protector_knight

Super-Powered
  • Posts

    174
  • Joined

  1. My wife was thinking of IO'ing her lvl 50 kin/ice... I whipped up a build. not sure how good it is... It has some uniques for stelth and two chances for BU... This is really a blind leading the blind thing here. please take the time out and give suggestions.

    Hero Plan by Mids' Hero Designer 1.703
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    kin-ice: Level 50 Natural Defender
    Primary Power Set: Kinetics
    Secondary Power Set: Ice Blast
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Leaping
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Transfusion -- Numna-Regen/Rcvry+(A), Numna-Heal(3), Numna-Heal/EndRdx(3), Numna-EndRdx/Rchg(5), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(7)
    Level 1: Ice Bolt -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(11), Dev'n-Acc/Dmg(17), Dev'n-Dmg/Rchg(37)
    Level 2: Ice Blast -- Entrpc-Heal%(A), Entrpc-Acc/Dmg(9), Entrpc-Dmg/EndRdx(9), Entrpc-Dmg/Rchg(11), Entrpc-Dmg/EndRdx/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(25)
    Level 4: Siphon Power -- Acc-I(A)
    Level 6: Siphon Speed -- Acc-I(A), Acc-I(7), RechRdx-I(19), RechRdx-I(50)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Aim -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(31), Rec'dRet-ToHit(31)
    Level 12: Speed Boost -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod(13), Efficacy-EndMod/Rchg(13)
    Level 14: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(15), RgnTis-Regen+(15), Numna-Heal/EndRdx(37), Numna-Heal(48)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Super Speed -- Winter-ResSlow(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(42), Winter-RunSpd/Jump/Fly/Rng(43)
    Level 20: Stamina -- P'Shift-End%(A), Efficacy-EndMod(21), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(46)
    Level 22: Ice Storm -- Posi-Dmg/Rng(A), Posi-Acc/Dmg/EndRdx(23), Posi-Acc/Dmg(23), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(46), Det'tn-Acc/Dmg/EndRdx(46)
    Level 24: Recall Friend -- TSM'n-Stlth(A)
    Level 26: Transference -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(27), Efficacy-EndMod(27), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(34)
    Level 28: Bitter Ice Blast -- Decim-Build%(A), Decim-Acc/Dmg/Rchg(31), Decim-Acc/Dmg(34), Decim-Dmg/EndRdx(34), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(43)
    Level 30: Increase Density -- S'fstPrt-ResKB(A)
    Level 32: Fulcrum Shift -- Acc-I(A), Acc-I(33), RechRdx-I(33), RechRdx-I(33)
    Level 35: Bitter Freeze Ray -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(36), Dev'n-Acc/Dmg(36), Dev'n-Dmg/Rchg(36), UbrkCons-Hold(39), UbrkCons-Acc/Hold/Rchg(39)
    Level 38: Blizzard -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(39), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(40), Det'tn-Acc/Dmg/EndRdx(42)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
    Level 44: Temp Invulnerability -- Aegis-Psi/Status(A), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/Rchg(45)
    Level 47: Power Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(48), RechRdx-I(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 8.5% DamageBuff(Smashing)
    • 8.5% DamageBuff(Lethal)
    • 8.5% DamageBuff(Fire)
    • 8.5% DamageBuff(Cold)
    • 8.5% DamageBuff(Energy)
    • 8.5% DamageBuff(Negative)
    • 8.5% DamageBuff(Toxic)
    • 8.5% DamageBuff(Psionic)
    • 1.88% Defense(Smashing)
    • 1.88% Defense(Lethal)
    • 1.88% Defense(Energy)
    • 1.88% Defense(Negative)
    • 1.88% Defense(Psionic)
    • 0.94% Defense(Melee)
    • 3.75% Defense(Ranged)
    • 4.5% Max End
    • 6% Enhancement(Heal)
    • 37.5% Enhancement(RechargeTime)
    • 18% Enhancement(Accuracy)
    • 11% FlySpeed
    • 122.1 HP (12%) HitPoints
    • 11% JumpHeight
    • 11% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2.75%
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 2.75%
    • 20% Perception
    • 18.5% (0.31 End/sec) Recovery
    • 94% (3.99 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 3.15% Resistance(Fire)
    • 8.15% Resistance(Cold)
    • 1.58% Resistance(Toxic)
    • 4.58% Resistance(Psionic)
    • 11% RunSpeed
  2. Quote:
    Originally Posted by StratoNexus View Post
    I, too, prefer the feel of Invuln scrappers. My main scrapper is Kat/Inv, so I am biased towards that. No scrapper I have ever made has been as much fun.

    I have a 50 WM/WP tanker and a near 40 Fire/WP scrapper. The tanker is practically unkillable, the scrapper is decently survivable, which is impressive considering they have no active mitigation. But I find them kind of boring (the tanker is OK, because they have work to do, the scrapper is actually not much fun to play, but I have a solid concept for them, so, from time to time, I am drawn back to playing them for story).

    When I gather more enemies around my Kat/Invuln scrapper or my WP/WM tanker, I can almost always see my green bar stop moving down. When I get more enemies around my Fire/WP, I usually take more damage, so its a race to get my AoEs to kill them before they kill me. There really is nothing I can do to help improve my survivability. Pulling out to lower damage also eliminates my healing. Gathering them to improve my healing makes the damage incoming outpace the healing. The self-rez is terrible, much to my dismay. I thought Resurgence would be the thing that made the set interesting on my scrapper, but more often than not I die again when I use it (whereas, when I use RotP, more often than not the enemies die and I keep moving through the mission). All that leaves me is SoW, which works good on my tanker, but I have not had it long yet on my scrapper.

    Unstoppable is exciting and forces me to pay attention and be ready to pop inspires before the crash (or fall back on rare occasions). I can make sure to leave minions while I kill the bosses and lts. in order to keep my incoming damage down. I can hope Dull Pain recharges again soon. And I am shiny (but maybe you can make WP shiny too now, I haven't tried).
    That is what I was looking for. My invun scrap side is limited to pre 28, and my wp xp is even less than that.

    The build I made for it, I left out build up by mistake and would have to re build it. but that build with 10 baddies was at 43.5% def to everything except nrg/negnrg which was at 45%. He had 3.63 rec/sec and burned 1.9 a sec. that might have been with super speed on. he would regen at 18 hp/sec and with dull pain have 2200+ hp and regen at 30/hp sec. I figured the hits that got trhough would be resisted decent, then the regen would factor in for some more mitigation. he was running at 110% rech I think, but something would have to go for build up, probally be hasten. and because my vet is high enough I don't need it to get SS. Or I could skip speed all together and get super jump. and get res elements into my build. Or even better than that I could get build up res elemnetal, and skip out on travel power and go with ninja run.

    Looks like mids gonna get some attention.

    Thanks. Not sure why people didn't want to touch this post. I was sure Werner would have been all over it... meh. I got what I needed.
  3. protector_knight

    Kat/Sr Scrap

    Quote:
    Originally Posted by ClawsandEffect View Post
    Defense based sets in general don't do well in PvP. This is because everyone builds for as much accuracy as possible via power choices and IOs.

    Also, Diminished Returns hits your defenses pretty hard, if you're softcapped DR will put you at barely more than 30%. Since SR doesn't have anything BUT defense to keep it alive, once your opponent nullifies your defense you don't really have anything else to fall back on.

    This isn't just an SR problem, Ice, Energy Aura, Ninjitsu, and Shield all have similar issues, but they all bring more than JUST defense. Ice has a Dull Pain clone, Energy has some resistance and a heal, Ninjitsu has a heal that is basically a renamed Reconstruction, and Shield has a passive HP boost and a little bit of resistance. SR has defense, and nothing else.

    That said, I've seen some SRs do well in zone, but they are fighting an uphill battle, and probably had crazy expensive builds.
    This post holds quite a bit of merit...

    I have a buddy that lives in RV. He has two SR's. One is a dm/sr which is more geared for duel battling. Although last PvP rating I saw on that toon was in the high 800's. Then he has a ma/sr. Gutted for zoned pvp. and that joker is a beast to watch! He does however have tons of influence in both builds.

    However my wife runs a ice/ss tanker Pure SO build for PvE, and she gets compliments all the time about how beastly she is. Rarely dies, throws a boulder or two, knocks a few heads around. Hibernates when need be....

    I have a bs/sd/bod, and get made quite the fool. However, my bs/sd/bod is the only toon I can get kills on. and no not just by SC, I can actually fair well, but the gank style of ten vil's on one hero makes her drop fast.

    Took my spines/sr in there, dropped faster than a pair of panties after seeing a ten inch.
    'Took my db/regen in there... pfft. what a mistake.

    They say regen is one of the best... I don't see it, however none of my toons are pvp slotted either... My xp in PvP is lack luster at best.
  4. Quote:
    Originally Posted by Angelxman81 View Post
    For scrappers we got blaze, body, darkness and weapon mastery.
    Except blaze and body, I think the rest are crap.
    I got 3 scrappers, martial, dual blades and electric melee.
    Martial is getting blaze mastery for sure, the only APP I really like.
    But with the elec melee I got no clue, she is a speedster and theres nothing that fits. Even if I go villain in GR and I get the Mu Patron for scrappers... the red lighting doesnt fit with the character.
    The dual blades character could end getting body mastery. Anyone knows if the eye beam and energy torrents are red, like tanker?
    Any advice? Im really lost in this matter.
    I can't speak for laser eyes, but a good buddy of mine kat/invun/bod has torrent and yes it is red. Actually red and white, but meh, red!

    [edit] if enough recovery focused acc is great. and I like phys perfection. anything that curbs the blue bar can be good. That and the added regen is always a plus.

    Honestly I have a hard time justifying taking any other epic for scraps. Course that may be me just stuck in my ways...
  5. Some time in the next few months I am thinking of roleing a "Warrior's Mark" toon. The premise is based on multi culture warriors. I might even create this toon sooner, and have him a praetorian... Anyways.

    I have a 50 invun/axe/bod tank, and had a wp/sm lvl 35 and I have a wp/ss lvl 39 tank...

    I prefer the feel of invun, but I created a good kat/invun build. but besides S/L scrap side resists are kinda lack luster. Whether WP or Invun. My build is going to have a solid attack chain coupled with a mix of res/def/regen/recovery.

    Just not sure, which would make a tougher jack of trades kind of build. This would be a toon that should beable to rival "Timeless Seraphima" my bs/sd, which can solo most anything at +3x8.

    I am really on the fence here, Like I said I am not much on the feel of WP, however that tanker has really taken off. He is very tough, no where near as tough as "Protector-Knight" but that can be adjusted as his build levels out.

    a friendly arguement between the two would be nice. I am also aware of Werner's two kat/wp scraps he just put in that thread about regen v.s WP.
  6. Quote:
    Originally Posted by Thunderboyz1 View Post
    Hello,
    I was curious on how a Elec/Super scrap is. Any good?
    Whats a super scrap? More so where can I get one?

    by "super" I am thinking Super reflexes. so elec/sr.

    Well I have a spines/sr that is absolutely vicious. I can imagine that elec might possibly out perform. Not sure on that one. The ST damage on both sets isn't good. But AoE I think Elec might trump spines, because energy is less resisted than leathal damage. (I know toxic is a secondary on spines.)
  7. Quote:
    Originally Posted by TrainRobber View Post
    Howdy all, trying to rekindle my COH interests with two chars, but for now the scrapper.

    I have settled on Claws as a nice balance between in AOE, Single target and looks.

    So Im curious how the Scrapper community rates these secondaries for the above mentioned claws.

    Smoothest 1-50 leveling.
    Best using SO's or common IO's.
    Best mission running.
    Best AV running using a less than 1 billion inf build.
    Most fun. obviously totally subjective.
    Best farmer.

    I may jut tally all the results and take the highest scoring.

    Was looking for a format like this.

    Smoothest 1-50 leveling

    Regen
    WP
    Inv
    Sr

    From best to worse. (just an example.)

    Thanks, Robber
    I have had a bs/sd, spines/sr, db/regen, fm/wp, fm/da. So lets try my hand. In all of the above I will rank as general, not a ranking for each catagory.

    WP
    SR
    SD
    inv
    EA
    DA
    FA


    I ranked willpower as the highest. As my own tastes don't really care for it. I like invun better.. Anyways willpower is the easyest to lvl, has great coverage on just about everything. Not sure it will do great in a AV solo fight, cuz of the hard hits is it's down fall. However IO's can turn a willpower into something grand. I just watched one tank 10 AV's at once.

    SR second cuz with all but the tier nine, cj, weave and steadfast global +3% def, ur at soft capped def. And it is amazeing to watch too many dodged/deflected over your head.

    SD third, cuz even though a lil squshie at times, witha good build it can acomplish a whole lot. not sure why I put sd in there. heh can't play with claws.

    Invun... so far my over all fave. great res to the most used dmg types, and decent res to the rest. hugh +hp/heal, and invinciblity that will raise your defense to astounding numbers, and the to-hit facter too. people can modify invun to soft cap with one baddie, so there is that.

    EA, I can't say to much very lowbie lvl'ed on that one, and that was brute side. decent resists, energy aborbption esk power, and a heal.

    DA, Great controls, great over all resistances, heavy end (can be solved). used right da has many options for you. my xp here is a bit lacking too highest da was a lvl 28 fm/da brute.

    FA, can't play, wish I could, but the constant flame sends my brain hay wire, with massive headaches in about 5 minutes. Mass amounts of damage, a heal, decent resistance, and a endurance recovery power, a ressurection power too.

    I think I forgot about regen some where. regen is good, massive heals, great recovery, very active set though.
  8. Quote:
    Originally Posted by garbelty View Post
    Thanks for the reply's The "manual" says "melee attacks", but I only have 1 respec left... would like to know if it's only scrapper melee attacks, or all...

    Anyone know for sure?
    you don't have a single scrapper with boxing or kick? go to some random lowbie map and kick and box things, see what comes up
  9. protector_knight

    Tank Farmer

    Quote:
    Originally Posted by je_saist View Post
    Yep.



    If you play Shield just for Shield Charge... well... honestly I feel sorry for you. Really, I do. Shields an excellent all-rounder set, and even without the baster class nuke without the end-drain it's still going to be a good all-rounder.
    No I don't play my shield toon for Shield Charge. I play her because it allows me to create the concepts I love (medievil). It just seems like the "I win button" has spoiled me a bit. She does however have a 45 second recharge on it. A bit slow by a lot of peoples standards.

    Also what I may be seeing is my tank durability and trying to think my scrapper has achieved that. She is tough as nails, can tank for most teams, even some AV's.

    Thanks for reminding me... Not sure where the SD is crap with out SC came from. Maybe it is the near death hits. I dunno maybe I wish the set had a more balanced res/def feel. Curse me for roleing a invun tanker first :P

    She is also the only scrapper I have that can solo +3x8 on a vast majority of enemy groups. Didn't mean to throw dirt on the power set like that. heh... damn. ur right SD is more rounded than I care to give it credit for. Sounds like I need to re connect with my favorate toon, over my 3+ yrs of game play.
  10. Quote:
    Originally Posted by garbelty View Post
    title says it all -- can we crit on these?
    for exzample boxing or kick? hmmm never really tryed it, but I would say no. I think that only applys to scrap primary. I never seen a dmg aura crit that was on the secondary, thus port powers don't crit either. The only dmg aura I think I saw crit was quills, and that is spines, which is primary.
  11. Quote:
    Originally Posted by Sarrate View Post
    Resistance caps:
    Tanker / Brute: 90%
    HEAT / VEAT: 85%
    All others: 75%

    Defense hardcaps:
    Tanker / Brute: 225.05%
    HEAT / Scrapper / Stalker / (VEAT?): 200.38%
    All others: 175%

    The defense softcap, however, is usually 45% for everyone. The softcap is the point at which additional defense doesn't decrease the enemy's chance to hit anymore. For example, 45% defense against a +0 minion drops their tohit to 5%. Even if you had the Tanker cap of 225.05% def, the minion would still have a 5% chance to hit you.

    Now, against a +5% AV, 45% defense would drop their chance to hit to 11.25%. You might think, "Ahah! More defense would help!" But this isn't the case. Mobs being a higher level (up to +5) and higher rank get accuracy bonuses, which just multiply their tohit chance. That +5 AV cannot have a lower chance to hit than 11.25%. That's the 5% floor * 1.5 (level) * 1.5 (AV rank).


    So why did I say the softcap is "usually" 45%? There are situations where you'll need more defense to floor enemies. There are two big culprits:
    1. Tohit buffs - If a mob has a tohit buff, you need just as much extra defense to floor them. For example, if a mob has a +10% tohit buff, then you'd need 55% defense to be soft capped against them. Note: Mobs +6 and higher start getting tohit buffs (+6 = +5% tohit, +7 = +10% tohit, ..., +9 = +20% tohit, +10 = +40% tohit).
    2. Defense debuffs - These are much more obvious since they directly lower your total defense. The more you're debuffed, the more defense you'll need to counteract it.

    I'd suggest reading Arcanaville's Guide to Defense if you want to know the nitty gritty of how it all works. (It is quite long, though!)
    ur number 1
  12. protector_knight

    Tank Farmer

    Quote:
    Originally Posted by je_saist View Post
    shield is getting rebalanced remember. It won't be the nuke it is in a couple patches.
    and you think they are gonna alter the power set that drastically? Shield defense ain't nothing with out SC, you reduce that, you can kiss shields good bye. Okay you can soft cap a shield, but even with that, they don't have the staying power that other sets do with out shield charge.

    I hope it isn't power set ending nerf.
  13. Quote:
    Originally Posted by Call Me Awesome View Post
    Having played both a Fire/Shield and Spine/Regen scrapper let me say that the Fire/Shield dramatically outclasses the Spine/Regen in damage output, both single target and AOE. Fire Sword Circle recharges quickly and deals significant damage... additionally you have Shield Charge for more massive AOE goodness coupled with the damage buff of Against All Odds.
    hehe. before I got heavey into my bs/sd I said "hey let me test which one farms faster." I go get my spines/sr. tested... I have only logged her once since. She is great for other things, but when shield charge can out damage both spine burst and throw spines combined... Yeah there was no going back.

    However I roled a fm/da scrap, and his base damage with fulcrum shift was hitting for about as much as broad sword enhanced. mind you my bs/sd is IO'ed and 50, this fm/da was in the teens with no nothing.

    Makes me wonder about a fire/sd, but I just have too many works in progress.
  14. protector_knight

    Tank Farmer

    Quote:
    Originally Posted by Army-Of-Jack View Post
    I've been wanting a new farmer, and decided I haven't tried a tank, so I want to make one, and for farming. I have heard fire/fire, fire/stone, etc. and all but they take about 2 hours to kill the mob, even though you don't get hurt. I want one who can take the damage LIKE a tank, but also give damage too, to actually take a mob out quickly. I was thinking an ice or stone defense tank, but tell me some good tank farmers in my particular reason. (And of course tell me how they are good for that matter)
    Global buddy has a sd/electric melee, and gets paid 10-20 mil per solo farm run. Sd/SS would be great too. Shield charge will damn near kill everything and then Lightning rod, or foot stomp would have all but bosses dead. I would go SS because it has the ST dmg for the bosses. or SD/FM.

    Honestly really anything paird with shield defense will do great. Maybe a fire/fire/pyre will out perform, but that is only 20 seconds at a time.
  15. [QUOTE=Mega_Jamie;3018646]I agree with Star.



    That being said, I recon you could get more mileage out of your friend being Earth/Cold Domination, and you being *something AoE*/Shields.

    QUOTE]

    I would agree with this. Cold dom has a nice recovery power, has the shields, and has a very nice +HP power. You can turn a scrapper into haveing 3k HP. fm/sd, dm/sd, or electric/sd scrap.

    fire melee has a nice mix of AoE damage, and great ST attacks for bosses, DM has great ST dmg and with shield charge everything up to +3 minions are one shot, and LT's will die with one more attack. Electric melee/Sd with SC+LR everything except bosses will be dead, and the bosses will be at half helth or lower.

    Also cold dom has snow storm so those remaining bosses will be drastically slowed/ -rech.
  16. Quote:
    Originally Posted by Absorber_NA View Post
    Another Question

    Is EA auto hit? Or does it just have a very high accuracy like Burn?
    It is auto hit
  17. Wow I am not the only ice/electric melee tanker !

    I have EA slotted 2rech, 2 end mod, 2 def. My starting attack chain is EA,BU,TS,CI,JL. usually by then the whole spawn is leeched of endurance

    I use it as a opener for the defense, and also as a massive sap power. a baddie with no end can't act. She is going to be ice/electric/pyre.

    No tough or weave, can't fit it in, and plus Ice can be bad enough with out it. I can't wait for LR, and then FB

    With hasten, you will beable to double stack your EA for defense, and totally be rid of baddies blue bar.
  18. Quote:
    Originally Posted by Twilight_Snow View Post
    For your power choice, I think you can try an attack chain that includes jab, and skip punch. This way, you won't paste a power. With rage, I think your attacks are accurate enough. Unless you want resistance against to-hit debuff, I think you can skip focused accuracy. Also, see if you can include strength of will into your build.

    For your slotting, willpower uses typed defense. So, you should try to use IO sets which offer higher typed defense bonus to stack with your toggles, instead of going for positional defense bonus. For example, you should use kinetic combat in your attacks rather than touch of death.
    yeah focused ACC and Taunt, really were fillers. Same with punh. On that note, I would probally rater slot punch than jab, it does more damage. In punch I ment boxing. I could drop punch all together. Boxing does more dmg than jab, less damage than punch though. I could drop punch and focused acc and taunt and pick up resurgence, strength of will, and conserve power. Conserve power would help with rage crashes, and SoW crash for that matter.

    The reason for ToD in the attacks, was a 3 fold option of 28 hp, 2.5% dmg, and the 1.8% S/L def.

    That and Kinetic combat is so blumming expensive. Last I looked one was selling for over 120 million. I generally only get about 15 hours a week to play, so this build is quite high end for the time it will take to finish the build.

    Kin combat, all those squshies like to use to make them soft capped, and gods.

    I will play with the build. I thought of resurgence and SoW. Might re-look at my build.
  19. Quote:
    Originally Posted by Zxaos View Post
    Would it be worth it to get to the soft cap in s/l at the cost of losing the defense from everything else?

    Because I could just switch out the Scirocco's Dervishes for Multi-Strike in that case.
    Well actually it kinda does work. my fire/kin/earth troller is soft capped to S/L and because almost all attacks have a smashing and leathal component in it, it roles to the highest defense, rendering the majority of attacks only a 5% chance to hit on a even con.

    That troller is a beast, even out of council and bm farm. I hate createing a very one sided toon anyways, to me it takes the playability out of the toon.
  20. I had a fm/da scrapper I was working on that was a very mixed build. Might give you some insight. It mixed, the res, with some defense, and regeneration. Mixed with the tools in DA, it looked solid, I deleted the toon, cuz I have too many works in progress, and need to get them done.

    This may not be up your alley, but might give you some ideas to play with.

    Hero Plan by Mids' Hero Designer 1.703
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Abysmal Epiphany: Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Dark Armor
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Fire Sword -- GS-Acc/Dmg/End/Rech(A), GS-Acc/End/Rech(48), GS-Dam/End/Rech(48)
    Level 1: Dark Embrace -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(3), S'fstPrt-ResDam/EndRdx(3), ImpArm-ResDam/EndRdx(42)
    Level 2: Cremate -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg(13), C'ngImp-Dmg/EndRdx(37)
    Level 4: Murky Cloud -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(5), ImpArm-ResDam/EndRdx/Rchg(5), ImpArm-ResDam/Rchg(42)
    Level 6: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(36), GSFC-Rchg/EndRdx(40), GSFC-ToHit/Rchg/EndRdx(46), GSFC-ToHit/Rchg(46), GSFC-ToHit(48)
    Level 8: Breath of Fire -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(9), Posi-Acc/Dmg(9), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(37)
    Level 10: Obsidian Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx/Rchg(11), ImpArm-ResDam/EndRdx(11), ImpArm-ResDam/Rchg(43)
    Level 12: Hurdle -- Jump(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), RgnTis-Regen+(15), Mrcl-Rcvry+(43)
    Level 16: Dark Regeneration -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(17), Nictus-Acc/Heal(17), Nictus-Heal/HP/Regen/Rchg(19), Nictus-Heal(19), Theft-Acc/EndRdx/Rchg(39)
    Level 18: Fire Sword Circle -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-Acc/Dmg/Rchg(23), Oblit-Dmg/Rchg(25), Oblit-Acc/Rchg(25), Oblit-Dmg(50)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(21)
    Level 22: Cloak of Darkness -- Krma-ResKB(A), GftotA-Def(34), GftotA-Def/EndRdx(50), GftotA-Def/EndRdx/Rchg(50)
    Level 24: Kick -- Mako-Acc/Dmg/EndRdx/Rchg(A)
    Level 26: Incinerate -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg(34)
    Level 28: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(29), ImpArm-ResDam/EndRdx/Rchg(29), ImpArm-ResDam/Rchg(40)
    Level 30: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(31), LkGmblr-Def(31), LkGmblr-Rchg+(40)
    Level 32: Greater Fire Sword -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg(33), C'ngImp-Dmg/Rchg(34)
    Level 35: Cloak of Fear -- Cloud-Acc/EndRdx/Rchg(A), Cloud-ToHitDeb/EndRdx/Rchg(36), Cloud-Acc/ToHitDeb(36), Cloud-Acc/Rchg(43)
    Level 38: Oppressive Gloom -- Amaze-Acc/Stun/Rchg(A), Amaze-Stun(39), Amaze-Acc/Rchg(39), Amaze-EndRdx/Stun(46)
    Level 41: Conserve Power -- RechRdx(A), RechRdx(42)
    Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(45), P'Shift-End%(45), P'Shift-EndMod(45)
    Level 47: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 49: Soul Transfer -- Oblit-Acc/Dmg/EndRdx/Rchg(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 0: Ninja Run
    ------------
    Set Bonus Totals:
    • 5.5% DamageBuff(Smashing)
    • 5.5% DamageBuff(Lethal)
    • 5.5% DamageBuff(Fire)
    • 5.5% DamageBuff(Cold)
    • 5.5% DamageBuff(Energy)
    • 5.5% DamageBuff(Negative)
    • 5.5% DamageBuff(Toxic)
    • 5.5% DamageBuff(Psionic)
    • 6.13% Defense(Smashing)
    • 6.13% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 4.25% Defense(Energy)
    • 4.25% Defense(Negative)
    • 8.62% Defense(Psionic)
    • 9.25% Defense(Melee)
    • 5.5% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 13.5% Max End (in PvP)
    • 63% Enhancement(Accuracy)
    • 47.5% Enhancement(RechargeTime)
    • 5% Enhancement(Heal)
    • 10% FlySpeed
    • 145.6 HP (10.9%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Confused) 7.5% (in PvP)
    • MezResist(Held) 7.5% (in PvP)
    • MezResist(Immobilize) 14.1% (in PvP)
    • MezResist(Sleep) 7.5% (in PvP)
    • MezResist(Stun) 9.7% (in PvP)
    • MezResist(Terrorized) 7.5% (in PvP)
    • 23.5% (0.39 End/sec) Recovery
    • 34% (1.9 HP/sec) Regeneration
    • 6.6% Resistance(Fire)
    • 4.1% Resistance(Cold)
    • 3.13% Resistance(Toxic)
    • 10% RunSpeed
  21. Quote:
    Originally Posted by Call Me Awesome View Post
    I assume you intend to build this as a skranker instead of a meatshield tank? You'll have a LOT of trouble actually holding aggro with this character... your aura is incredibly weak as an aggro tool and unfortunately SS doesn't get any AOE until 38 to help hold aggro.

    You won't be holding any appreciable amount of aggro until 38 and Foot Stomp; if this isn't your intent then you need taunt MUCH earlier.

    Looking over your other tankers I'd guess that you know what you're doing and are intending a skranker instead of meatshield.
    You got it. I also have, a ice/electric/pyre tanker (not finished), but very fun. I have tried alot of tankers some have stayed, others have gone...

    Yeah this toon isn't really designed to be a lead tanker. If he holds some agro while pounding some faces, so be it. Lately it has all been about the end game for me. However going rogue will probally change the way people play this game.

    This toon will actually probably be something that I am on a end game farm team of friends with or something. A team that doesn't need the agro management, yet more of a damage out put. Why a tanker? Meh not really needed to be, I just figured I would create a toon that I could attribute my self to. You ever see Big Daddy Jake running round, give him a read, his bio is a stent in time of my own life events.

    The forum goers like you, and many of the others I used to post with, make me miss the forums. Glad it was one that I know.
  22. Quote:
    Originally Posted by Purus View Post
    We have all seen stoners lumbering around maps begging for SB.....but if you choose Teleport as a travel power and pack as much recharge into powers as possible are they enjoyable to play.

    I have a EN/WP tank which i made pre-i13 who was great but i cannot stand the cast time on all the powers and not enough aoes involved so im looking for a change but I dont want to be stuck with something thats going to annoy me as much.
    On my stone/stone/pyre. I took granite and gutted the primary, thinking I would be a granite runner. You know what, granite is over rated! Vastly over rated. If you have a strong secondary power like "fault" and "siesmic smash", you can tank almost everything out of granite. Least normal game stuff. I used granite as a "oh sh*t" power.

    I had one person ***** and moan about me being slow (while in a cave). I am like, okay, sorry I have sight issues when I am taller than the cave ceiling.

    So what did I do next map that wasn't a cave? I was ahead of the team every steop of the way, I said "what cha bitchen bout now?"

    The slow speed of stone can be a hurdle, but any hurdle can be jumped if you take the time to learn your weaknesses, and make them work for you.
  23. So I whiped up this build. It looks pretty solid on paper. but what cha think? It is a true to Life Avatar... That is why taunt is so late. This tanker is something that really is just a big tough guy (kinda like me). I am a lil fatter than the toon :P Any ways check it out and lemme know what cha think.

    I see I went over the 5 limit on the 2.5 recovery. I will change that out for something else. disregard that.
    okay I changed it out

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Big Daddy Jake: Level 50 Natural Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: High Pain Tolerance -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(7), S'fstPrt-ResDam/Def+:30(7), S'fstPrt-ResKB:30(40), S'fstPrt-ResDam/EndRdx:30(46)
    Level 1: Jab -- Mako-Acc/Dmg/EndRdx/Rchg:50(A)
    Level 2: Mind Over Body -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(3), ImpArm-ResDam/EndRdx/Rchg:40(3), ImpArm-ResDam/Rchg:40(34)
    Level 4: Haymaker -- T'Death-Dam%:40(A), T'Death-Dmg/EndRdx/Rchg:40(5), T'Death-Acc/Dmg:40(5), T'Death-Dmg/EndRdx:40(17), T'Death-Dmg/Rchg:40(25), T'Death-Acc/Dmg/EndRdx:40(27)
    Level 6: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(34), LkGmblr-Def/EndRdx:50(36), LkGmblr-Def/EndRdx/Rchg:50(46)
    Level 8: Rise to the Challenge -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(9), Numna-Heal:50(9), Numna-Heal/EndRdx:50(42), DampS-ToHitDeb:50(42), DampS-ToHitDeb/EndRdx:50(42)
    Level 10: Punch -- T'Death-Dam%:40(A), T'Death-Dmg/EndRdx/Rchg:40(11), T'Death-Acc/Dmg:40(11), T'Death-Dmg/EndRdx:40(17), T'Death-Dmg/Rchg:40(31), T'Death-Acc/Dmg/EndRdx:40(33)
    Level 12: Quick Recovery -- Efficacy-EndMod/EndRdx:50(A), Efficacy-EndMod:50(13), Efficacy-EndMod/Rchg:50(13), Efficacy-EndMod/Acc/Rchg:50(43)
    Level 14: Fast Healing -- RgnTis-Regen+:30(A), Numna-Heal:50(15), Numna-Heal/EndRdx:50(15)
    Level 16: Hurdle -- Jump-I:50(A)
    Level 18: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx:50(19), LkGmblr-Def/EndRdx/Rchg:50(34)
    Level 20: Knockout Blow -- T'Death-Dam%:40(A), T'Death-Dmg/EndRdx/Rchg:40(21), T'Death-Acc/Dmg:40(21), T'Death-Dmg/EndRdx:40(23), T'Death-Dmg/Rchg:40(25), T'Death-Acc/Dmg/EndRdx:40(27)
    Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23)
    Level 24: Super Speed -- Winter-ResSlow:50(A), Winter-RunSpd/Jump/Fly/Rng:50(48)
    Level 26: Boxing -- Acc-I:50(A)
    Level 28: Rage -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(29), GSFC-ToHit:50(29), GSFC-ToHit/Rchg:50(37), GSFC-ToHit/Rchg/EndRdx:50(37), GSFC-Rchg/EndRdx:50(37)
    Level 30: Tough -- Aegis-Psi/Status:30(A), ImpArm-ResDam:40(31), ImpArm-ResDam/EndRdx:40(31), ImpArm-ResDam/EndRdx/Rchg:40(43)
    Level 32: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def/EndRdx/Rchg:50(43)
    Level 35: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(36), Mrcl-Heal:40(36), Mrcl-Heal/EndRdx:40(46)
    Level 38: Foot Stomp -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(39), Oblit-Dmg:50(39), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(40), Oblit-Acc/Dmg/Rchg:50(40)
    Level 41: Focused Accuracy -- GSFC-ToHit/EndRdx:50(A), GSFC-ToHit:50(50), GSFC-ToHit/Rchg/EndRdx:50(50), AdjTgt-ToHit/EndRdx/Rchg:50(50)
    Level 44: Physical Perfection -- P'Shift-End%:50(A), P'Shift-EndMod:50(45), Numna-Heal:50(45), Numna-Heal/EndRdx:50(45)
    Level 47: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(48), LkGmblr-Def/EndRdx:50(48)
    Level 49: Taunt -- RechRdx-I:50(A)
    ------------
    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:
    • 15% DamageBuff(Smashing)
    • 15% DamageBuff(Lethal)
    • 15% DamageBuff(Fire)
    • 15% DamageBuff(Cold)
    • 15% DamageBuff(Energy)
    • 15% DamageBuff(Negative)
    • 15% DamageBuff(Toxic)
    • 15% DamageBuff(Psionic)
    • 11.8% Defense(Smashing)
    • 11.8% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 4.25% Defense(Energy)
    • 4.25% Defense(Negative)
    • 6.75% Defense(Psionic)
    • 20.5% Defense(Melee)
    • 5.5% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 2.25% Max End
    • 36% Enhancement(Accuracy)
    • 35% Enhancement(RechargeTime)
    • 15% FlySpeed
    • 288.1 HP (15.4%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 8.25%
    • MezResist(Immobilize) 8.25%
    • MezResist(Stun) 2.2%
    • 15.5% (0.26 End/sec) Recovery
    • 110% (8.61 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 5% Resistance(Cold)
    • 3% Resistance(Psionic)
    • 15% RunSpeed
    ------------
    Set Bonuses:
    Numina's Convalescence
    (High Pain Tolerance)
    • 12% (0.94 HP/sec) Regeneration
    Steadfast Protection
    (High Pain Tolerance)
    • 1.5% (0.03 End/sec) Recovery
    • 28.1 HP (1.5%) HitPoints
    • 3% Defense(All)
    • Knockback Protection (Mag -4)
    Impervium Armor
    (Mind Over Body)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    • 2.25% Max End
    Touch of Death
    (Haymaker)
    • MezResist(Immobilize) 2.75%
    • 28.1 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Luck of the Gambler
    (Indomitable Will)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Miracle
    (Rise to the Challenge)
    • 2.5% (0.04 End/sec) Recovery
    Numina's Convalescence
    (Rise to the Challenge)
    • 12% (0.94 HP/sec) Regeneration
    Dampened Spirits
    (Rise to the Challenge)
    • 2% DamageBuff(All)
    Touch of Death
    (Punch)
    • MezResist(Immobilize) 2.75%
    • 28.1 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Efficacy Adaptor
    (Quick Recovery)
    • 21.1 HP (1.13%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.78 HP/sec) Regeneration
    Numina's Convalescence
    (Fast Healing)
    • 12% (0.94 HP/sec) Regeneration
    Luck of the Gambler
    (Heightened Senses)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Touch of Death
    (Knockout Blow)
    • MezResist(Immobilize) 2.75%
    • 28.1 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Winter's Gift
    (Super Speed)
    • 5% Resistance(Cold)
    • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
    Gaussian's Synchronized Fire-Control
    (Rage)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 35.1 HP (1.88%) 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)
    Aegis
    (Tough)
    • 3% Resistance(Psionic)
    Impervium Armor
    (Tough)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    Luck of the Gambler
    (Weave)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Numina's Convalescence
    (Health)
    • 12% (0.94 HP/sec) Regeneration
    Miracle
    (Health)
    • 2.5% (0.04 End/sec) Recovery
    Obliteration
    (Foot Stomp)
    • 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)
    Gaussian's Synchronized Fire-Control
    (Focused Accuracy)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 35.1 HP (1.88%) HitPoints
    Performance Shifter
    (Physical Perfection)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Numina's Convalescence
    (Physical Perfection)
    • 12% (0.94 HP/sec) Regeneration
    Luck of the Gambler
    (Combat Jumping)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
  24. I am working on a build for my wife. She wants to replace her purpled fire/kin, for a electric/sd as a farmer. We farm for the fun of it, and don't really PL ppl. I am having some problems reaching the required defense/recharge needed for solo farm. If some forum goers can look at the build and possibly make it better, please do so. I hit a wall, and got stuck. I would most appreciate it. Money isn't a object, cuz once she has her mind set, she won't let up till she gets sufficent funding for the toon.

    Here is the build I have:

    Hero Plan by Mids' Hero Designer 1.703
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Twinkleing Star.: Level 50 Science Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Havoc Punch -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Dmg/Rchg(23), Hectmb-Dmg/EndRdx(23), Hectmb-Acc/Rchg(43), Hectmb-Dmg(46)
    Level 1: Deflection -- GftotA-Def(A), GftotA-Def/EndRdx(3), GftotA-Def/EndRdx/Rchg(3), GftotA-Def/Rchg(34)
    Level 2: Jacobs Ladder -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Rchg(7), Sciroc-Dmg/Rchg(7), Sciroc-Dmg/EndRdx(17), Sciroc-Acc/Dmg(17), Erad-Acc/Dmg/EndRdx/Rchg(46)
    Level 4: Battle Agility -- GftotA-Def(A), GftotA-Def/EndRdx(5), GftotA-Def/EndRdx/Rchg(5), GftotA-Def/Rchg(37)
    Level 6: Hurdle -- Jump(A)
    Level 8: Thunder Strike -- Oblit-%Dam(A), Oblit-Acc/Dmg/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Rchg(13), Oblit-Dmg(13), Oblit-Acc/Dmg/EndRdx/Rchg(46)
    Level 10: Active Defense -- RechRdx(A), RechRdx(11), RechRdx(11)
    Level 12: Hasten -- RechRdx(A), RechRdx(40), RechRdx(42)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15), RgnTis-Regen+(15)
    Level 16: Against All Odds -- EndRdx(A)
    Level 18: Chain Induction -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg(19)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21)
    Level 22: Boxing -- Mako-Acc/Dmg/EndRdx/Rchg(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(25), ImpArm-ResDam/EndRdx(25), ImpArm-ResDam/EndRdx/Rchg(29)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(29)
    Level 28: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(43), Zephyr-Travel(43)
    Level 30: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(31), Numna-Heal/Rchg(31), ImpArm-ResDam(31), ImpArm-ResDam/EndRdx(50)
    Level 32: Lightning Rod -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg(33), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34)
    Level 35: Shield Charge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(36), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37)
    Level 38: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-ToHit/Rchg(40), GSFC-ToHit(40)
    Level 41: Conserve Power -- RechRdx(A), RechRdx(42), RechRdx(42)
    Level 44: Physical Perfection -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(45), Efficacy-EndMod(45), Efficacy-EndMod/Acc(45)
    Level 47: Focused Accuracy -- GSFC-ToHit/EndRdx(A), GSFC-ToHit(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-ToHit/Rchg(48)
    Level 49: Phalanx Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(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:
    • 8.5% DamageBuff(Smashing)
    • 8.5% DamageBuff(Lethal)
    • 8.5% DamageBuff(Fire)
    • 8.5% DamageBuff(Cold)
    • 8.5% DamageBuff(Energy)
    • 8.5% DamageBuff(Negative)
    • 8.5% DamageBuff(Toxic)
    • 8.5% DamageBuff(Psionic)
    • 8% Defense(Smashing)
    • 8% Defense(Lethal)
    • 6.75% Defense(Fire)
    • 6.75% Defense(Cold)
    • 4.88% Defense(Energy)
    • 4.88% Defense(Negative)
    • 4.88% Defense(Psionic)
    • 13% Defense(Melee)
    • 6.75% Defense(Ranged)
    • 10.5% Defense(AoE)
    • 3.6% Max End
    • 66% Enhancement(Accuracy)
    • 45% Enhancement(RechargeTime)
    • 15% FlySpeed
    • 160.6 HP (12%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 2.2%
    • MezResist(Stun) 4.4%
    • 24.5% (0.41 End/sec) Recovery
    • 42% (2.35 HP/sec) Regeneration
    • 10% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 15% RunSpeed



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1441;719;1438;HEX;|
    |78DA9D934B4F135114C7EFB453A6AF693B96CADB022DB4BC06BAE361345130C1488|
    |20EB252B14CAF303A199ACE04A82B3F000BE34257EE14F52318BF89FA15DCFA0842|
    |3DF79CDB9AE0CE49FBFF75EE3DE77FCEDCD3593B5C4E32F6EC2A5352D7DDAAEF6F5|
    |976A35AAFF38666D90EF76C9ED93870BC272E77BC9D612BA8364C8D31966F476DAD|
    |71977373C5E576D070ECAA4B0B7FF797F923EEF9DCB4761DEED6DAB7C6AAB7CB1BD|
    |C0BCCF68FE4FADE9E6BDE70028FFB7E1C6FAC3AE7355DAEEFEC06D0818177ABDEBE|
    |E33BDB8EEB044D63A5EED8E6B5BD5A736BADEA07BCD1EC85FE26E0FB5D67F26AA9A|
    |C1C62ACC22E96089388C909C4CC38222EC2150C0FB328FC28B1904AD0102311C40F|
    |5D86B1564479CA446A57937088C81C10F61133DFC07D8825202B2CDDC3E4AE92BB4|
    |AEE4572EF82D38D501C8BA4006A98FD825C4D56D45858B846CFB0E7E82922F99B70|
    |42CFD3C28A3A64C5C8291433C8297E8EA3609B903109B956929C90D420469731FAA|
    |6222AA46E62AFA92B8A289482426945C196D31A259DC09A412D878C1A1EC4059BF0|
    |101185C0AC74CDBEC2BEBB5F105E221408C89103CB3DC69C302CF5C833ECE9C1DAB|
    |D65ECA4B788182CC91365AC4FC6F5E5B0E3FE6E420631984514206E40F630F095FE|
    |125F089FE940E1298628401DBA8B39976E132C0295AF50F95308CFCB39E52FA3C3F|
    |03C6181B088185922D09C0CC81A9559A32DDC29D0900B34CF024DB748B32E9E61D6|
    |4FC81AA3D622631F7067FC3DE11DE118517A4B7883B0C0B72CC7523E37E7368FC17|
    |94A9EDED42A3ED8F40AE1084DA69F2336C0CB947126959EA52AB3547A964AA7C16F|
    |4E9EF21C4DA342D3A8C869A89DF7143E70B15BFFACACAB9D978E29B892573BAF6B2|
    |B9681978676FFF7FA986C978CDD89836E085917B229E49E90FB421E08A90AD91662|
    |0B697DEA64A7E7455F0B4216852C09C9417FEC48446A09908490A4105D484A485A4|
    |846485648BF90D7425A7F00543CFDAD|
    |-------------------------------------------------------------------|
  25. I have a bs/sd scrapper, and she can steal agro from tankers with ease. I have an SD/EM tanker on virtue, and is solid, fun and holds agro like a champ.

    However I roled a SD/WM on freedom. he is lvl 11. before I had my AAO, I would smack a dude in the face and the other baddie (hellions, Outcasts) would not agro and still run off. I have enough tankers to know how Gauntlet works. I understand it don't kick in to lvl 5, and t hat certain attacks have a larger taunt radius.

    Then I get AAO and the baddies seem to forget about me quickly, or in this example I am going to give: wife playing a ta/dp, she is half way across the room. I am faceing my own set of clocks. smacken em around, AAO running. Then one just decides to up and go alll the way over to her and beat on her. She wasn't even close to fighting my spawn. I sat there and was like "damn am I a WP tanker?" I don't know if clocks are taunt resistant or not.

    I love the toon concept, I just don't understand the problem. like I said I have two other SD toons with AAO, and I havn't experienced this problem. My other SD tank doesn't have taunt either, so it isn't taunt mag+duration happening here.