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Quote:I don't do purples so I ain't even gonna touch this build. but what I am gonna do is give you my new beefed up build. it surpasses yours in HP, defense, recharge, and recovery, oh and acc, and to-hit.I'm very new to using Mids, so I hope I've done it right. I want to try to get his defense and/or damage resistance up, but am not sure how or really if it needs to be much higher to begin with. Any help or advice would be much appreciated!
Enjoy. It will give you slotting ideas anyways.
[edit] you have defenses that are way over slotted, then other defenses (tough weave) that are under slotted. you have some attacks that are under slotted and with the wrong type of IO's to give you the defense bonuses you want. Put a six slot set of mako bite, and get that 3% def to melee, ur dervish are okay, but put some Obliteration in there to give you ranged defense too. Did I see the steadfast unique for 3% global defense? My bs/sd used to be a flyer, so I had hover. respec out of it early cuz hover sucks, I went with cj/sj.
Like I said take a look at my build, it isn't soft capped, but very close, with one allie in range it is soft capped, or most mutation or mystic fortunes will cap her. or if you have the buff pet for defense that puts you damn close. + heal, and one with the shield as a OH sheet power will make you more viable.
Fury flechette made seraphima in issue 16 but past 3 issues sera has grown weak, so I took to mids, and made a over all better build than what fury pitched. Love ya flechette. Person taught me alot about bs/sd, you might want to pm that person for help. Very good builder.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Timeless Seraphima: Level 50 Technology Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(9), Mako-Dmg/Rchg(13), Mako-Dmg/EndRdx(15), Mako-Acc/Dmg(31), Mako-Dam%(43)
Level 1: Deflection -- LkGmblr-Rchg+(A), Ksmt-ToHit+(5), GftotA-Def(5), GftotA-Def/EndRdx(39)
Level 2: Slice -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Rchg(9), Sciroc-Dmg/Rchg(13), Sciroc-Dmg/EndRdx(15), Sciroc-Acc/Dmg(31)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(7), GftotA-Def(7), GftotA-Def/EndRdx(40)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(17), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(39), GSFC-Build%(39)
Level 8: Parry -- LkGmblr-Rchg+(A), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dmg/Rchg(50), T'Death-Acc/Dmg(50)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
Level 12: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(19), S'fstPrt-ResDam/Def+(25), S'fstPrt-ResDam/EndRdx(25)
Level 14: Boxing -- Acc-I(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(19), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam/Rchg(42)
Level 20: Whirling Sword -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Rchg(21), Sciroc-Dmg/Rchg(21), Sciroc-Dmg/EndRdx(23), Sciroc-Acc/Dmg(34)
Level 22: Weave -- LkGmblr-Rchg+(A), EndRdx-I(23), GftotA-Def(29), GftotA-Def/EndRdx(42)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40)
Level 26: Disembowel -- Hectmb-Dmg/EndRdx(A), Hectmb-Dmg(27), Hectmb-Dmg/Rchg(27), Hectmb-Acc/Dmg/Rchg(29), Hectmb-Acc/Rchg(31)
Level 28: Aid Other -- RechRdx-I(A)
Level 30: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(42), Numna-Heal/EndRdx/Rchg(43), Numna-Heal/Rchg(43)
Level 32: Head Splitter -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Rchg(33), Oblit-Dmg(34), Oblit-%Dam(45)
Level 35: Shield Charge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Rchg(36), Oblit-Dmg(37), Oblit-%Dam(37)
Level 38: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(45), Rec'dRet-Pcptn(45)
Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(46), EndMod-I(46), EndMod-I(46)
Level 47: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
Level 49: One with the Shield -- Heal-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(48), Mrcl-Rcvry+(50)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(3), EndMod-I(3)
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Set Bonus Totals:- 11.5% DamageBuff(Smashing)
- 11.5% DamageBuff(Lethal)
- 11.5% DamageBuff(Fire)
- 11.5% DamageBuff(Cold)
- 11.5% DamageBuff(Energy)
- 11.5% DamageBuff(Negative)
- 11.5% DamageBuff(Toxic)
- 11.5% DamageBuff(Psionic)
- 9.875% Defense(Smashing)
- 9.875% Defense(Lethal)
- 7.375% Defense(Fire)
- 7.375% Defense(Cold)
- 7.375% Defense(Energy)
- 7.375% Defense(Negative)
- 4.875% Defense(Psionic)
- 13.94% Defense(Melee)
- 11.75% Defense(Ranged)
- 11.75% Defense(AoE)
- 2.25% Max End
- 51% Enhancement(Accuracy)
- 6% Enhancement(Heal)
- 57.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 105.42 HP (7.873%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 3.3%
- MezResist(Immobilize) 6.05%
- MezResist(Stun) 4.4%
- 20% Perception
- 16.5% (0.276 End/sec) Recovery
- 82% (4.584 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 6.25% Resistance(Negative)
- 5% RunSpeed
Set Bonuses:
Mako's Bite
(Hack)- MezResist(Immobilize) 3.3%
- 20.08 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
(Deflection)- 7.5% Enhancement(RechargeTime)
(Deflection)- 2% (0.033 End/sec) Recovery
(Slice)- 10% (0.559 HP/sec) Regeneration
- 3.125% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
(Battle Agility)- 10% (0.559 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Battle Agility)- 2% (0.033 End/sec) Recovery
(Build Up)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.874%) HitPoints
- 2.5% (0.042 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Parry)- 7.5% Enhancement(RechargeTime)
(Parry)- MezResist(Immobilize) 2.75%
- 20.08 HP (1.5%) HitPoints
(True Grit)- 12% (0.671 HP/sec) Regeneration
(True Grit)- 1.5% (0.025 End/sec) Recovery
- 3% Defense(All)
(Tough)- 2.5% (0.042 End/sec) Recovery
- 1.875% Defense(Psionic)
- 2.25% Max End
(Whirling Sword)- 10% (0.559 HP/sec) Regeneration
- 3.125% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
(Weave)- 7.5% Enhancement(RechargeTime)
(Weave)- 2% (0.033 End/sec) Recovery
(Phalanx Fighting)- 10% (0.559 HP/sec) Regeneration
- 15.06 HP (1.125%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Disembowel)- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Aid Self)- 12% (0.671 HP/sec) Regeneration
- 25.1 HP (1.874%) HitPoints
- 6% Enhancement(Heal)
(Head Splitter)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
(Shield Charge)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
(Combat Jumping)- 1.25% Defense(Ranged), 0.625% Defense(Energy), 0.625% Defense(Negative)
(Focused Accuracy)- 1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
- 6% (0.335 HP/sec) Regeneration
- 20% Perception
(Physical Perfection)- 12% (0.671 HP/sec) Regeneration
(Super Jump)- 1.25% Defense(Ranged), 0.625% Defense(Energy), 0.625% Defense(Negative)
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Quote:Well with a fire/ice blaster, why not go with sd/dm. Fire blaster will melt the min and LT's anyways, might as well give your self some single target punch for the bosses. That and the -neg tohit works well with defense, the psuedo attack/heal Endurance recovery, a better than build up power (certain opinions may say). **** by the time you gain agro you just may not even need your blaster anyways.I'm going to jump back into being a tank after not being one for a few years, so needless to say I'm a bit rusty. My friend is running a fire/ice blaster so I figured I could take this opportunity and make a tank.
He will be doing most of the killing so I need a tank that can hold aggro and suck up damage. What I would like is a tank that CAN do some damage (I know its not the job of a tank but still) while still being a damage sponge for this duo or a larger team if/when we play in them.
Maybe your blaster buddy should go ice/ice and focus on single target attacks, if you go sd/anything the blaster isn't going to be as needed to melt spawns. -
Quote:hehe I just checked mids. and damn my hiber was on. gosh and I am the dummy. however I was ignorant to the crit option. see i18 version must have had that option turned off. I will look it over.Buz- I figured mentioning this in the thread might not only help you out, but anyone else running across the same anomaly.
Protector- I'll agree with what CMA said, plus if you have the Chance for Build up slotted Mids will add it's damage boost in.
Damn I feel like a idiot. ugh. I am having a belated case of the mondays -
Quote:Well I looked at your build. It isn't bad. You do have to realize that no matter how much defense you have AV's have a higher chance to hit. and they spawn +5 to you. so if you are set to even con, they are actually like fighting a lvl 55. now if you are set to +3 that is +8. now with 45% defense a even con baddie with no tohit buff has that 5% chance. like you know.ok so i just got my Ice/Axe/Arctic tank to 50 and was wondering why i feel so squishy lately.. I went on an STF and Scirocco One-Shotted me! I also was getting hit a lot by the AVs in there even when i brought my defenses up to 150% with inspirations! I know there's a 5% chance of being hit but come on.. it was like they had a constant 100% chance to hit me no matter what i did! I like the way he plays for the most part, outside the end problems i have when i can't use Energy Absorption properly (need 3 targets to fill up) but i'm bringing blues until i can get the end-reducer Alpha power..
I don't want to change his powers too much and i definately am looking to be more of a meat-shield than a damage dealer since i typically never solo with him.
so here's my tank.. please be gentle (and again if you're just going to tell me i don't do enough damage then please don't bother)
However a AV is something like 15% or something. and when a AV can hit you for over 2k damage, a ice tanker will fail. Seeing as it is all defense when it does get hit, it gets full effect.
I am not sure what more I can tell you, your build is very solid. I can give you my ice/electric/pyre build to look at... It might give you a lil something to look at.
I think in your case it was simply just a bad role of the dice. However my one bit of advice on your build is, get more recharge. Also you have a epic, and it is poorly slotted, look at mids and play with slots more. you won't need 50% defense, because you have energy absorption to help with defense debuffs. Ice has a wonderful ability to sap baddies completely. MY alpha strike leaves the whole spawn with no endurance. if a baddie has no endurance they can't act...
You have a very solid build. I can't give you much because my icer is the only tanker I fully IO'ed before. My slotting in hoar frost is different. I dropped the numina unique out of it, and put a doc wounds in the sixth slot. take a look, maybe the slotting will give you some ideas.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Harmonious-Conflict: Level 50 Natural Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Electrical Melee
Power Pool: Legacy Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/Rchg(13)
Level 1: Charged Brawl -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Acc/Dmg(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 2: Hoarfrost -- Dct'dW-Heal/Rchg(A), Numna-Heal(5), Numna-Heal/EndRdx(5), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(7), Numna-Heal/EndRdx/Rchg(9)
Level 4: Jacobs Ladder -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(9), Erad-Dmg/Rchg(11), Erad-Acc/Rchg(11), Sciroc-Acc/Dmg/EndRdx(13), Sciroc-Dmg/EndRdx(40)
Level 6: Chilling Embrace -- CtlSpd-EndRdx/Rchg/Slow(A), CtlSpd-Acc/Slow(42), CtlSpd-Rng/Slow(42), CtlSpd-Dmg/Slow(42)
Level 8: Wet Ice -- EndRdx-I(A)
Level 10: Taunt -- RechRdx-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Mrcl-Heal(A), Numna-Heal(15), Numna-Regen/Rcvry+(15), RgnTis-Regen+(46)
Level 16: Thunder Strike -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(17), Erad-Acc/Rchg(17), Erad-Dmg/Rchg(23), Sciroc-Dam%(33), Sciroc-Acc/Dmg/EndRdx(33)
Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/Rchg(23)
Level 20: Stamina -- P'Shift-End%(A), EndMod-I(21), EndMod-I(21)
Level 22: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(25), RechRdx-I(36)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Energy Absorption -- RechRdx-I(A), RechRdx-I(27), EndMod-I(27), EndMod-I(29), LkGmblr-Rchg+(29), DefBuff-I(31)
Level 28: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(33), P'ngS'Fest-Acc/Dmg(34), P'ngS'Fest-Dmg/Rchg(34)
Level 30: Icicles -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Rchg(46)
Level 32: Hibernate -- Numna-Heal(A), Numna-Heal/Rchg(34), Numna-Heal/EndRdx/Rchg(36), Numna-EndRdx/Rchg(36)
Level 35: Permafrost -- S'fstPrt-ResDam/Def+(A)
Level 38: Lightning Rod -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Acc/Rchg(40)
Level 41: Char -- Acc-I(A)
Level 44: Fire Blast -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Acc/Dmg/Rchg(46)
Level 47: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(50), Posi-Dmg/Rng(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
Level 0: LEGACY BUILD
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Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 13.63% Defense(Smashing)
- 13.63% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 12.38% Defense(Energy)
- 12.38% Defense(Negative)
- 3% Defense(Psionic)
- 8.313% Defense(Melee)
- 7.688% Defense(Ranged)
- 3% Defense(AoE)
- 5.4% Max End
- 2% Enhancement(RunSpeed)
- 41.25% Enhancement(RechargeTime)
- 2% Enhancement(JumpSpeed)
- 2% Enhancement(JumpHeight)
- 12% Enhancement(Heal)
- 2% Enhancement(FlySpeed)
- 36% Enhancement(Accuracy)
- 337.33 HP (18%) HitPoints
- MezResist(Held) 3.3%
- MezResist(Immobilize) 6.6%
- MezResist(Stun) 2.2%
- 4.5% (0.075 End/sec) Recovery
- 106% (8.293 HP/sec) Regeneration
- 1.575% Resistance(Fire)
- 1.575% Resistance(Cold)
- 3.125% Resistance(Toxic)
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Quote:I roled a ice/ice once, and while a very tankable tanker, it was a bit easy. I like for my toons to have a bit of challenges to over come. by that I mean, like stone, has movement issues, and learning how to use teleport in conjuction with well placed taunts and what not to gain/keep agro from multi spawns. I got tons of compliments on my stone/stone/pyre tanker because of it.Ice/Ice is definitely a fun combo, though I might be a little biased there.
However, Ice can go well will Shields, Invulnerability, and Willpower. Why? Because they don't have damage auras, and therefore you can actually use the sleep in Frozen Aura as mitigation against minion attacks, which can be handy.
Fire/Ice can be good, too, since Fire/ will help out /Ice's lower than average damage, while /Ice helps Fire/ with some more mitigation.
I've never seen a Dark/Ice Tanker before, and while nothing would really be a poor combo there, there's also not too much direct synergy going on, either.
I'd say the worst pairing would be Stone Armor, since it generally doesn't need the higher mitigation than /Ice provides, and the slightly lower damage of Ice Melee would be felt more when in Granite Armor.
Ice/ice is like a melee controler. No damage though, however when I roled one, was before the adjustments to ice melee...
ice melee, as some one said does help the resistance tankers a bit, because of the mitigation in the ice patch, and that very wide cone dot damage slow power. Ice melee would definately add a great amount of mitigation/survival to the resistance sets.
On the flip side ice melee can make defense sets godly with out soft capped slotting because of the perma kd in ice patch, and it is very easy to double to quad stack depending on recharge. so you can actually place one ice patch, then if fast enough recharge, move just out side of first ice patch and drop another. This tactic would help those baddies that have more than 17 baddies to each spawn (council nemisis).
In my tankers I don't really need to deal damage to feel like I am doing my job, but ice melee was more meh for me than it was a WOW. However mine didn't have the upper tier powers either.
If I was to pair something with ice melee I would pair it with something that is uncommon. so my vote would go to either ea/ice, or da/ice. -
I have been getting wierd numbers from mids too. like damage on my bs/sd AAO= 81% (10 baddies) build up 80%, then proc for build up 80% = 241% yet in mids it shows my damage as over 392.8% Her damage bonuses are no higher than 14% so it is whcacked there.
Then on my ice/electric/pyre tanker, her new build shows her regen at 300/hp sec with hoarfrost on... In game se regens 43/hp sec with hoarfrost. I don't think I had hibernate on though. I will have to check it. but I definately think certain things off the new mids is bugged. I downloaded mine off of www.cohtitan.com -
Quote:Naw I love the fighting pool I have it on all my melee toons. It was just there was no room in it for this build.I think your build is decent enough already. I believe taking tough to have some s/l resistance is the next best thing you can do. You don't plan to take it, maybe you don't like the fighting pool for some reason. You can consider higher recharge, and maybe higher regeneration although your current build already has pretty high regeneration. Note that your build will be beyond the hit point cap after acquiring the accolades. So, some of hit point IO bonuses will be wasted. A minor thing that you can consider is soft-capping s/l/e/ne defense even before energy absorption.
I modified your build. To replace the fitness, I picked combat jumping for another LotG +7.5, a travel power, and havoc punch. The main improvement of my build is higher recharge.
and as a note to my self I should of said in OP I am soft caped to the s/l/e/ne before energy absorption. sorry my mistake. energy absorption is more of a utility power for me, rather than a defense buff!
I appreciate it. I will give it a look see. -
Harmonious-Conflict: Ice/Electric/Pyre tanker. I-18 build. I am a avid tank player. as many of you know. I have a invun/axe/bod. A stone/stone/Pyre. A WP/SS/Bod. Had a WP/SM. Had a ice/fire, ice/ice, ice/dm (deleted the wp/sm, ice/fire, ice/dm).
Anyways Harm is the first Tanker build I have finished. Now I am stuck. The reason I am stuck, is because I can't come up with a justification on a respec for her.
Her Alpha attack is Energy Absorption, Build-up, LR, fireball, chain induction, jakes ladder, thunder strike. Now if the spawn survives that (big if) the spawn is completely sapped of endurance, and can't act. That is a hugh part of her mitigation.
Now she is soft capped to S/L/NRG/NegNRG.
My problem is making her better. Her build was set into place before Mids. I just put it on mids to make it easyer for set placement. But Maybe having some of you people looking at her and maybe you people can come up with a better build. I will post her build now. I was thinking of respecing her, and picking up a unslotted assult, tactics, and maybe a travel power or vengence. but I don't know. her recovery isn't all that great, but with her rech, and energy absorption well under 30 sec recharge, endurance is a non issue, unless I get down to one boss left. to which I just spam charged brawl and fire blast. I could cycle out charged brawl for havoc punch, and get a harder hitter, and keep the kin combat/set bonus from it. I dunno.
Before you say it, I am well aware I am well aware I am beyond the max of 5 set bonus of 10% regen cap bonus. I don't care. she regens 27 hp/sec, and has 2,211, and with Hoarfrost she sits at like 3,341hp 43 hp/sec, now when I get portal jockey, task force commander, freedom phalanx reserve, and atlas madalian. my endurance will raise, and my HP+regen will raise too. but check her build and if you can come up with something better lemme know
__________________________________________________ __________________________
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Harmonious-Conflict: Level 50 Natural Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Electrical Melee
Power Pool: Legacy Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/Rchg(13)
Level 1: Charged Brawl -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Acc/Dmg(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 2: Hoarfrost -- Dct'dW-Heal/Rchg(A), Numna-Heal(5), Numna-Heal/EndRdx(5), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(7), Numna-Heal/EndRdx/Rchg(9)
Level 4: Jacobs Ladder -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(9), Erad-Dmg/Rchg(11), Erad-Acc/Rchg(11), Sciroc-Acc/Dmg/EndRdx(13), Sciroc-Dmg/EndRdx(40)
Level 6: Chilling Embrace -- CtlSpd-EndRdx/Rchg/Slow(A), CtlSpd-Acc/Slow(42), CtlSpd-Rng/Slow(42), CtlSpd-Dmg/Slow(42)
Level 8: Wet Ice -- EndRdx-I(A)
Level 10: Taunt -- RechRdx-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Mrcl-Heal(A), Numna-Heal(15), Numna-Regen/Rcvry+(15), RgnTis-Regen+(46)
Level 16: Thunder Strike -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(17), Erad-Acc/Rchg(17), Erad-Dmg/Rchg(23), Sciroc-Dam%(33), Sciroc-Acc/Dmg/EndRdx(33)
Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/Rchg(23)
Level 20: Stamina -- P'Shift-End%(A), EndMod-I(21), EndMod-I(21)
Level 22: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(25), RechRdx-I(36)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Energy Absorption -- RechRdx-I(A), RechRdx-I(27), EndMod-I(27), EndMod-I(29), LkGmblr-Rchg+(29), DefBuff-I(31)
Level 28: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(33), P'ngS'Fest-Acc/Dmg(34), P'ngS'Fest-Dmg/Rchg(34)
Level 30: Icicles -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Rchg(46)
Level 32: Hibernate -- Numna-Heal(A), Numna-Heal/Rchg(34), Numna-Heal/EndRdx/Rchg(36), Numna-EndRdx/Rchg(36)
Level 35: Permafrost -- S'fstPrt-ResDam/Def+(A)
Level 38: Lightning Rod -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Acc/Rchg(40)
Level 41: Char -- Acc-I(A)
Level 44: Fire Blast -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Acc/Dmg/Rchg(46)
Level 47: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(50), Posi-Dmg/Rng(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
Level 0: LEGACY BUILD
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Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 13.63% Defense(Smashing)
- 13.63% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 12.38% Defense(Energy)
- 12.38% Defense(Negative)
- 3% Defense(Psionic)
- 8.313% Defense(Melee)
- 7.688% Defense(Ranged)
- 3% Defense(AoE)
- 5.4% Max End
- 2% Enhancement(RunSpeed)
- 41.25% Enhancement(RechargeTime)
- 2% Enhancement(JumpSpeed)
- 2% Enhancement(JumpHeight)
- 12% Enhancement(Heal)
- 2% Enhancement(FlySpeed)
- 36% Enhancement(Accuracy)
- 337.33 HP (18%) HitPoints
- MezResist(Held) 3.3%
- MezResist(Immobilize) 6.6%
- MezResist(Stun) 2.2%
- 4.5% (0.075 End/sec) Recovery
- 106% (8.293 HP/sec) Regeneration
- 1.575% Resistance(Fire)
- 1.575% Resistance(Cold)
- 3.125% Resistance(Toxic)
Set Bonuses:
Luck of the Gambler
(Frozen Armor)- 10% (0.782 HP/sec) Regeneration
- 21.08 HP (1.125%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Charged Brawl)- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Hoarfrost)- 12% (0.939 HP/sec) Regeneration
- 35.14 HP (1.875%) HitPoints
- 6% Enhancement(Heal)
- MezResist(Held) 3.3%
(Jacobs Ladder)- 1.8% Max End
- 3.125% Defense(Energy,Negative), 1.563% Defense(Ranged)
- 42.17 HP (2.25%) HitPoints
(Jacobs Ladder)- 10% (0.782 HP/sec) Regeneration
(Chilling Embrace)- MezResist(Immobilize) 1.1%
- 2% Enhancement(Slow)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Health)- 12% (0.939 HP/sec) Regeneration
(Thunder Strike)- 1.8% Max End
- 3.125% Defense(Energy,Negative), 1.563% Defense(Ranged)
- 42.17 HP (2.25%) HitPoints
(Thunder Strike)- 10% (0.782 HP/sec) Regeneration
(Glacial Armor)- 10% (0.782 HP/sec) Regeneration
- 21.08 HP (1.125%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Build Up)- 1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
(Energy Absorption)- 7.5% Enhancement(RechargeTime)
(Chain Induction)- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Chain Induction)- 8% (0.626 HP/sec) Regeneration
(Icicles)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Hibernate)- 12% (0.939 HP/sec) Regeneration
- 35.14 HP (1.875%) HitPoints
- 6% Enhancement(Heal)
(Permafrost)- 3% Defense(All)
(Lightning Rod)- 1.8% Max End
- 3.125% Defense(Energy,Negative), 1.563% Defense(Ranged)
- 42.17 HP (2.25%) HitPoints
(Lightning Rod)- 10% (0.782 HP/sec) Regeneration
(Fire Blast)- 12% (0.939 HP/sec) Regeneration
- 42.17 HP (2.25%) HitPoints
(Fire Blast)- 2% (0.033 End/sec) Recovery
(Fire Ball)- 2.5% (0.042 End/sec) Recovery
- 1.575% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
- 3.125% Resistance(Toxic)
(Maneuvers)- 10% (0.782 HP/sec) Regeneration (Exceeded 5 Bonus Cap)
- 7.5% Enhancement(RechargeTime)
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Quote:This is true, but with the invention system it is a mute point, a stead fast unique, weave, cj, and three sets of scircco dervish (forgive spelling) and you are around 22% def to psi, not inclueing other sets that can bump your psi def/res up impervium armor, which grants psionic res, same with the ageius set.Man I need this thread days ago.
Willpower is good for an all around defense with some passive powers and good recovery in HP and endurence AND PSICONICS!!. But if hit with something extra hard, you probally won't last the next heavy hit.
Invul gives great denfense to lethal and smashing, the most common damge types, along with some heavy shielding, but just like many, is weak to the psychics.
but pop a couple small purples, and that 22% turns into 42% for heavy psi, like carnies, and the few others, it isn't a bad trade off.
def isn't everything, but stone armor doesn't have psi res, with their psi def power slotted which is what 35% they tend to do pretty great while on teams which helps curb the damage output v.s. survial time.
I think invun with suitible recovery bonuses/psi defense, and decent rech, can do better for cheaper. when I revamped my invun/axe, even though not completed I pushed inphasis on regen,rec, psi def, and some sprinkled in rcharge. he is a tanker after all, and I chose to take build up off the build, because he isn't geared for too much solo play.
However when I am on other toons that just can't seem to get the job done while helping some one with something, he is always in my back pocket and rarely fails. -
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damn, now that is phat! wish I had that. heh but I play with 8546 and 9,7 for cycleing targets. I could always change the bind lshift, to bind 1+lbutton, right?
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Quote:I think the forums are being invaded by "freedumb" noobs! Yeah I rock freedom, but I came from Protector, and I have years under my belt.I think a better way to phrase it would be, they're the only ones we can give commands to =)
Why's this question in the Tanker forum, though?
Actually speaking on this subject, freedom is not as "freedumb" as it used to be, much like the increase of invuns, I have seen a increase of people with skill.
Yeah but I am in the same boat here, I saw the post, and just left it alone... figured it'd a been chewed up and spitted out by now. -
Quote:okay here is my scrap build for my wifes toon.. Take a look might give you some idea'sI got a electric/sd/bod scrapper farming build. It is just shy of soft caps, and has 125% recharge. With the tanker numbers, and my wifes scrap IO's you will be over soft caps.. However it isn't on this comp, so I can't do it just yet. I will post it some time today, let you take a look, and what cha think.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
twinkmestar: Level 50 Science Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Havoc Punch -- Hectmb-Dmg/EndRdx(A), Hectmb-Dmg(7), Hectmb-Dmg/Rchg(15), Hectmb-Acc/Dmg/Rchg(27), Hectmb-Acc/Rchg(46), C'ngImp-Acc/Dmg/Rchg(48)
Level 1: Deflection -- GftotA-Def(A), GftotA-Def/EndRdx(3), LkGmblr-Rchg+(3), LkGmblr-Def/EndRdx/Rchg(37)
Level 2: Battle Agility -- GftotA-Def(A), GftotA-Def/EndRdx(5), LkGmblr-Rchg+(5), LkGmblr-Def/EndRdx/Rchg(39)
Level 4: Jacobs Ladder -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(7), Sciroc-Dmg/EndRdx(13), Sciroc-Dmg/Rchg(15), Sciroc-Acc/Rchg(17), M'Strk-Acc/Dmg/EndRdx(46)
Level 6: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-EndRdx/Rchg(23), ImpArm-ResDam(25), ImpArm-ResDam/EndRdx(43)
Level 8: Thunder Strike -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-Dmg(9), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(29)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(29), Mrcl-Rcvry+(43)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Chain Induction -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Acc/Dmg(19), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(46)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(43)
Level 26: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(34), GSFC-ToHit(40), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42)
Level 28: Kick -- Mako-Acc/Dmg/EndRdx/Rchg(A)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(31), Aegis-ResDam/EndRdx(31), Aegis-ResDam/EndRdx/Rchg(31)
Level 32: Lightning Rod -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Dmg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34)
Level 35: Shield Charge -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(40)
Level 41: Focused Accuracy -- EndRdx-I(A), EndRdx-I(50)
Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(45), P'Shift-End%(45), EndMod-I(45)
Level 47: Phalanx Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run
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Set Bonus Totals:- 14.5% DamageBuff(Smashing)
- 14.5% DamageBuff(Lethal)
- 14.5% DamageBuff(Fire)
- 14.5% DamageBuff(Cold)
- 14.5% DamageBuff(Energy)
- 14.5% DamageBuff(Negative)
- 14.5% DamageBuff(Toxic)
- 14.5% DamageBuff(Psionic)
- 9.88% Defense(Smashing)
- 9.88% Defense(Lethal)
- 10.8% Defense(Fire)
- 10.8% Defense(Cold)
- 7.38% Defense(Energy)
- 7.38% Defense(Negative)
- 3% Defense(Psionic)
- 16.8% Defense(Melee)
- 11.8% Defense(Ranged)
- 13.9% Defense(AoE)
- 55% Enhancement(RechargeTime)
- 60% Enhancement(Accuracy)
- 10% FlySpeed
- 100.4 HP (7.5%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 3.3%
- MezResist(Immobilize) 3.3%
- MezResist(Stun) 6.6%
- 13% (0.22 End/sec) Recovery
- 74% (4.14 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 3.13% Resistance(Negative)
- 15% RunSpeed
Set Bonuses:
Hecatomb
(Havoc Punch)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Deflection)- 2% (0.03 End/sec) Recovery
(Deflection)- 10% (0.56 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Battle Agility)- 2% (0.03 End/sec) Recovery
(Battle Agility)- 10% (0.56 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Jacobs Ladder)- 10% (0.56 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(True Grit)- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
(True Grit)- 2.5% (0.04 End/sec) Recovery
(Thunder Strike)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Chain Induction)- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Super Speed)- 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
- Knockback Protection (Mag -4)
(Build Up)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Tough)- 3% Defense(All)
(Tough)- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Lightning Rod)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Shield Charge)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Weave)- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Physical Perfection)- 12% (0.67 HP/sec) Regeneration
(Phalanx Fighting)- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Combat Jumping)- 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
- Knockback Protection (Mag -4)
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Quote:Yes invun has been up and comming in these past few months. People must of saw a SO build invun (highbie) and was like wow, cuz people been making tons of invuns (freedom server ayways).With Fitness powers becoming inherent, I think Invulnerability will be more popular than Will Power.
The inherent ability to have stamina at lvl 2 will make about 95% of every build over all classes more popular.
The tweaks the did to the invun passives, the 30% res to slow/rech the 50% ddr is the greatest of the buffs. sure it takes 2 powers to reach it, but that was a down fall of invun in the end scheme of things.
say you face a baddie that isn't primarily S/L and they would debuff your defense, that would be a cascadeing failure and a ultimate demise.
50% is more than my ice tanker has, or atleast par to it,however that isn't if I forget to hit energy absoption to keep it up.
That is where invun takes over WP too. the ddr. It may see meager, but when you can take a 10/s dd and reduce it to 5/s it adds up.
I am roleing a kat/invun scrap, and per SO's really can see a difference between the tank version and scrap, even with parry.
I absolutely despise WP on scraps, only because the power set is so hungry early on. much like fire armor, you get the majority of the optimal powers early on.
My other post pretty much summed both up... it is really up to your flavor. try running both up to lvl 28 and see which one you like best, that will give you all your primary except tier 9. Both sets are costume friendly, unlike ice/fire,stone,dark. -
I got a electric/sd/bod scrapper farming build. It is just shy of soft caps, and has 125% recharge. With the tanker numbers, and my wifes scrap IO's you will be over soft caps.. However it isn't on this comp, so I can't do it just yet. I will post it some time today, let you take a look, and what cha think.
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I will grab the beer!
I have ran up a ol' invun/axe, to which I revamped and added bod mastery, and with only the attacked IO'ed with scirrco dervish (forgive spelling) and then I forget what is in my other attacks, gave me around 25% def to psi. He is tougher than what he was, with primarily a SO build.
I have ran a wp/sm up to lvl 38 back in the AE boss farm days. I also have a wp/ss tanker current sitting at 38, or maybe earl 40's. He has tough, weave. (so does my invun/axe). I prefer my invun/axe, when it comes to durabilty.
I feel that invun is a stronger set. However that is my opinion, and I have seen a Utube video that showed a WP tanker, tank 10 AV's at one time.
Great thing of invun/ss is rage/invincibility Tohit buffs, things like hurricane, darkest night, are mute points.
However WP trumps invun in the recovery department, which helps with the rage crash. Which with a SO build, my wp/ss will run out of steam quick. IO slotting fore recoveryis a must for both sets.
think It has been told here many times, invun is more durable for cheaper, where as WP is godly with butt loads of influence.
Agro wise, invun trumps, as pretains to a scaled defensive set, wp trumps, with the mixed res/def/regen/recovery.
both sets are sets that benefit from large spawns. as a newbie both sets are very newbie friendly. WP is a toggle and forget set, and invun is just a straight forward no logic required set to build. Invun is like tanking for dummies, when it pretains to power choices. -
Quote:Yep. Much like every one else. I play other classes simular to a melee class.all melee classes get that at one piont
i get it all the time when i mal down to help a friends lowbie
(Note To Self: NOT SOFT CAPPED AT LEVEL 20)
I think we all have our moments
my fire/storm/earth troller is what turned me on to tankers. It was great to be on a toon that ddn't die every time I turned around. My troller is much stronger now, and can tank some AV's better than some of my tanks...that is niether here nor there...
I think scrapper-lock and tank-lock is a good thing. If you don't ever push your build your skill never grows. If you don't face plant, you don't learn how to capitalize on that situation in the future.
I am one of those players that have to have a concept, back story, and reasons to play the classes. Else they get deleted. So I take great pride in what my toons can do. Also it saddens me when my toons fail.
My bs/sd/bod is great for this, flury flechette made me a build that is out standing, not only end game, but also as a exzemption build.
There are times I get over confident in her ability, and get a beat down. Some one mentioned humility. A defeat is a great way to humble a sole, and open eyes. I enjoy the challenge of over comming a fresh defeat. -
Quote:thanks for that correction, cuz this is like the third time I poste that in this forum through the years and no one corrected it. Good show.-dmg effects do not stack with resists in that fashion. I've been seeing this a lot lately and it's never been true. -dmg works the same way as damage enhancements, which is calculated separately from resists. Otherwise we would bypass 95% resistance of an enemy when we enhance our powers with 95% damage.
-dmg != +resist -
Quote:Mine has a mother earth concept, which first concept she uses ninja run and looks like a orb of light. Pulled off massivly love it.I think folks tend to avoid it for three reasons.
1.They don't realize the EA is a a great way to alpha a spawn and is more important as a +def power than it is as late in the fight recovery power.
2.They don't quite know how to effectively use Hibernate, which is a great tier 9 if you slot a bit for taunt duration and time it properly.
3.Perhaps most important, it totally obscures any costume you might have.
Second concept she is a never melthing ice with a internal flame. with the exception of glacial armor, that concept is pulled off too.
I made note of the costume problem, and turned that into my strength, a matalic siver female humannoid, that shines as bright as a star and uses conflicting worldly elements to inflict justice apon those who taint her lands.
Course that is me... meh. -
Quote:I wouldn't take ice armor over any other armor persay, however it is strong. It is weak in the low levels, but all defense sets are.Ok Making this simple.......Why Take Ice Armor......Now my main is a Ice/SS so i'm not hating on ice i'm just asking all the Ice Armors out there why Take Ice over any other Primary? I'm also asking this cause i feel like the only Ice tanker on any server anywhere some times.
I went through a ice/ice tanker, ice/fire tanker, ice/dm tanker, and finally settled with ice/electric tanker. She now sits at lvl 45 right at this moment.
Energy absorbtion is a nice power, not only as a def/rec power, but slotted with 2 SO end mods it will take -48% of up to 10 baddies endurance. so with hasten or enough rech, you can double stack it for 20% defense, and completely sap the spawn. a spawn that can't act is a spawn that sealed their fate.
Also from a real tanker stand point, Ice with permafrost has a 90% resistance to rech debuffs and slows, which makes it easy for yu to manipulate spawn placement, and have powers up like "taunt" to pull off of squshies. Also with the exzemption of DA I think Ice is still the agro king.
Chilling embrace has one of the highest agro modifiers, and icicles (dmg aura) will aid to. not only does CE have the slows but it has 15% dmg debuff to up to 10 baddies. so 15% +24% tough (if you take it) gives you 39% smashing and lethal damage resistance.
Hoarfrost is great max HP+heal. and hibernate with just two heal SO' will take you from 1 hp to your max in 10 seconds or so. I have heard on the forums that people whine bout newb icers being called "hybernoobs." well those people are idiots. what is taunt duration on a even con at lvl 50, 42 seconds? Even if you don't run your agro aura's if you use a AE attak, gauntlet will hold he duration of your hibernate.
A key weakness to ice is of course fire, but mor important, defense debuffs. Mine isn't soft capped yet (45% def) so quite a few enemys can best her. but with a decent team and smart play with hibrnate, energy absorbtion, lightning rod, Hoar frost, I have been able to do quite a bit, even with out fighting pool.
My ice/electric/pyre is by far one of my fave tankers. Ice is one of those defenses that don't need alot of mitigation from the secondary to survive either. and with your rage crashes energy absorbtion will make that a moot problem. My wife has a ice/ss. She is a beast pve/pvp. She has no slotting save you SO's, but she can hold her own in the PvP zones, and on most situations on PvE. -
Quote:My first scrapper was a db/regen. I absolutely loved his concept elf/dragon hybrid. He is a flying battler, the DB animations mixed with wings is quite breath taking IMO. He captivated me completely...hello i just made a db/rgen scrapper on virtue and got it to 50 recently i was wondering if some of you guys could post or direct me to a good build for my scrappy ?
He lead me to create a spines/sr/bod, a bs/sd/bod, I have a kat/inun in the works, and quite a few others that met the chopping block.
However "Hybrid-Knight" lost his luster when animation locks would mean face plants, before being able to heal.
Course he isn't IO'ed, but I just don't really care for the feel of regen. It is a great solo set, but when you got a few bosses raining down on you, you are dead before you can act, if you don't use the right attacks. For instance using 1k cutz as a starter to a spawn is a no no. the mitigation of the attack comes at the end of it, and you are usually dead by then. However that just takes half a brain to figure out. He could be played better, but I found better combo's for me.
I would much rather him a DB/WP, but WP is so power choice hungry in the low lvls, that I ddn't much like the feel with the equal hungry DB set.
I made a "Warrior's Mark" toon, kat/inun. I was thinking of DB, the animations, and the DPS is spectacular.
It really is a matter of preference, and I just prefer defensive sets that generalize, instead of specialize.
I like SR even though it specializes, because the way defense works. 9 spawns out of 10 you are a god. Where as regen you must have incredible response time in some situations to survive.
I am not trying to bad mouth db/regen (mainly regen) because it gave me my epiphany, however that is as far a it went for me. -
I looked at DSorrow's guide and three builds. All of them are a bit steep for my in game wallet/play time. So I created a build taking influence from D's... It is actually quite sturdy on paper.
As a note, I went with the blue wisp vet pet, so the defense is 2% higher, and the recovery is a lil higher too. Check him out, lemme know what ya think. I don't really need critisium, but if you want to point something out, feel free.
Hero Plan by Mids' Hero Designer 1.703
http://www.cohplanner.com/
Click this DataLink to open the build!
Warrior's Mark: Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Gambler's Cut -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), Mako-Acc/Dmg/EndRdx/Rchg:50(11), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(15), Achilles-ResDeb%:20(42)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A)
Level 2: Flashing Steel -- Sciroc-Acc/Dmg/EndRdx:50(A), Sciroc-Acc/Dmg:50(3), Sciroc-Dmg/EndRdx:50(13), C'ngBlow-Dmg/EndRdx:50(15), C'ngBlow-Dmg/Rchg:50(42), C'ngBlow-Acc/Rchg:50(50)
Level 4: Temp Invulnerability -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(5), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam/Rchg:40(43)
Level 6: Dull Pain -- Dct'dW-Rchg:50(A), Dct'dW-Heal/EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal:50(9), Dct'dW-EndRdx/Rchg:50(9)
Level 8: Divine Avalanche -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(42)
Level 10: Build Up -- Rec'dRet-Pcptn:20(A), Rec'dRet-ToHit/Rchg:20(23), RechRdx-I:50(23)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(37), RgnTis-Regen+:30(37), Numna-Heal:50(46), Numna-Regen/Rcvry+:50(50)
Level 16: Unyielding -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(17), RctvArm-ResDam/Rchg:40(17), RctvArm-ResDam/EndRdx/Rchg:40(43)
Level 18: The Lotus Drops -- Sciroc-Acc/Dmg/EndRdx:50(A), Sciroc-Acc/Dmg:50(19), Sciroc-Dmg/EndRdx:50(19), Erad-Dmg/Rchg:30(39), Erad-Acc/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(40)
Level 20: Stamina -- P'Shift-End%:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Kick -- Mako-Acc/Dmg/EndRdx/Rchg:50(A)
Level 24: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(25), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(43)
Level 26: Soaring Dragon -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Acc/Dmg:50(27), C'ngImp-Dmg/EndRdx/Rchg:50(27), C'ngImp-Dmg/EndRdx:50(34), C'ngImp-Dmg/Rchg:50(34), Mako-Acc/Dmg/EndRdx/Rchg:30(40)
Level 28: Invincibility -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(29), LkGmblr-Def/EndRdx:50(29), GSFC-ToHit/Rchg/EndRdx:50(31), GSFC-ToHit:21(31), GSFC-ToHit/EndRdx:21(31)
Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx:50(37)
Level 32: Golden Dragonfly -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(33), Erad-Acc/Rchg:30(33), Sciroc-Dmg/EndRdx:30(33), Sciroc-Acc/Dmg/EndRdx:50(34), Sciroc-Dmg/Rchg:50(39)
Level 35: Tough Hide -- LkGmblr-Rchg+:50(A), GftotA-Def/EndRdx:40(36), GftotA-Def:40(36)
Level 38: Resist Energies -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(46)
Level 41: Resist Elements -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(46)
Level 44: Focused Accuracy -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(45), GSFC-ToHit/Rchg/EndRdx:50(45), GSFC-Rchg/EndRdx:50(45)
Level 47: Physical Perfection -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(48), EndMod-I:50(48), P'Shift-End%:50(48)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run
------------
Set Bonus Totals:- 16.1% Defense(Smashing)
- 16.1% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 14.3% Defense(Energy)
- 14.3% Defense(Negative)
- 3% Defense(Psionic)
- 9.56% Defense(Melee)
- 8.63% Defense(Ranged)
- 3% Defense(AoE)
- 3.6% Max End
- 7% Enhancement(Accuracy)
- 32.5% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 10% FlySpeed
- 135.5 HP (10.1%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Immobilize) 11%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 13% (0.22 End/sec) Recovery
- 74% (4.14 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 9.38% Resistance(Negative)
- 10% RunSpeed
Set Bonuses:
Kinetic Combat
(Gambler's Cut)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Resist Physical Damage)- 3% Defense(All)
(Flashing Steel)- 10% (0.56 HP/sec) Regeneration
- 3.13% Resistance(Negative)
(Flashing Steel)- 1% (0.02 End/sec) Recovery
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
(Temp Invulnerability)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Dull Pain)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Divine Avalanche)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Build Up)- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
- 20% Perception
(Health)- 2.5% (0.04 End/sec) Recovery
(Health)- 12% (0.67 HP/sec) Regeneration
(Unyielding)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(The Lotus Drops)- 10% (0.56 HP/sec) Regeneration
- 3.13% Resistance(Negative)
(The Lotus Drops)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Soaring Dragon)- MezResist(Immobilize) 2.2%
- 15.1 HP (1.12%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Invincibility)- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Invincibility)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
(Weave)- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Golden Dragonfly)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
(Golden Dragonfly)- 10% (0.56 HP/sec) Regeneration
- 3.13% Resistance(Negative)
(Tough Hide)- 7.5% Enhancement(RechargeTime)
(Tough Hide)- 2% (0.03 End/sec) Recovery
(Resist Energies)- 2.5% (0.04 End/sec) Recovery
(Resist Elements)- 2.5% (0.04 End/sec) Recovery
(Focused Accuracy)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
(Physical Perfection)- 12% (0.67 HP/sec) Regeneration
-
Quote:Not sure what exactly I was trying to pin point. I guess maximize the defense, HP and regen. My build, and the build with your tweaks achieve that.I just tweaked it to suit me better. Not sure what your looking for so a tweak to suit me is a different way to slot to look at. GL with it whatever ya do.
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her bio is summed up, Midnighters fear the Rikti invasion, and Nictus, so they cast a spell apon the earth, to summon the earth to aid it's self. She is a made of mixed metals, and looks like a glowing orb of light. She honestly does, and last night my concept was even seen through toons on a team I was on. Person said "My tank looks like a star. By my tank, I mean harm." I also have another suit that has a fire aura. and if I don't run glacial armor, the never melting ice look, actually gets pulled off. The fire aura doesn't break the ice animation, so it looks like a internal flame in a prisum of ice. Both concepts I am very happy with.
The build is designed to be a sturdy, self sufficent build. She is strong now, but she can yo yo on health quite a bit. expecially in the Tina arch. What a nightmare, but I had the right amount of support & skill, from both my self and team mates.
Maybe I will put two slots into char, didn't even look to see the 2.5 def F/I. The reason for just basic slot in taunt, is because ice+my xp as a tank player, I don't really use it too often. I may port into a spawn and agro some ranged foes in, or use it mainly as a save a squshie button. Or I might use it to pull things apart, or pull them together. -
I am loving this tanker. a Tanker with out tough and weave. Electric melee is great with ice, makes for a sapper tank. She can be a bit squshie, but LR helped that, and because I don't have to have a aura Tick I can fire off BU+LR from afar, and use the kb/kd mitigation to safely sap end and buff my self. I never even made a build for this tanker, but following what the plan is in my mind. she lvl 42 and I am thinking of doing some IO's soon. Pyre for a all AE tanker. I have charged brawl cuz of no choice, and fire blast cuz I hear melt armor is weak, and that can be another ranged puller.
Hero Plan by Mids' Hero Designer 1.703
http://www.cohplanner.com/
Click this DataLink to open the build!
Harmonious-Conflict: Level 50 Natural Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Electrical Melee
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(3), LkGmblr-Def/EndRdx:50(3), LkGmblr-Def/Rchg:50(13)
Level 1: Charged Brawl -- KntkC'bat-Dmg/EndRdx:35(A), KntkC'bat-Acc/Dmg:35(43), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
Level 2: Hoarfrost -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(5), Numna-Heal/EndRdx:50(5), Numna-EndRdx/Rchg:50(7), Numna-Heal/Rchg:50(7), Numna-Heal/EndRdx/Rchg:50(9)
Level 4: Jacobs Ladder -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(9), Erad-Dmg/Rchg:30(11), Erad-Acc/Rchg:30(11), Sciroc-Acc/Dmg/EndRdx:50(13), Sciroc-Dmg/EndRdx:50(40)
Level 6: Chilling Embrace -- CtlSpd-EndRdx/Rchg/Slow:30(A), CtlSpd-Acc/Slow:30(42), CtlSpd-Rng/Slow:30(42), CtlSpd-Dmg/Slow:30(42)
Level 8: Wet Ice -- EndRdx-I:50(A)
Level 10: Taunt -- RechRdx-I:50(A)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Health -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:40(15), Mrcl-Heal/Rchg:40(15), RgnTis-Regen+:30(46)
Level 16: Thunder Strike -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(17), Erad-Acc/Rchg:30(17), Erad-Dmg/Rchg:30(23), Sciroc-Dam%:50(33), Sciroc-Acc/Dmg/EndRdx:50(33)
Level 18: Glacial Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx:50(19), LkGmblr-Def/Rchg:50(23)
Level 20: Stamina -- P'Shift-End%:50(A), Efficacy-EndMod:50(21), Efficacy-EndMod/Acc:50(21)
Level 22: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(25), RechRdx-I:50(36)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25)
Level 26: Energy Absorption -- RechRdx-I:50(A), RechRdx-I:50(27), EndMod-I:50(27), EndMod-I:50(29), LkGmblr-Rchg+:50(29), DefBuff-I:50(31)
Level 28: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx/Rchg:35(33), P'ngS'Fest-Acc/Dmg:30(34), P'ngS'Fest-Dmg/Rchg:30(34)
Level 30: Icicles -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-Acc/Dmg/Rchg:50(37), Oblit-Dmg/Rchg:50(37), Oblit-Acc/Rchg:50(46)
Level 32: Hibernate -- Numna-Heal:50(A), Numna-Heal/Rchg:50(34), Numna-Heal/EndRdx/Rchg:50(36), Numna-EndRdx/Rchg:50(36)
Level 35: Permafrost -- S'fstPrt-ResDam/Def+:30(A)
Level 38: Lightning Rod -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(39), Erad-Dmg/Rchg:30(39), Erad-Acc/Rchg:30(39), Sciroc-Acc/Dmg/EndRdx:50(40), Sciroc-Acc/Rchg:50(40)
Level 41: Char -- Acc-I:50(A)
Level 44: Fire Blast -- Dev'n-Acc/Dmg/EndRdx/Rchg:50(A), Dev'n-Acc/Dmg/Rchg:50(45), Dev'n-Acc/Dmg:50(45), Thundr-Acc/Dmg/EndRdx:50(45), Thundr-Acc/Dmg/Rchg:50(46)
Level 47: Fire Ball -- Posi-Dam%:50(A), Posi-Acc/Dmg/EndRdx:50(48), Posi-Acc/Dmg:50(48), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(50), Posi-Dmg/Rng:50(50)
Level 49: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
------------
Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 13.6% Defense(Smashing)
- 13.6% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 14.3% Defense(Energy)
- 14.3% Defense(Negative)
- 3% Defense(Psionic)
- 8.31% Defense(Melee)
- 11.4% Defense(Ranged)
- 3% Defense(AoE)
- 5.4% Max End
- 2% Enhancement(RunSpeed)
- 41.3% Enhancement(RechargeTime)
- 2% Enhancement(JumpSpeed)
- 2% Enhancement(JumpHeight)
- 12% Enhancement(Heal)
- 2% Enhancement(FlySpeed)
- 36% Enhancement(Accuracy)
- 393.6 HP (21%) HitPoints
- MezResist(Held) 3.3%
- MezResist(Immobilize) 6.6%
- MezResist(Stun) 2.2%
- 7% (0.12 End/sec) Recovery
- 94% (7.35 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 3.13% Resistance(Toxic)
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Quote:So I made this build. It doesn't have hasten, but I wouldn't mind having it, just not sure what to give up. I guess I could switch out combat jumping for it. If you could tailor a build for it, or tweak this one I would be happy. My high end build xp isn't too good. I only have one real expensive scrapper build and that is "timeless Seraphima". It looks strong, but the rech is lacking bad. I like useing DP on command as a heal. That is what I wish I had with seraphima, but her build is pretty strong and the passive regen usually pulls her through. even though with dev tweaks to IO's, she has lost 3 hp/sec regen...Really, though, you'll want to get your S/L/E/NE Defenses at 35%+ with one enemy in melee range. My current build has about 38% S/L and 36% E/NE Defense with one enemy in melee range, and it works really nicely for just about everything. Add to that ~30hp/sec regen and capped HPs and you've got a really sturdy scrapper.
With slight tweaking of the build, I could get to S/L soft cap with only one enemy in melee range at the cost of some F/C resistance and 5% +Rech, but I'm not sure it's worth all the hassle. I'm not really big on soloing AVs so soft capping with only one enemy isn't really what I need to enjoy my playstyle.
You could check my guide in my sig for an example build. I think it isn't the latest version of the build, however, so if you like what you see in the guide and are happy with using Ninja Run as your travel power, just ask me and I'll post my current build here.
Hero Plan by Mids' Hero Designer 1.703
http://www.cohplanner.com/
Click this DataLink to open the build!
Warrior's Mark: Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Sting of the Wasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(42)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), Aegis-Psi/Status(50)
Level 2: Flashing Steel -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(3), Sciroc-Dmg/EndRdx(13), Sciroc-Dmg/Rchg(15), Sciroc-Acc/Rchg(42)
Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam/Rchg(43)
Level 6: Dull Pain -- Numna-Regen/Rcvry+(A), Numna-Heal(7), Numna-Heal/EndRdx(7), Numna-EndRdx/Rchg(9), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(11)
Level 8: Divine Avalanche -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 10: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(23), RechRdx-I(23)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(37), RgnTis-Regen+(37)
Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(43)
Level 18: The Lotus Drops -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(19), Sciroc-Dmg/EndRdx(19), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 20: Stamina -- P'Shift-End%(A), Efficacy-EndMod/Acc(21), Efficacy-EndMod(21)
Level 22: Kick -- Mako-Acc/Dmg/EndRdx/Rchg(A)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(43)
Level 26: Soaring Dragon -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(27), C'ngImp-Dmg/EndRdx/Rchg(27), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(34), Achilles-ResDeb%(40)
Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/Rchg(31), Rec'dRet-ToHit(31), Rec'dRet-ToHit/Rchg(31)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(45)
Level 32: Golden Dragonfly -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dam%(39)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(36), GftotA-Def(36)
Level 38: Resist Energies -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(46), ImpArm-ResDam/Rchg(46)
Level 41: Resist Elements -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(46), ImpArm-ResDam/Rchg(50)
Level 44: Focused Accuracy -- GSFC-Build%(A), GSFC-ToHit/EndRdx(45), GSFC-ToHit/Rchg/EndRdx(45)
Level 47: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(48), Efficacy-EndMod/Acc(48), Efficacy-EndMod(48)
Level 49: Combat Jumping -- Winter-ResSlow(A), Winter-RunSpd/Jump/Fly/Rng(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run
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Set Bonus Totals:- 18% Defense(Smashing)
- 18% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 11.8% Defense(Energy)
- 11.8% Defense(Negative)
- 6.75% Defense(Psionic)
- 10.5% Defense(Melee)
- 10.2% Defense(Ranged)
- 9.25% Defense(AoE)
- 1.8% Max End
- 27.5% Enhancement(RechargeTime)
- 43% Enhancement(Accuracy)
- 6% Enhancement(Heal)
- 5% FlySpeed
- 195.8 HP (14.6%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 3.3%
- MezResist(Immobilize) 11%
- 20% Perception
- 9.5% (0.16 End/sec) Recovery
- 74% (4.14 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 5% Resistance(Cold)
- 6.25% Resistance(Negative)
- 3% Resistance(Psionic)
- 5% RunSpeed
Set Bonuses:
Kinetic Combat
(Sting of the Wasp)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Resist Physical Damage)- 3% Defense(All)
(Resist Physical Damage)- 3% Resistance(Psionic)
(Flashing Steel)- 10% (0.56 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Temp Invulnerability)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Dull Pain)- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
- 6% Enhancement(Heal)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Divine Avalanche)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Build Up)- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
- 20% Perception
(Health)- 2.5% (0.04 End/sec) Recovery
(Unyielding)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(The Lotus Drops)- 10% (0.56 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Stamina)- 15.1 HP (1.12%) HitPoints
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Soaring Dragon)- MezResist(Immobilize) 2.2%
- 15.1 HP (1.12%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Invincibility)- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Invincibility)- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Weave)- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Golden Dragonfly)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
- 30.1 HP (2.25%) HitPoints
(Golden Dragonfly)- 10% (0.56 HP/sec) Regeneration
(Tough Hide)- 7.5% Enhancement(RechargeTime)
(Tough Hide)- 2% (0.03 End/sec) Recovery
(Resist Energies)- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
(Resist Elements)- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
(Focused Accuracy)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
(Physical Perfection)- 12% (0.67 HP/sec) Regeneration
(Physical Perfection)- 15.1 HP (1.12%) HitPoints
(Combat Jumping)- 5% Resistance(Cold)
- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)