Invulnerability tankers and the Defense soft cap
Awesome guide. I just did a respec the other night and started slotting my tank with the advice given. Not quite done yet, but I took him on his first ITF and such a big difference already. The second mission, spawned for 8, in a room with two cysts and a bunch of Cimeroans, and I survived, all alone. It was so cool
But one thing I'd like to add, for a not very expensive build/guide, I think I have already spent 60 or so million.
I have yet to get the 3% Def unique, the Market prices are way too high, 70 million, so I am saving up Merits instead, 120, which isnt so bad.
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But one thing I'd like to add, for a not very expensive build/guide, I think I have already spent 60 or so million.
I have yet to get the 3% Def unique, the Market prices are way too high, 70 million, so I am saving up Merits instead, 120, which isnt so bad.
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Well, the core defenses are all cheap; I outfitted an exemp build, designed for exemping below 30 with all of the IO's I listed except for the Steadfast, and I bought and crafted level 20-25 versions for less than 10 million about a month ago, including crafting costs and salvage. In fairness, I had a number of rares in storage so I didn't have to buy any high ticket salvage.
I went into the second build with only about 12 million on the toon and had everything done with about 3-4 million left over. That included a full set of SO's for anything I wasn't slotting an IO into. I haven't yet gotten a second Steadfast for the exemp build and probably won't bother; for anything under level 30 the ~40% def is plenty. For anything over 30 I'll be running the main build anyway, with capped S/L & E/N.
That covers the shopping list for the defenses... it doesn't include things like Doctored Wounds for Dull Pain or Efficacy Adaptor for Stamina and so forth. It's also based on the prices I paid a month or two ago and the market may have changed. Heck, last night I sold a bunch of Clockwork Winders for 150,000 - 200,000 each! For salvage that usually costs 1-2k.
My main level 50 build includes a lot of additions to the basic list as well as a bunch of HO's I've been slowly unslotting during respecs. All together including the regen and recovery bonuses I have probably comes in at around 50+ million. The HO's are all from 3 years of Hami raiding prior to issue 9; I haven't bought any of them.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
I wanted to first say thanks for this guide.It really helped me find a direction to go with my elec/invul brute.I tried to squeeze as much defense into smashing/lethal as I could.While still adding HP,recovery and recharge.The build I am currently running is a bit expensive but I am a hoarder so I had a lot of the stuff already our storage base.
But man I have been thoroughly enjoying this brute. Anyways,I was wondering if you would take a glance at my build and offer any suggestions.
Only thing I am really unhappy with is I couldn't get Taunt in to the build.I just do not see how I can get in with out dropping something I need Click here to see a pic of totals
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
DYN 2.0: Level 50 Natural Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Invulnerability
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-EndRdx(3), RctvArm-ResDam/Rchg(9)
Level 2: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-EndRdx(9), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11), S'fstPrt-ResDam/Def+(13)
Level 4: Dull Pain -- Numna-Heal(A), Numna-Regen/Rcvry+(7), Numna-Heal/Rchg(13), Mrcl-EndRdx/Rchg(17), Mrcl-Heal/Rchg(17)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(23)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-Build%(19), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(39)
Level 10: Hurdle -- Empty(A)
Level 12: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(27), LkGmblr-Rchg+(37)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(27)
Level 18: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(40)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(21), P'Shift-End%(23)
Level 22: Unyielding -- RctvArm-ResDam(A), RctvArm-EndRdx(40), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/Rchg(43)
Level 24: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 26: Boxing -- Empty(A)
Level 28: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-EndRdx/Rchg(46), LkGmblr-Rchg+(46)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-EndRdx(36), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(37)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(43)
Level 35: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 38: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Rchg+(39)
Level 41: Electrifying Fences -- GravAnch-Immob(A), GravAnch-Immob/Rchg(42), GravAnch-Acc/Immob/Rchg(42), GravAnch-Immob/EndRdx(42), GravAnch-Hold%(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Dam%(46)
Level 47: Unstoppable -- RechRdx-I(A), RechRdx-I(48)
Level 49: Resist Energies -- RctvArm-ResDam(A), RctvArm-EndRdx(50), RctvArm-ResDam/EndRdx(50), RctvArm-ResDam/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]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)[*]21.8% Defense(Smashing)[*]21.8% Defense(Lethal)[*]5.81% Defense(Fire)[*]5.81% Defense(Cold)[*]12.1% Defense(Energy)[*]12.1% Defense(Negative)[*]3% Defense(Psionic)[*]19.9% Defense(Melee)[*]11.8% Defense(Ranged)[*]8.63% Defense(AoE)[*]51% Enhancement(Accuracy)[*]48.8% Enhancement(RechargeTime)[*]10% FlySpeed[*]196.8 HP (13.1%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 11%[*]MezResist(Stun) 4.4%[*]16.5% (0.28 End/sec) Recovery[*]52% (3.25 HP/sec) Regeneration[*]4.1% Resistance(Fire)[*]4.1% Resistance(Cold)[*]10% RunSpeed[/list]
I haven't played a Brute of any description to a significant level; but with that said the overall build looks pretty solid. Expensive, but solid.
You're at just shy of 43% S/L which should be plenty. I don't know what prices red side are, but that would be an extremely expensive build based on blue side prices.
One suggestion might be to pull the LotG from CJ and 2 slot the Zephyr set, it'll add to your ranged and E/N def. With the low base on CJ the def slotting isn't buying you a lot, and you're not a tank after all... offense is frequently more important than defense on a Scrapper so I assume the same holds for a Brute.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Yes it was a bit expensive to put together but once I get the last 2 Obliterations I need it will be all done.
Thanks for taking the time to look it over,I will think about replacing the LotG with BotZ.I know we will be getting a respec when i14 goes live so that will be a good opportunity to change it out.
My only other high lvl brute is my SS/WP but I am enjoying this Invul alot more.One of these days I will get around to making a tank.
This guide may have convinced me not to delete my lvl 41 invul/energy melee tank I have thats collecting dust. He has about 20 mil collected up so far so I think i'll give him a respec then get to work on some of the build.
Combat Kangaroos, Justice Server. First 50's
Jirra Roo Plant/Storm/Stone/Musculature Controller
Combat Kangaroo Rifle/Energy/Mace/Spiritual Blaster
Kung Fu Kangaroo Martial Arts/Reflexes/Body/Spiritual Scrapper
Tribal Arc Shield/Elec/Mu/Spiritual Tanker
Awesome thread! Should help me whip my tank back into fighting condition!
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Why not use the Kinetic Combat set for the attacks?
Well, the reason for this is a simple one. At the time Im writing this guide, there are two pieces of the Kinetic Combat set that are completely unavailable on the market. If that ever changes, then yes, the Kinetic Combat set is better than the Smashing Haymaker. But for now, Im recommending whats available.
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Just as a head's up for your guide, Awesome- Kinetic Combats are much more available these days, especially at level 35.
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Why not use the Kinetic Combat set for the attacks?
Well, the reason for this is a simple one. At the time Im writing this guide, there are two pieces of the Kinetic Combat set that are completely unavailable on the market. If that ever changes, then yes, the Kinetic Combat set is better than the Smashing Haymaker. But for now, Im recommending whats available.
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Just as a head's up for your guide, Awesome- Kinetic Combats are much more available these days, especially at level 35.
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Thanks for that update, I'll check it out. If they are easily available then I'll certainly recommend using them instead of the Smashing Haymaker; they're definitely better.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Can confirm they're very much more easily available and for fairly cheap as well. most I paid for one recipe was 3 million inf and that was at the 'I WANTS IT NOWZ' price.
Does this also count for the endurance as well? Before, I had something similar and was burning end in big fights, will this solve it or it is about the same?
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With the exception of the Steadfast unique, the rest shouldnt cost more than 10 million and probably quite a bit less.
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If only...
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With the exception of the Steadfast unique, the rest shouldnt cost more than 10 million and probably quite a bit less.
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If only...
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Prices at Wentworths are subject to market supply & demand, at the time I wrote this that was correct.
The last time I bought similar IO's was shortly after issue 14 and as I recall the Reactive Armor were in the 100-300k range per recipe... up from 10-50k they used to be; the Smashing Haymaker were 10-50k per recipe, about where they've been for awhile and most of the rest was similarly bargain basement. Remember that you don't need to get max level IO's... 25-35 will do the job just fine; you'll never notice the 1-2% difference from using max level and you'll save a BUNCH of inf.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
I just wanted to say this guide was amazing! I used the heck out of it on my Brute which os SS/Invul on Freedom. I have yet to get him up to 45% but he's sittin' at 32.89% right now and believe me it is WOWing the people out there who are only looking for stone brutes mwahahah! This build works extremely well on brutes too guys but you really need to have patience and attain those Kinetic Combats for your melee attacks and quite possibly throw in some + recovery stuff to because lets face it we are END hogs. Great stuff!
Oh yeah btw..this is MUCH more expensive to slot on a brute. I think i've gone through about 500 million so far and i'm still not there 0.o
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With the exception of the Steadfast unique, the rest shouldnt cost more than 10 million and probably quite a bit less.
[/ QUOTE ]
If only...
[/ QUOTE ]
Prices at Wentworths are subject to market supply & demand, at the time I wrote this that was correct.
The last time I bought similar IO's was shortly after issue 14 and as I recall the Reactive Armor were in the 100-300k range per recipe... up from 10-50k they used to be; the Smashing Haymaker were 10-50k per recipe, about where they've been for awhile and most of the rest was similarly bargain basement. Remember that you don't need to get max level IO's... 25-35 will do the job just fine; you'll never notice the 1-2% difference from using max level and you'll save a BUNCH of inf.
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It was more of a "If only it was still like that." I know this guide has been around a while. It's the reason I'm able to tank on my Inv/SS!
Happy Birthday bro!
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam/Rchg(17)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 2: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam/Rchg(36)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(13)
Level 6: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), KntkC'bat-Knock%(9)
Level 8: Unyielding -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(34), RctvArm-ResDam/EndRdx(34)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A), Heal-I(19), Heal-I(19)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Knockout Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(23), T'Death-Dmg/EndRdx(25), T'Death-Dmg/Rchg(25), T'Death-Acc/Dmg/EndRdx(37)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 26: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam/EndRdx(31)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(29), GSFC-ToHit/Rchg(29), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39), GSFC-Build%(40)
Level 30: Taunt -- Zinger-Acc/Rchg(A), Zinger-Taunt/Rchg/Rng(40), Zinger-Taunt/Rchg(40), Zinger-Taunt(42), Zinger-Dam%(42), Zinger-Taunt/Rng(42)
Level 32: Invincibility -- DefBuff-I(A), DefBuff-I(33), EndRdx-I(36)
Level 35: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(37), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam/Rchg(39)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-%Dam(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(48)
Level 41: Resist Energies -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(45), Aegis-ResDam/EndRdx(46), Aegis-ResDam/EndRdx/Rchg(46)
Level 44: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(45), RedFtn-Def/EndRdx/Rchg(46), RedFtn-EndRdx(50)
Level 47: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
Level 49: Tough Hide -- DefBuff-I(A), DefBuff-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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[u]Set Bonus Totals:[u]<ul type="square">[*]12.5% DamageBuff(Smashing)[*]12.5% DamageBuff(Lethal)[*]12.5% DamageBuff(Fire)[*]12.5% DamageBuff(Cold)[*]12.5% DamageBuff(Energy)[*]12.5% DamageBuff(Negative)[*]12.5% DamageBuff(Toxic)[*]12.5% DamageBuff(Psionic)[*]28.6% Defense(Smashing)[*]28.6% Defense(Lethal)[*]7.38% Defense(Fire)[*]7.38% Defense(Cold)[*]15.2% Defense(Energy)[*]15.2% Defense(Negative)[*]3% Defense(Psionic)[*]23.3% Defense(Melee)[*]18% Defense(Ranged)[*]7.06% Defense(AoE)[*]9% Enhancement(Accuracy)[*]4% Enhancement(Heal)[*]15% Enhancement(RechargeTime)[*]10% FlySpeed[*]147.6 HP (7.88%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 18.7%[*]MezResist(Stun) 2.2%[*]MezResist(Terrorized) 4.95%[*]2.5% (0.04 End/sec) Recovery[*]10% (0.78 HP/sec) Regeneration[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]15% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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With the exception of the Steadfast unique, the rest shouldnt cost more than 10 million and probably quite a bit less.
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If only...
[/ QUOTE ]
Prices at Wentworths are subject to market supply & demand, at the time I wrote this that was correct.
The last time I bought similar IO's was shortly after issue 14 and as I recall the Reactive Armor were in the 100-300k range per recipe... up from 10-50k they used to be; the Smashing Haymaker were 10-50k per recipe, about where they've been for awhile and most of the rest was similarly bargain basement. Remember that you don't need to get max level IO's... 25-35 will do the job just fine; you'll never notice the 1-2% difference from using max level and you'll save a BUNCH of inf.
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Unfortunately, it's back to where it was a few months ago regarding Kinetic Combat. Dam/End and Dam/End/Rchg are very hard to find unless you want to pay 10 mill for a level 35 recipe or 15 mill for a level 35 crafted enhancement. One alternative that has worked for me is to substitute the KD proc for the Dam/End/Rchg. I wouldn't recommend it for an upper tier attack that you want to slot fully, but for a tier 1 it works fine. (And it's always a pleasant surprise when the proc hits.)
One thing that has improved signficantly at WW is the availability of Eradication sets. You only need 3 to get a 3.13% E/NE defense bonus, and the Damage, Damage/Recharge and Acc/Dam/Rchg are relatively plentiful and not too expensive, even at level 30. If you add 2-3 slots from one of the other PBAoE sets, (concentrating on end reduction, acc and damage) you can fully slot out the attack and get the nice def bonus. So many tanks--those that have 2 or 3 AoE attacks in their secondary--can now soft cap E/NE as well as S/L.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Thanks for this guide, have read it, taken the information provided, implemented to my Invul/SS Tank build, and the results are fantastic So thanks again and well done on the guide.
*Cracks the Necronomicon*
Klaatu Barrata NI*THSIIUFFF!
Sorry about the thread necromancy. Figured I'd just put in my two cents on this.
Okay, JUST slotted a toon with NOTHING more than the basics described in this guide.
With defensive toggles off and no enemies:
S/L: 28.63
E/NE: 15.81
F/C: 8.00
Psi: 3.00
Melee: 13.31
Ranged: 9.25
AOE: 3.00
With defensive toggles on and no enemies:
S/L: 36.12
E/NE: 23.31
F/C: 15.50
Psi: 10.50
Melee: 20.81
Ranged: 16.75
AOE: 10.50
That's with NOTHING ELSE SLOTTED.
No Weave, no tough hide, no invincibility. NADA!
I took him into a team against Adamastor. With minor buffs from the team, I never dropped below 50 S/L (didn't have the other monitors on).
The hat is off C_M_A!
*Edit* Note that I am using Kinetic Combats, not Smashing Haymaker.
Incriminating Evidence
This shot was taken during an ITF today with a Troller bubbler a Kin/ Defender and an Empathy Defender.
Take a VERY close look at the defense numbers.
Did I kill stuff FAST? HELL NO! But did I kill it? HELL YEAH!
Wanted to say thanks for the guide. I've yet to implement it on my invulnerability tanker (lvl 43) but I plan to. In the meantime, I decided to apply some of the advice here to my katana/regen scrapper.
I picked up 2 full sets of Obliteration (expensive), 2 full sets of Kinetic Combat (expensive) 5 pieces of Mocking Beratement in Calling the Wolf, 4 pieces of Reactive Armor in Tough, Resilience, and Moment of Glory, the steadfast unique, I have 4 pieces of Luck of the Gambler in Weave (expensive, but I already had 3 of them) and 2 5-piece sets of Doctored Wounds (in Dull Pain and Reconstruction). 2 pieces of Blessings of the Zephyr in fly.
I kept a 5 piece set of Scirroco's Dervish that I had earlier, and a 6 piece set of Crushing Impact.
Net results: with Integration, Tough, Weave, Stealth and Hover active (how I've always played anyway), I have:
Ranged Defense: 19.55%
Melee Defense: 28.92% (Divine Avalanche will add anywhere from 15% to 60% in battle, and is usually at 30% -- I have it on auto fire)
AOE Defense: 19.24%
Smashing/Lethal: 32.05%
Fire/Cold: 19.24%
Energy/Negative: 19.86%
Psionic: 14.55%
I have 25.76% smashing/lethal resistance from tough and resilience to go along with that.
I'm really not a numbers cruncher, but those seem like pretty good numbers for a regen scrapper. ^_^ For my build I have MoG which is great for taking an alpha or for when things get crazy, and 2 heals (reconstruction and dull pain -- I don't have instant healing). So far between those and my defense/resistance I seem to do really well. Much better than what I had before, that's for sure. ^_^
I'm still planning on 1 last respec to change a few things around... I want to replace one of the Doctored Wounds with Miracle, which is more expensive but I have 4 pieces for it now. That would add 1.88% AoE defense and .94% cold/fire for 5 pieces of the set, and 1.88% Psionic defense if I splurge and 6 slot it with the +Recovery unique (very expensive though).
The other thing I'm debating is... right now I have hover 2 slotted with level 50 flys and stealth 2-slotted with level 50 endurance reductions. Either power can take defense IOs/Sets, but I'm not sure how useful that would be. I could conceivably squeeze in a 3rd or 4th slot in either power. Reconstruction can take Resistance sets, and right now I have one of the sets of doctored wounds there... I might switch that out, still haven't decided.
The one other question I'm not sure about is whether my sixth slot in DA should be used for recharge or defense. Right now I have 5 pieces of Kinetic Combat and a level 50 recharge. That grants me 82.6% recharge time, and it basically can fire every other attack, for 15% melee defense. I'm not sure if slotting for defense (or a defense/recharge IO) would add much per hit... I need to experiment with that I guess. ^_^
Overall I think I've improved my character significantly though, and I got my inspiration to do it directly from this thread. And when it comes time to outfit my invul tanker I'm going to follow the advice here as well. ^_^
my lil RWZ Challenge vid
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Incriminating Evidence
This shot was taken during an ITF today with a Troller bubbler a Kin/ Defender and an Empathy Defender.
Take a VERY close look at the defense numbers.
Did I kill stuff FAST? HELL NO! But did I kill it? HELL YEAH!
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I like that defense numbers window. Is there a guide somewhere that explains how I can set it up to look like that?
my lil RWZ Challenge vid
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The one other question I'm not sure about is whether my sixth slot in DA should be used for recharge or defense. Right now I have 5 pieces of Kinetic Combat and a level 50 recharge. That grants me 82.6% recharge time, and it basically can fire every other attack, for 15% melee defense. I'm not sure if slotting for defense (or a defense/recharge IO) would add much per hit... I need to experiment with that I guess. ^_^
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Scrappers are a bit beyond the scope of this guide, but I have played a couple of Broadsword scraps, one BS/Regen to 50 and a BS/Shield who's around level 48 right now.
Personally I've slotted Parry on my BS scrappers one of two ways. My BS/Regen is an old character who's heavily Hami-O'd out; I have 3 Nucleous (Acc/Dam) and 3 Membrane (Def/Tohit/Recharge) HO's slotted... if all you're worrying about is maximizing the power's stats that's the best I've seen. It ED caps Acc/Dam/Rchg/Def.
My BS/Shield scrapper goes a different route, I slotted 4 Mako's Bite, 1 common def IO and 1 Acc/Dam/Rchg from the Crushing Impact; it gets me the 3% damage bonus while keeping around 80% acc/dam/rchg. I may rethink that a bit now that the BS/Shield is approaching 50 but that's the slotting I've used since level 33.
How you want to build your scrapper is ultimately your call; you can focus on S/L def and thus defend against the vast majority of incoming damage; you can focus on positional and build Melee & Range... AOE is somewhat less common. If I was rebuilding my BS/Regen (it would take me about 5 respecs to pull all the HO's off of him) I'd probably load up all the single target attacks with 4 Kinetic Combat (all but the proc) and 2 Pounding Slugfest. That approach added to Weave and the Steadfast proc should net me considerable S/L defenses... probably more than enough to fill in the burst damage hole that afflicts /Regen.
While I've played a few scrappers to high levels, two of them to 50, I wouldn't say I'm a "scrapper guru"; I've always been most comfortable playing a tanker. I'd advise you to play around in Mids, find a build that seems to work for you and then test it out.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
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[ QUOTE ]
Incriminating Evidence
This shot was taken during an ITF today with a Troller bubbler a Kin/ Defender and an Empathy Defender.
Take a VERY close look at the defense numbers.
Did I kill stuff FAST? HELL NO! But did I kill it? HELL YEAH!
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I like that defense numbers window. Is there a guide somewhere that explains how I can set it up to look like that?
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Don't know of a guide but
To get that window in game,
go to you power window. up on the top you will see Combat Attributes click on that.
then and window will open up with all of your combat attributes.
To get Defense click on Defesne it will open up all of your Defense like Melee AoE, S/L Fire etc etc.
Then right click on on the defense you want to monitor, it will give you two things to pick from one is Monitor said defense click that. That will give you a small window that you can move anywere on your screen.
The taunt sets will slot in Invincibility, whether intended or not. I currently have the PZ psi proc in there on one tank (slotted to decide the argument last time it came up) although it's hardly worth it. Also, the ingame description of Invincibility does list Taunt under allowable sets, although other auras don't to the best of my knowledge.