but I can reapply the hold pretty quickly if needed maybe even before the previous hold duration expires depending on what I am kablamming.
    That set-up (4 Kin Combat and 2 Basilisk) would be a big improvement over what he's got there now. The original post has 4 Basilisks, a Crushing Impact Acc/Dmg/Rchg, and a generic Dmg IO in Knockout Blow. Yeah, the recharge bonus from Basilisk is nice, but not worth what you have give up for it to slot it in KOB. With 4 KC and two Basilisk, KOB would do considerably more damage per hit, Maneuvers would no longer be needed to hit the S/L def softcap, and you would still have some hold duration in KOB if that's your thing.
  3. Quote:
    Originally Posted by Deacon_NA View Post
    I'm not sure I get the "Don't take Maneuvers on an Invul Tank" notion. People pay 2.5B (ish) for an IO that gives you less Defense than Maneuvers 3-slotted with LOTG.
    That 2-billion IO bonus doesn't use any endurance, whereas Maneuvers eats up end like crazy.
  4. Quote:
    So what would be a good leveling powerset for a tanker? Stone/Axe? Ice/fire? Ice/Ice?
    Stone Armor isn't the best levelling set since you give up a lot of offense for defense, and Stone is pretty late-blooming too. In a duo or trio, everyone needs to pull their weight offensively, or everything will take forever and a day to finish. Ice/ is fine if you are leaning that way (your question kind of implies it), and the Chilling Embrace slow will stack with the slows from your brother's Spines, and the endurance management Ice/ has can also support an end-heavy AoE-oriented secondary.

    Or like others suggested, Shield paired with an AoE-oriented secondary like Elec or Fire sounds like a great plan too.
  5. Quote:
    I don't understand the no-recharge thing on Hibernate. It's my main go-to for heal and recovery when things get bad [meaning I'm getting hammered and Hoarfrost is recharging.] I think of it as a phased Rest.
    The game code doesn't allow anyone to become "phased" again after coming out of a phase power for 120 seconds. This is the NoPhase rule. For that reason, even though you can slot Recharge in Hibernate, it doesn't actually do anything.

    http://paragonwiki.com/wiki/Nophase

    If you slap a generic heal IO in there instead, you can jump back in the fight a few seconds sooner.
  6. I also have an Ice tanker without the fighting pool, and I don't really miss it. No doubt it's easier to softcap defense with Weave, but Weave is not necessary, and Tough is even less useful for an Ice Tanker. What it comes down to is, do you want to waste power picks to get Weave or waste slots to softcap without Weave. Both approaches have their pros and cons.

    My one suggestion is to take all the extra slots in Chilling Embrace and move them somewhere where you can still have a S/L set bonus, but also more directly useful enhancement bonuses. CE doesn't benefit much from being slotted up heavily; it is fine right out of the box. My preference would be to move those three slots to Soul Drain-- you could six-slot SD with Obliteration and have CE with just a generic End Redux IO. You'd get better overall offense and defense without giving up anything important.

    Quote:
    I'm running EN at 32 right now and doing fine. My fire hole isn't noticeable. I'm guessing that most fire has smashing with it, though that makes no sense.
    Life gets a lot harder for a Tanker after 40 without Energy softcapped. Before 40 you don't really need it, unless you fight Arachnos a lot. I leveled to 50 without anything soft-capped (before EA) and mostly SOs. My secret was slotting up EA for defense.
  7. Dr. Vahzilok and The Television.
  8. That picture of Statesman's faceplate, Manticore's bow, and BAB's gauntlets all busted up probably isn't a clue. It's more likely to be misdirection. Like a trailer for the next week's episode of "Lost" that takes a glimpse of a scene or line of dialog out of context to make it seem like there's going to be some huge revelation next week, but turns out to be nothing, that image will either turn out to be not representative of anything at all that happens in the new arc, or else shows something out of context in order to set up the surprise. I think if they were really going to kill off BAB or States or Manti, they wouldn't show a picture of their signature accessories all busted up. That's too heavy-handed and obvious to be foreshadowing. They want it to be a surprise, see? It won't be a surprise if they really are saying "Who Will Die? HINT: To Whom Do These Objects Belong?".

    BTW, when I say "misdirection", I don't mean to say the devs are lying. Misdirection to set up a surprise ending is a good story-telling device.

    Anyway, for that reason, I don't think it will be any of those three. My guess: it'll be Citadel, for reasons brought up by others in this thread.
  9. Quote:
    Originally Posted by Kinrad View Post
    My understanding is that the -tohit buff from Diamagnetic will add measurably to my survivability in large spawn situations, but the extra damage will make me giddy when soloing (something I actually do with this tank).
    The way the formula for calculating chance to hit works in this game, -tohit on the enemies won't benefit you at all if you are over the defense softcap, unless you are debuffed or something. Paralytic will do much more for your survivability.

    But most people take Reactive, and with good reason. MOAR DAMAGE is always useful no matter what you are doing, whereas the other Interface procs are (at least to a degree) of situational usefulness at best.
  10. It's a good idea to take a secondary that has some active mitigation potential since Ice Armor has a few holes in it. It's not critical, but it is very helpful.

    Ice Melee has low single-target damage output, true. However, it does have good AE damage potential and awesome active mitigation. You will need to master the art of cone-fu to get the most out of it though. The good news is, slowing the enemies with Ice Armor's Chilling Embrace makes lining up your cone attack (Frost) much easier.

    I used to play an Ice/Axe Tanker also. Good damage and the knockdowns were fairly decent active mitigation, but the Axe-drawing animation made me crazy after a while. I much prefer my Ice/Ice toon.
  11. In addition to stacking only four times per player, there is also a hard cap of how many total Reactives can be stacked on one enemy. If I am not mistaken that cap is only ten Reactives (for a total of -25% res). Of course this cap applies to other Interface abilities as well, but it is less of an issue since hardly anyone takes anything other than Reactive. Ironically, since probably 95+% of the player base has chosen Reactive due to it being obviously better, many people are not getting as much use out of it as they think they are. If there is a reason to even look at something other than Reactive, it is that fact.

    Personally I like Paralytic, mainly for the -dmg. The -def part of Paralytic is much maligned, but here is something to consider: synergy with Lore pets. The top two DPSing Lore pets, according to testing versus Pylons, are the Cimerorans and the WarWorks. Both of these pet sets debuff defense, and I do not think that it's a coincidence that the defense-debuffers also seem to be the best damage-dealers. The pets don't have the insane accuracy and to-hit bonuses that actual players do, so they benefit from defense debuffs more than players would. So, -def might be more useful than it would appear at first glance.

    Reactive is almost certainly still better overall though, all things considered, but Paralytic is a reasonable choice too, especially for a tank, and especially given that so many people take Reactive. Gravitic might be handy too, but I didn't really consider it since I have so much -rchg on my Ice/Ice/Arctic Tanker already. Diamagnetic just looks a bit weak to me.
  12. Whether the proc is worth using depends on how heavy duty the +Res bonus is, I suppose, and whether it stacks with itself. If it gives like 10 or 15% Res(All), stacks with itself, and lasts long enough and procs often enough to reliably keep 2-3 applications of it up with constant attacking, it would be pretty neat. Kinda like Parry from the Broadsword set, but with Resistance instead of Defense.

    If it's 5% or less and doesn't stack with itself, then it would not be worth slotting, even if these were given away for free.
  13. SnowTigress

    AV Tanking

    Any Tanker build can tank AVs for a team. Some may require more support from the team than others.

    For soloing AVs, as mentioned above, the key is to have enough single-target DPS to overcome the AV's regen. But even without great single-target damage, probably most Tankers could solo AVs once they have a Lore pet.
  14. How's about, "League of Incandescently-Gifted Heroic Types"?
  15. Quote:
    Originally Posted by Scirion View Post
    Ice Armor just plain sucks for teaming. It basically relies on EA and CE for survival, and in the Incarnate age, spawns are dead long before you can get the real effects of either of those powers, unless you leave a small trail of aggro behind you as you rush to get to the next mob before the next person with Judgement up obliterates it.
    Rushing off to the next group of mobs while people are still AE'ing the current group is what most PUGs will expect of a Tanker. If you don't do it, then the Scrapper or Blaster or whoever will pick up your slack. Ice Armor's mobility and aggro-gaining capabilities help with keeping the team moving forward aggressively.

    Really, Ice Armor has always been great for teaming. For nearly all of the game's content you can get by with just the softcapped Defense, slows, a self-heal, and a boatload of HPs if you know what you're doing. The only thing that has changed in the "Incarnate age" is that all one-group content is now even more laughably trivial for a group of level 50s than it was before, with or without a Tanker.

    Sure, Trials are a bit more challenging, but they are supposed to be challenging. And Ice Tankers can tank that content too.
  16. Quote:
    Originally Posted by FederalAgent View Post
    As I mentioned I'm not a mids guy, but I'm still seeing my def capped for S/L/E/N. Aside from pure psi attacks, shouldn't I be more or less alright? Is it just that Aracnos, as was said already, has substantial to-hit buffs?
    Some other enemy groups have to-hit buffs also. Devouring Earth has Quartz emitters that give all enemies a huge to-hit buff. Some Nemesis guys like to cast Vengeance when one of them dies, which includes a to-hit component. Malta Gunslingers have a self-only to-hit buff. Some others here and there too.

    Anyway, as far as Mids goes, make sure Energy Absorption is turned off in Mids when viewing totals, as this will throw off defense scores, etc. There is a little unmarked green button on the right side of all buffing powers, that will let you turn it off. While you are at it, turn off Build Up and Hibernate too (this won't affect your defense scores of course, but you may want to analyze other factors of your build, and thinking you have perma-Build Up may mess you up, heh).

    That said, yes it looks like you are softcapped. You paid a steep price for it in terms of overall efficiency though.

    Some random suggestions...
    • Stamina does not need to be six-slotted; most of what you have in there is going to waste. If you really like the set bonus from Efficacy Adaptor, move them all to Energy Absorption, which really does benefit from being six-slotted, and have two generic EndMod IOs in Stamina.
    • Similarly, Chilling Embrace does not need to be six-slotted, as it does not benefit very much from being enhanced. CE is fine with just the one default slot (with just End Redux, or Taunt Duration, or the damage proc from Pacing of the Turtle). That's not to say CE is a bad power; in fact it is a GREAT power. And what's really great is that it's a great power right out of the box, no slots needed.
    • Weave is six-slotted with defense-only or def/end enhancements from six different defense sets. That is a huge, huge waste for two reasons: one is the ED rule, which makes buffing any single attribute of one power impractical after a certain point is reached. For defense, that's about 50%, with some diminishing returns below 50%, and VERY sharply diminishing returns above 50%. In your case, the enhancements you have in Weave nominally increase its defense bonus by 123.5%(!), but ED cuts that down to 65.5% (and keep in mind, these are percents of a percent, and Weave's defense buff is in the single digits to begin with). The other reason it's wasteful is that a defense-only enhancement from a defense set boosts defense by the exact same amount as a generic defense IO of the same level; the benefit of sets is primarily in the set bonuses (the other benefit is boosting more than one thing at a time with a single enhancement, but obviously defense-only enhancements don't do that). With six enhancements from six different sets in one power, you get no set bonuses, and your power itself is not any better than it would be if you had just slotted in generic IOs. Recommendation on Weave: four-slot it with four enhancements from a single set whose bonuses you like-- you will lose only a tiny, tiny amount of def from Weave since you are so far over the ED cap right now, but you will gain set bonuses, and have slots to put into more important stuff.
    • Combat Jumping and Glacial Armor have the same problem as Weave. At most, CJ should be two-slotted, GA four-slotted.
    • Similarly, Frozen Armor does not need to be six-slotted, although in this case at least all of the slots are in a single set so it isn't quite as wasteful. Four-slot this power also.
    • Hibernate's healing amount does not need to be enhanced. It will heal you back to full health/end pretty quickly even completely unenhanced. And especially (as mentioned above), move the Numina's regen/recovery enhancement out of there. That enhancement is a little unusual in that you're only benefiting from it while Hibernate is active. Naturally, it would be much more helpful to you if slotted in Health, which is always active. Overall, Hibernate benefits very little from any kind of enhancement; more than the one default slot is pretty much a waste.
    • All these extra slots you have to spare from dropping the wasted slots can be moved into your attacks and Hoarfrost.
    • Speaking of attacks, slot Ice Storm as an attack (damage, recharge, and end) rather than with a slow enhancer. Since it doesn't need Acc (being auto-hit), three or four slots is fine. Build Up and damage-enhanced Ice Storm tears stuff up pretty good.
    • Also, if you are going to run Icicles, you'll want some End Reduction in it. That power is nice but very endurance-inefficient.
    • You have one purple in Block of Ice. It's not doing you much good there with no Accuracy in that power; you could sell it on Wentworth's to finance other changes.
  17. My tanker might be interested in this
  18. Yeah, GIS is no good. I used to have it way back when, but then I read a guide here on this forum ("Guide to Offensive Ice Melee" or something to that effect, probably still on the board somewhere) that confirmed with number-crunching what I had always suspected based on experience: GIS is largely worthless. So I respec'd out of it long ago and haven't missed it.

    I picked up Hover and Stealth when they made the fitness pool inherent a while back. I didn't have the slots to justify taking any powers that needed more than one slot, so I just took some one-slot wonders (Hover, Stealth, and Hibernate) to replace Hurdle/Health/Stamina. I actually use Stealth for more than just muling LotG, but I suppose Hover could be replaced with one-slotted Hasten. Every once in a while Hover is useful to get to places I can't quite reach with Super Jump alone, e.g. in the Shadow Shard, but I suppose that's what Raptor Packs are for, heh. Hasten would doubtless turn out to be way more useful now that I think about it.

    I will probably also take the suggestion to move Steadfast Protection to Permafrost so I can get more recharge in Hoarfrost. Undecided whether to put just a plain recharge IO there or the Numina's Heal/Rchg/End. Hmm.

    Some good ideas, thanks all.
  19. Weird that the data link doesn't work. Here's the data block.

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  20. I've played CoH off and on (much more off than on) since it was in public beta many years ago, but always casually. In fact, this is my only level 50 character (next highest is a level 30 ice/axe tanker I haven't logged in in over 2000 days). Mostly I play with my two RL brothers (whose Empathy/Archery Defender and an Earth/Storm Controller are way more pimped out than my char), doing story arcs and whatnot with just the three of us. If they aren't online I will either do trials or solo Ouroboros flashbacks.

    Some of the choices I've made with this character are probably a bit odd. Feel free to rip it to shreds haha. But believe it or not, as weak as she may look, this character can tank trials content. Nonetheless, I'm sure there's lots of room for improvement.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!

    Snow Tigress: Level 50 Science Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Ice Melee
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Concealment
    Ancillary Pool: Arctic Mastery

    Hero Profile:
    Level 1: Frozen Armor
    • (A) Luck of the Gambler - Defense/Endurance/Recharge
    • (3) Luck of the Gambler - Defense
    • (3) Luck of the Gambler - Defense/Endurance
    • (17) Luck of the Gambler - Recharge Speed
    Level 1: Frozen Fists
    • (A) Accuracy IO
    • (5) Kinetic Combat - Knockdown Bonus
    • (5) Kinetic Combat - Accuracy/Damage
    • (9) Kinetic Combat - Damage/Endurance/Recharge
    • (13) Kinetic Combat - Damage/Recharge
    Level 2: Chilling Embrace
    • (A) Endurance Reduction IO
    Level 4: Ice Sword
    • (A) Mako's Bite - Chance of Damage(Lethal)
    • (7) Mako's Bite - Accuracy/Damage
    • (7) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (9) Mako's Bite - Accuracy/Endurance/Recharge
    • (13) Mako's Bite - Damage/Endurance
    • (19) Mako's Bite - Damage/Recharge
    Level 6: Combat Jumping
    • (A) Luck of the Gambler - Defense
    • (23) Luck of the Gambler - Recharge Speed
    Level 8: Frost
    • (A) Positron's Blast - Damage/Range
    • (17) Positron's Blast - Accuracy/Damage/Endurance
    • (19) Positron's Blast - Accuracy/Damage
    • (21) Positron's Blast - Chance of Damage(Energy)
    • (31) Positron's Blast - Damage/Endurance
    • (33) Range IO
    Level 10: Taunt
    • (A) Perfect Zinger - Taunt
    • (11) Perfect Zinger - Chance for Psi Damage
    • (11) Perfect Zinger - Taunt/Recharge
    • (15) Perfect Zinger - Taunt/Recharge/Range
    • (37) Perfect Zinger - Accuracy/Recharge
    • (39) Perfect Zinger - Taunt/Range
    Level 12: Wet Ice
    • (A) Endurance Reduction IO
    Level 14: Hoarfrost
    • (A) Numina's Convalescence - Endurance/Recharge
    • (36) Numina's Convalescence - +Regeneration/+Recovery
    • (45) Numina's Convalescence - Heal/Recharge
    • (46) Steadfast Protection - Resistance/+Def 3%
    Level 16: Super Jump
    • (A) Jumping IO
    Level 18: Hover
    • (A) Luck of the Gambler - Recharge Speed
    Level 20: Ice Patch
    • (A) Recharge Reduction IO
    Level 22: Permafrost
    • (A) Resist Damage IO
    • (23) Resist Damage IO
    Level 24: Glacial Armor
    • (A) Luck of the Gambler - Defense/Endurance
    • (25) Luck of the Gambler - Defense/Recharge
    • (25) Luck of the Gambler - Recharge Speed
    • (39) Luck of the Gambler - Defense
    Level 26: Energy Absorption
    • (A) Red Fortune - Defense/Endurance
    • (27) Red Fortune - Defense/Recharge
    • (27) Red Fortune - Defense/Endurance/Recharge
    • (29) Efficacy Adaptor - EndMod
    • (29) Efficacy Adaptor - EndMod/Endurance
    • (31) Red Fortune - Defense
    Level 28: Icicles
    • (A) Endurance Reduction IO
    • (34) Endurance Reduction IO
    • (36) Cleaving Blow - Accuracy/Damage
    • (36) Cleaving Blow - Damage/Endurance
    • (37) Cleaving Blow - Damage/Recharge
    • (43) Cleaving Blow - Accuracy/Recharge
    Level 30: Freezing Touch
    • (A) Crushing Impact - Damage/Endurance/Recharge
    • (31) Crushing Impact - Accuracy/Damage/Endurance
    • (33) Crushing Impact - Damage/Recharge
    • (33) Crushing Impact - Accuracy/Damage/Recharge
    • (34) Crushing Impact - Accuracy/Damage
    • (34) Crushing Impact - Damage/Endurance
    Level 32: Build Up
    • (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (43) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (43) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    Level 35: Stealth
    • (A) Luck of the Gambler - Recharge Speed
    Level 38: Frozen Aura
    • (A) Obliteration - Damage
    • (39) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (40) Obliteration - Chance for Smashing Damage
    • (40) Obliteration - Accuracy/Damage/Recharge
    • (42) Obliteration - Accuracy/Recharge
    • (42) Obliteration - Damage/Recharge
    Level 41: Chilblain
    • (A) Enfeebled Operation - Accuracy/Endurance
    • (42) Enfeebled Operation - Endurance/Immobilize
    • (45) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (45) Enfeebled Operation - Accuracy/Immobilize
    Level 44: Ice Blast
    • (A) Devastation - Damage/Recharge
    • (46) Devastation - Accuracy/Damage/Endurance/Recharge
    • (48) Devastation - Damage/Endurance
    • (48) Devastation - Accuracy/Damage/Recharge
    • (48) Devastation - Accuracy/Damage
    Level 47: Ice Storm
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (50) Positron's Blast - Damage/Recharge
    • (50) Positron's Blast - Damage/Endurance
    • (50) Positron's Blast - Damage/Range
    Level 49: Hibernate
    • (A) Recharge Reduction IO
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Nerve Total Radial Revamp
    Level 0: Freedom Phalanx Reserve
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Healing IO
    • (15) Healing IO
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (21) Endurance Modification IO
    ------------
    Set Bonus Totals:
    • 17% DamageBuff(Smashing)
    • 17% DamageBuff(Lethal)
    • 17% DamageBuff(Fire)
    • 17% DamageBuff(Cold)
    • 17% DamageBuff(Energy)
    • 17% DamageBuff(Negative)
    • 17% DamageBuff(Toxic)
    • 17% DamageBuff(Psionic)
    • 15.5% Defense(Smashing)
    • 15.5% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 7.38% Defense(Energy)
    • 7.38% Defense(Negative)
    • 3% Defense(Psionic)
    • 13.9% Defense(Melee)
    • 9.88% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 3% Enhancement(Immobilize)
    • 52% Enhancement(Accuracy)
    • 58.8% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 253 HP (13.5%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 6.6%
    • MezResist(Immobilize) 10.5%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 2.75%
    • 8.5% (0.14 End/sec) Recovery
    • 64% (5 HP/sec) Regeneration
    • 4.41% Resistance(Fire)
    • 4.41% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 2.5% Resistance(Psionic)
    • 5% RunSpeed
  21. It won't help much. The run-speed effect on Musculature Radial Paragon doesn't buff you directly; it increases the effectiveness of powers that already boost your run-speed. So, (if I am not mistaken) since you can't have Sprint and Granite on at the same time, it just boosts the effectiveness of Swift. Net benefit to you while running Granite according to Mids is just under two miles per hour.