WP/FIRE/PYRE
He will absolutely 100% get crushed in AE farms without Tough and Weave (and even with Tough and Weave you need support for the harder farms). I have a fairly well IO'd L46 WP/Stone Tanker.
With a high damage kill group and/or support (including at least minor healing) you can get away with LT farms without running Tough and Weave.
Consequently you can skip grabbing the Fitness line and IO for +recovery (depending how much money you want to spend) and have room for both Tough/Weave and Pyre.
[ QUOTE ]
He will absolutely 100% get crushed in AE farms without Tough and Weave (and even with Tough and Weave you need support for the harder farms).
[/ QUOTE ]
Yep, Tough/Weave are pretty much mandatory for continuous, high stress fights. The difference between having them and not is night and day.
Now, I've never done an AE farm before, let alone a lvl54 boss one, but I have done some stress testing of my build in test mode with lvl54 Rikti bosses. That's ~11-12 of 'em packed together, and infinitely sustainable (tested it for 30 mins) without touching SoW/insps.
That screenshot pegs me at ~3100 hp, 1064% saturated regen (~625% w/1 target), and def as you can see. (For the final build, I have 60 more hp, ~90% more regen, and 3.75% more s/l def. If I ever get a PvP IO, add 3% def to everything.)
If I knew more about the farm (solo? grouped? what are you fighting? etc) I could give better advice on how to build or what to expect.
To be honest i have enough money I thought it might be possible to get him into the ae boss farms but it might not be likely I have to face the facts its too sqishy i migh have to lkeave him on the shelf... And leave Guardian my stone ss pyre as my main Last IO set will only give 10 percent more recharge.. So i might save the money for an Invul/Fire/Pyre I have and try to build him up still not sure whether to spend 1 bill inf on the invul tank and pull him from virtue.
Can you post your build Kruunch ? I like that wp but then again Maybe ill stick to my stone or dust off my invul/fire/pyre and io him out.
Yeah I'll post it when I get home tonight.
Sarrate: most of the AE farms I've been on involve some form of smash/lethal LTs or Bosses for the most part. Many are custom mobs, with either Axe, MA or Dual Blade primary and either Invuln or SR secondaries (some differ in secondaries).
The only exception to this that I've seen are the Freakshow farms where Juicer Chiefs are used and Rikti farms where the gunner LTs are used.
Mob packs on full teams are somewhere in the range of 15-25 depending how creative the author was and what setting the group leader is on and in many farms, they will spawn ambushes of similar sizes to up the mob count.
Having said that, my WP Tanker actually finds Boss farms generally easier to deal with than LT farms because the spawn count isn't as high (generally speaking).
Note: If your Tanker (doesn't matter set here) is feeling squishy during these farms (in other words getting through each pack is a squeaker but you're not getting out right creamed each time) try agroing via proximity (or a ranged attack) so the first alpha you take is their ranged shot ... then go in and do your thing. Most squishy Tankers have a problem with the alpha more then anything and that's a pretty good cure for it. If it's because your fights are too long, get a better team
Here you go. It's still a work in progress (I'm not the pre-planning math wiz that the IO vets are) and the last two powers (Tough and Weave) are still being worked on (although the IOs are already waiting for them). This is my main build on the WP/Stone Tanker although for the past 10 levels or so I've been using a second (but more clunky) build with Tough and Weave in it already to do the heavy tanking chores (i.e. farms, ITFs, etc ...). Basically the aim with this build is to do everything with one build. With either some decent support (i.e. L24+) and/or a decent kill team this build has managed to main tank farms. At L50 he won't need the support and/or fast kill team.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Indominable Kruunch: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Mind Over Body <ul type="square">[*] (A) Endurance Reduction[*] (13) Impervium Armor - Resistance/Endurance[*] (15) Impervium Armor - Resistance[*] (15) Resist Damage[/list]Level 1: Stone Fist <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (3) Crushing Impact - Damage/Recharge[*] (11) Crushing Impact - Accuracy/Damage/Recharge[*] (33) Crushing Impact - Accuracy/Damage/Endurance[*] (43) Crushing Impact - Damage/Endurance/Recharge[/list]Level 2: Stone Mallet <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (3) Crushing Impact - Damage/Endurance[*] (7) Crushing Impact - Accuracy/Damage/Endurance[*] (13) Crushing Impact - Damage/Endurance/Recharge[*] (33) Crushing Impact - Accuracy/Damage/Recharge[*] (43) Force Feedback - Recharge/Endurance[/list]Level 4: Heavy Mallet <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (5) Crushing Impact - Damage/Endurance/Recharge[*] (5) Crushing Impact - Accuracy/Damage/Endurance[*] (7) Crushing Impact - Accuracy/Damage/Recharge[*] (33) Crushing Impact - Damage/Endurance[*] (37) Force Feedback - Recharge/Endurance[/list]Level 6: High Pain Tolerance <ul type="square">[*] (A) Resist Damage[*] (11) Resist Damage[*] (17) Resist Damage[*] (34) Healing[*] (34) Healing[*] (34) Healing[/list]Level 8: Rise to the Challenge <ul type="square">[*] (A) Endurance Reduction[*] (9) Healing[*] (9) Healing[*] (17) Healing[*] (40) Dark Watcher's Despair - To Hit Debuff/Endurance[*] (43) Dark Watcher's Despair - To Hit Debuff[/list]Level 10: Indomitable Will <ul type="square">[*] (A) Endurance Reduction[/list]Level 12: Quick Recovery <ul type="square">[*] (A) Endurance Modification[*] (19) Endurance Modification[*] (19) Endurance Modification[/list]Level 14: Combat Jumping <ul type="square">[*] (A) Defense Buff[/list]Level 16: Super Jump <ul type="square">[*] (A) Jumping[/list]Level 18: Hurdle <ul type="square">[*] (A) Jumping[/list]Level 20: Health <ul type="square">[*] (A) Healing[*] (21) Healing[*] (21) Healing[/list]Level 22: Stamina <ul type="square">[*] (A) Endurance Modification[*] (23) Endurance Modification[*] (23) Endurance Modification[/list]Level 24: Hasten <ul type="square">[*] (A) Recharge Reduction[*] (25) Recharge Reduction[*] (25) Recharge Reduction[/list]Level 26: Build Up <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - To Hit Buff[*] (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge[*] (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance[*] (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance[*] (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance[*] (42) Gaussian's Synchronized Fire-Control - Chance for Build Up[/list]Level 28: Heightened Senses <ul type="square">[*] (A) Endurance Reduction[*] (29) Luck of the Gambler - Defense/Endurance[*] (29) Luck of the Gambler - Defense[*] (31) Defense Buff[/list]Level 30: Fast Healing <ul type="square">[*] (A) Healing[*] (31) Healing[*] (31) Healing[/list]Level 32: Taunt <ul type="square">[*] (A) Perfect Zinger - Taunt[*] (45) Perfect Zinger - Taunt/Recharge[*] (45) Perfect Zinger - Taunt/Recharge/Range[*] (46) Perfect Zinger - Accuracy/Recharge[*] (46) Perfect Zinger - Taunt/Range[*] (46) Perfect Zinger - Chance for Psi Damage[/list]Level 35: Tremor <ul type="square">[*] (A) Obliteration - Damage[*] (36) Obliteration - Accuracy/Recharge[*] (36) Obliteration - Damage/Recharge[*] (36) Obliteration - Accuracy/Damage/Recharge[*] (37) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (37) Obliteration - Chance for Smashing Damage[/list]Level 38: Seismic Smash <ul type="square">[*] (A) Crushing Impact - Damage/Endurance/Recharge[*] (39) Crushing Impact - Accuracy/Damage/Endurance[*] (39) Crushing Impact - Accuracy/Damage/Recharge[*] (39) Crushing Impact - Accuracy/Damage[*] (40) Crushing Impact - Damage/Endurance[*] (40) Mako's Bite - Accuracy/Endurance/Recharge[/list]Level 41: Strength of Will <ul type="square">[*] (A) Resist Damage IO[*] (45) Resist Damage IO[/list]Level 44: Boxing <ul type="square">[*] (A) Accuracy[/list]Level 47: Tough <ul type="square">[*] (A) Endurance Reduction[*] (48) Impervium Armor - Resistance/Endurance[*] (48) Impervium Armor - Resistance[*] (48) Resist Damage[/list]Level 49: Weave <ul type="square">[*] (A) Endurance Reduction[*] (50) Gift of the Ancients - Defense/Endurance[*] (50) Gift of the Ancients - Defense[*] (50) Defense Buff[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Endurance Reduction[/list]Level 2: Rest <ul type="square">[*] (A) Recharge Reduction[/list]Level 1: Gauntlet
<QR>
Just hit L49 last night on the WP Tanker. With both Tough and Weave in place now I was doing boss farms without a problem.
Happy bashing.
I ran a quick test last night on my wp/fire/pyre this is pre to the rebuild i have planned with tough and weave and I can take on 3 lvl 54 boss MA/DM bosses on my old AE Boss miss 162182. i created this miss to test out my tanks While again my stone can whitstand up to 20 of these guys my WP can only take 3 of them. I am hoping that my new rebuild can balace this out with 70 hp a sec prior to Rise Of The Challenge being activated by a Boss stamding in range. If I can whitstand 15 to 20 after the rebuild I will post my new build based on Kruunch's build as seen here but with a fire build.. Again if you have builds I encourage all to post them here....
I was doing 1-2 packs of 15 each last night (bosses) without breaking a sweat (had an excellent team however). The main telling point was that after picking up Tough (and later Weave) on the build I posted above, I could solo those packs while waiting for the team to kill the last pack.
I couldn't do that prior to getting Tough and Weave last night (had to wait for the team to be with me).
One other note ... my secondary is Stone, and Tremor is an amazing mitigation tool to let your regen catch up after absorbing a large alpha (and on through longer fights for that matter). Fire doesn't have that mitigation, so you may find yourself still alpha prone.
Let me know ... I'd be curious to see how Fire Melee plays out.
Kruunch from a quick pre build test. With fire vs my stone/ss I easily killed in less than half the time a 54 ae boss no prob I feel it would be faster and better in mobs hands down, if this is the case this will be the toon i use in ae missions then for TF's that require a slow killer but a severe agro taker I'll bring in old Stoney its self The Guardian.
Killing fast does serve as a form of mitigation but is usually a bad form to rely on (if given the choice) given that you can and will come across farms that you can't kill as quickly (not sure if we're talking about solo farms, team farms, or filled solo farms here).
I just wanted to point out the differences in case you took on a pack of 15 bosses and got walloped and think I gave you bad info.
Actually I made some modifications to your current build slightly increasing regen and recharge and defenses and damage res and added tough and weave I planned on farmimg alone or with a group doesnt matter to me i just tired of pug groups that don't have the patience to sit in a slow farm so i am dusting off this toon and revamping it and farming my own 54 boss farm 162182.. Hey I need the cash for better build ideas on other toons hehe... PS the Pyre is gone so there goes 1 more aoe attack I will have to rely on the other 3 I have...
Ah if I knew you were doing solo farms I'd have suggested keeping Pyre and say don't worry about Tough and Weave.
Also doing solo farms, you'll probably find that LT maps yield more influence/tickets per hour then Bosses (just for the speed at which you can kill).
Neither should generate the numbers to really trouble a naked WP Tanker.
Ahhh but i like 20 k per boss Gee Whiz I want bosses. The kills are more fun with bosses
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Jared: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Mind Over Body -- S'fstPrt-ResKB(A), ImpArm-ResDam/EndRdx(13), ImpArm-ResDam(15)
Level 1: Scorch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 2: Fire Sword -- T'Death-Dmg/EndRdx/Rchg(A), T'Death-Dam%(3), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(13), T'Death-Acc/Dmg(33), T'Death-Dmg/EndRdx(43)
Level 4: Combustion -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Rchg(7), Oblit-Dmg(33), Oblit-%Dam(37)
Level 6: High Pain Tolerance -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx(11), Numna-Heal(17), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam/Rchg(34), ImpArm-ResDam(34)
Level 8: Rise to the Challenge -- DarkWD-ToHitdeb/Rchg/EndRdx(A), Numna-Heal/EndRdx/Rchg(9), Numna-Heal(9), Numna-Heal/EndRdx(17), DarkWD-ToHitDeb/EndRdx(40), DarkWD-ToHitDeb(43)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
Level 12: Quick Recovery -- P'Shift-End%(A), Efficacy-EndMod/Rchg(15), Efficacy-EndMod(19), Efficacy-EndMod/Acc/Rchg(19)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Super Jump -- Jump(A)
Level 18: Hurdle -- Jump(A)
Level 20: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(21), Numna-Regen/Rcvry+(21), Numna-Heal/EndRdx/Rchg(40)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Build Up -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(27), GSFC-ToHit/Rchg(27), GSFC-ToHit(31), GSFC-Build%(42), GSFC-ToHit/EndRdx(42)
Level 28: Heightened Senses -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def(29)
Level 30: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(31), Numna-Heal/EndRdx/Rchg(31)
Level 32: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(45), Zinger-Taunt/Rchg/Rng(45), Zinger-Acc/Rchg(46), Zinger-Taunt/Rng(46), Zinger-Dam%(46)
Level 35: Incinerate -- T'Death-Acc/Dmg/EndRdx(A), T'Death-Dmg/Rchg(36), T'Death-Dmg/EndRdx(36), T'Death-Acc/Dmg(36), T'Death-Dam%(37), T'Death-Dmg/EndRdx/Rchg(37)
Level 38: Greater Fire Sword -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg(39), C'ngImp-Dmg/EndRdx(40)
Level 41: Fire Sword Circle -- Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Rchg(45), Sciroc-Dam%(48), Sciroc-Acc/Dmg(50)
Level 44: Boxing -- Acc(A)
Level 47: Tough -- ResDam-I(A), ImpArm-ResDam/EndRdx(48), ImpArm-ResDam(48)
Level 49: Weave -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(50), GftotA-Def(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx(A)
Level 2: Rest -- RechRdx(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]13% DamageBuff(Smashing)[*]13% DamageBuff(Lethal)[*]13% DamageBuff(Fire)[*]13% DamageBuff(Cold)[*]13% DamageBuff(Energy)[*]13% DamageBuff(Negative)[*]13% DamageBuff(Toxic)[*]13% DamageBuff(Psionic)[*]10% Defense(Smashing)[*]10% Defense(Lethal)[*]2.81% Defense(Fire)[*]2.81% Defense(Cold)[*]1.25% Defense(Energy)[*]1.25% Defense(Negative)[*]1.88% Defense(Psionic)[*]15.3% Defense(Melee)[*]2.5% Defense(Ranged)[*]5.63% Defense(AoE)[*]32% Enhancement(Accuracy)[*]42.5% Enhancement(RechargeTime)[*]5% FlySpeed[*]309.2 HP (16.5%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 5.5%[*]MezResist(Immobilize) 9.9%[*]MezResist(Stun) 2.2%[*]MezResist(Terrorized) 2.75%[*]16% (0.27 End/sec) Recovery[*]78% (6.1 HP/sec) Regeneration[*]3.13% Resistance(Negative)[*]5% RunSpeed[/list]------------
[u]Set Bonuses:[u]
[u]Steadfast Protection[u]
(Mind Over Body)<ul type="square">[*] Knockback Protection (Mag -4)[/list][u]Impervium Armor[u]
(Mind Over Body)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Crushing Impact[u]
(Scorch)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Touch of Death[u]
(Fire Sword)<ul type="square">[*] 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)[/list][u]Obliteration[u]
(Combustion)<ul type="square">[*] 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)[/list][u]Numina's Convalescence[u]
(High Pain Tolerance)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[*] 35.1 HP (1.88%) HitPoints[/list][u]Impervium Armor[u]
(High Pain Tolerance)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[*] 1.88% Defense(Psionic)[/list][u]Dark Watcher's Despair[u]
(Rise to the Challenge)<ul type="square">[*] 28.1 HP (1.5%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[/list][u]Numina's Convalescence[u]
(Rise to the Challenge)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[*] 35.1 HP (1.88%) HitPoints[/list][u]Luck of the Gambler[u]
(Indomitable Will)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Efficacy Adaptor[u]
(Quick Recovery)<ul type="square">[*] 21.1 HP (1.13%) HitPoints[*] 1.5% (0.03 End/sec) Recovery[/list][u]Luck of the Gambler[u]
(Combat Jumping)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Numina's Convalescence[u]
(Health)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[/list][u]Gaussian's Synchronized Fire-Control[u]
(Build Up)<ul type="square">[*] 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)[/list][u]Luck of the Gambler[u]
(Heightened Senses)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 21.1 HP (1.13%) HitPoints[/list][u]Numina's Convalescence[u]
(Fast Healing)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[*] 35.1 HP (1.88%) HitPoints[/list][u]Perfect Zinger[u]
(Taunt)<ul type="square">[*] MezResist(Terrorized) 2.75%[*] 10% (0.78 HP/sec) Regeneration[*] 5% Enhancement(RechargeTime)[*] 2.5% DamageBuff(All)[*] 3.13% Defense(Smashing,Lethal), 1.56% Defense(Melee)[/list][u]Touch of Death[u]
(Incinerate)<ul type="square">[*] 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)[/list][u]Crushing Impact[u]
(Greater Fire Sword)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Scirocco's Dervish[u]
(Fire Sword Circle)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 3.13% Resistance(Negative)[*] 9% Enhancement(Accuracy)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[/list][u]Impervium Armor[u]
(Tough)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Luck of the Gambler[u]
(Weave)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Gift of the Ancients[u]
(Weave)<ul type="square">[*] 2% (0.03 End/sec) Recovery[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1400;704;1408;HEX;|
|78DAA594594F135114C7EFB45386B6D38D165A76A8A5A5820 37D734934462491804|
|1414CD8EA50AED0D84CEB4C15882F7E00F4D527DF5CBF8071 F93AAE7C05977A965B|
|22CF4E3AFFDFCC9973EE3DF7DC73BBB03F630AF1F892D0CC2 B35DBF3CACBB6734FB|
|AC675BBF9C0B56B8139DB95DB861022C31FCA33F2AE743C69 DDAED66A8DFA9E74DB|
|1F16644D4A6BB62ADD037E4E5C7376A52B9DA6D57E3017EBF 59A352FED46D5D9E19|
|7D96AD3919E17A297A58694DB1165DFD96D8257F26AA35AB1 2EBB9566B5525EB0BD|
|260C9F81748A707F098268708B964F64E061509839404144C 709899050574B17770|
|49A7C5B84508530B24D382D095D21359C6805B44D762F133A D609E60647AD72D41A|
|2109517E15E587444449E87F18BF091DBF08233F0939742E8 9CF907B80730F04963|
|434856E10E2B708A3055AC2E8188317F41DA20C4DA328E33D 8DD7B94CEE9D1C15E7|
|310A1F7D94E13BC237880AF25C22D84D0E3FC01466933FFC8 C068A3E21741D329E1|
|27A60EB232A34C2A16930C578BD221605E87ED101B684724B 289B01B6A49A227991|
|76273547AB48AD70922A73F0EB56BBD83D2268D613C882435 A39A427C89439811ED|
|8815E55CBDED79477DF2BC64BC2D00B42F12DE30DE1084AD0 AF86ED4F522A0371CA|
|6F2045F80A0E83CA6190EB3AC4551EE2CC5330EFB0DAF9618 74A3D5967340867EE3|
|35C8647C84054564565B1A1B2E2D43A638DB14AC871EBE5B8 117B216A4CB5F218B7|
|6B9E9B37CFAD9CE7FE2ED88434B88F2BF7F13DAA52719F307 940987A44283D24685|
|0E209B5A744D83F3FD82CB57C6B9283F8744D7133EAE030AD 1CA6B9374A3A7D2975|
|721DF5E3E3073FB8C4FCBF1683E759D48F4F9DD0126C2BEAC 727FBBFAE0F667B9CE|
|04DFC2F5846594459415947D940D944B151B6502A28AD4F66 3BDBD8594CE81CCA79|
|940B2887E8648441C228264A04258A124389A324517A50FA5 09EA3B4FE027482EBE|
|6|
|-------------------------------------------------------------------|</pre><hr />
(I'm just assuming you're looking for feedback.)
That's not a bad start, but there are a few places you could tighten it up. Here are the two biggest concerns for your build right now:
<ul type="square">[*]Typed vs Positional Defense - This is the biggest problem I see with your build. Right now, you seemed to aim for set bonuses that offer positional def (ToD, Oblit, Gaussian, Scirocco) when you should have aimed for typed defense (Kinetic Combat, Eradication, and Aegis being the big 3, Reactive Armor is also a solid choice). For example, swapping the ToD for KC would boost your s/l by 3.75%.
Why typed instead of positional? The two different forms of defense don't stack; only the highest of the two is used. For example, you have 25.4% smashing def and 25.8% melee def, an attack like Brawl (smash/melee) would check against your highest (25.8% melee). If you made the change above (ToD for 4 KC) your defenses would be 29.15% smash and 22.05% melee (smashing would be used). This will be far more prominent with your exotic defenses as they start higher.
(If you have to sacrifice on a pair of typed defense, fire/cold would be the one I'd give up.)
[*]Accuracy - This is another problem for your build for farming +4s. Right now your build has between a 67% and 77% chance to hit +4s (GFS being the exception). That's going to slow you down quite a bit. Two suggestions, try to get more accuracy into your acc light attacks (right now, that's FS and Incin, though changing to KC will effect this) and get a Kismet into your build. That alone will give you a 78% to 88% chance to hit (again, GFS being the exception).
If you'd like to know how to check this in MIDs:
Options -> Configuration -> Exemping & Base Values -> Base To Hit
Change that number from 75 to 39. Hit OK and check. (Be sure to turn off BU, since it's not always up and it also includes the Gaussian proc.) Feel free to change that "Base To Hit" to anything you like, but if you'd like to know what to put in there for different level enemies, check the "ToHit Chances" section of this article.[/list]
There are a few other things, but you may fix those by addressing the two above points. If you post a revised build, I'd be happy to give feedback on that, as well.
Oh, btw, does your character have any of the +max hp or +max end Accolades? I see that you activated Accolades, but you never added any to be turned on.
[edit: PS: Kruunch, any reason you skipped Fault? That's one of the defining powers of Stone Melee. It's incredible.]
Sarrate: I have Fault on my second build. It's nice, especially for a more "tank" build for the mitigation but I'd hardly call it defining (certainly more useful then it's SS cousin Handclap). My current build doesn't seem to need the extra mitigation even on alpha intensive encounters. I did an ITF recently with this build and he held up almost as well as my Invuln (however I didn't stick around to try soloing afterwards which I will probably do next time to see how he performs).
Also a question: Do you prefer the typed defense because you can get it higher then the positional? It seems to me positional is better depending on what your focus is (in this case positional melee being important to leverage the most out of RTTC). While I understand S/L is the most common type (especially from melee) of damage I was wondering what your thought processes were here.
Speaking just for myself, as a WP you start out with a big block of typed defenses. To stack up positional defenses, you're starting from zero: it'll take a large investment and a significant portion of your available slots just to get back to the same level of defense you got "free" with Willpower (Heightened Senses). And you could be higher with typed defenses for the same slot expenditure. And higher is alllllways better with defense, until you hit the soft cap.
I suppose if you can make the slots work out, and money is no object, there's no reason you couldn't go for soft-capping positional and just ignore the head start in typed. But I'm not sure the ease-of-use of positional defenses warrants that effort.
If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------
The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
[ QUOTE ]
Sarrate: I have Fault on my second build. It's nice, especially for a more "tank" build for the mitigation but I'd hardly call it defining (certainly more useful then it's SS cousin Handclap). My current build doesn't seem to need the extra mitigation even on alpha intensive encounters. I did an ITF recently with this build and he held up almost as well as my Invuln (however I didn't stick around to try soloing afterwards which I will probably do next time to see how he performs).
[/ QUOTE ]
If you don't need the extra mitigation, I can understand. I'd likely still keep it around for aggro purposes. (Okay, that and I love being able to turn entire spawns into popcorn.)
[ QUOTE ]
Also a question: Do you prefer the typed defense because you can get it higher then the positional? It seems to me positional is better depending on what your focus is (in this case positional melee being important to leverage the most out of RTTC). While I understand S/L is the most common type (especially from melee) of damage I was wondering what your thought processes were here.
[/ QUOTE ]
It's because Willpower is a typed defense set, so trying to add positional defense is redundant. Consider this:
Heightened Senses gives +3.3% s/l def, or 5.148% enhanced. As I explained above, positional and typed defenses don't stack, so you'd need to add over 5% worth of positional defense before it even makes a difference. Now for the extra wrinkle, all defense bonuses give 50% of their value to a corresponding pair (melee -> s/l, range -> e/ne, aoe -> f/c, and vice versa). So you'd actually need 7.722% worth of extra melee defense before it even equals the s/l, WP's lowest def.
It's much worse for the exotics. To that, HS yields 13% def, or 20.28% enhanced. That's completely wasteful to try to best with positional defense.
The main reason is this: Why bother stacking melee def just to equal the typed when you could use the same slots to make your typed defense better?
That said, it's not terrible to add positional def bonuses due to the 50% cross over rule - so long as you understand you're slotting it for the typed def and not the positional. For example, you can snag 1.56% e/ne and f/c def from the 2/3 set bonus of Blessing of the Zypher. Low slot investment, decent return.
(Note: If you have a positional def build like Shield, I'd say building for typed def is crazy. One other bonus, Kinetic Combat offers its 3.75% def bonus in only 4 slots, compared to most positional def which takes 6. This leave two slots to mix and match for better enhancement value. I personally use four 4 piece KC sets.)
test
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Jared: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Mind Over Body <ul type="square">[*] (A) Aegis - Resistance/Recharge: Level 30[*] (13) Aegis - Resistance/Endurance: Level 40[*] (15) Aegis - Resistance: Level 40[/list]Level 1: Scorch <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage: Level 35[*] (3) Kinetic Combat - Damage/Endurance: Level 35[*] (11) Kinetic Combat - Damage/Recharge: Level 35[*] (19) Kinetic Combat - Damage/Endurance/Recharge: Level 35[/list]Level 2: Fire Sword <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage: Level 35[*] (3) Kinetic Combat - Damage/Endurance: Level 35[*] (7) Kinetic Combat - Damage/Recharge: Level 35[*] (13) Kinetic Combat - Damage/Endurance/Recharge: Level 35[/list]Level 4: Combustion <ul type="square">[*] (A) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50[*] (5) Obliteration - Accuracy/Damage/Recharge: Level 50[*] (5) Obliteration - Damage/Recharge: Level 50[*] (7) Obliteration - Accuracy/Recharge: Level 50[*] (33) Obliteration - Damage: Level 50[*] (37) Obliteration - Chance for Smashing Damage: Level 50[/list]Level 6: High Pain Tolerance <ul type="square">[*] (A) Numina's Convalescence - Heal/Recharge: Level 50[*] (11) Numina's Convalescence - Heal/Endurance: Level 50[*] (17) Numina's Convalescence - Heal: Level 50[*] (34) Impervium Armor - Resistance/Endurance/Recharge: Level 40[*] (34) Impervium Armor - Resistance/Recharge: Level 40[*] (34) Impervium Armor - Resistance: Level 40[/list]Level 8: Rise to the Challenge <ul type="square">[*] (A) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50[*] (9) Numina's Convalescence - Heal/Endurance/Recharge: Level 50[*] (9) Numina's Convalescence - Heal: Level 50[*] (17) Numina's Convalescence - Heal/Endurance: Level 50[*] (40) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 40[*] (43) Dark Watcher's Despair - To Hit Debuff: Level 40[/list]Level 10: Indomitable Will <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 50[*] (43) Luck of the Gambler - Defense: Level 50[/list]Level 12: Quick Recovery <ul type="square">[*] (A) Performance Shifter - Chance for +End: Level 50[*] (15) Efficacy Adaptor - EndMod/Recharge: Level 50[*] (19) Efficacy Adaptor - EndMod: Level 50[*] (33) Efficacy Adaptor - EndMod/Endurance: Level 50[/list]Level 14: Combat Jumping <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 50[/list]Level 16: Super Jump <ul type="square">[*] (A) Jumping[/list]Level 18: Hurdle <ul type="square">[*] (A) Jumping[/list]Level 20: Health <ul type="square">[*] (A) Regenerative Tissue - +Regeneration: Level 30[*] (21) Miracle - +Recovery: Level 40[*] (21) Numina's Convalescence - +Regeneration/+Recovery: Level 50[*] (33) Numina's Convalescence - Heal: Level 50[/list]Level 22: Stamina <ul type="square">[*] (A) Endurance Modification IO: Level 50[*] (23) Endurance Modification IO: Level 50[*] (23) Endurance Modification IO: Level 50[/list]Level 24: Hasten <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (25) Recharge Reduction IO: Level 50[*] (25) Recharge Reduction IO: Level 50[/list]Level 26: Build Up <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50[*] (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50[*] (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50[*] (31) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50[*] (42) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50[*] (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50[/list]Level 28: Heightened Senses <ul type="square">[*] (A) Luck of the Gambler - Defense/Endurance/Recharge: Level 50[*] (29) Luck of the Gambler - Defense/Endurance: Level 40[*] (29) Luck of the Gambler - Defense: Level 40[*] (40) Luck of the Gambler - Recharge Speed: Level 50[/list]Level 30: Fast Healing <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance: Level 50[*] (31) Numina's Convalescence - Heal: Level 50[*] (31) Numina's Convalescence - Heal/Endurance/Recharge: Level 50[*] (40) Numina's Convalescence - Heal/Recharge: Level 50[/list]Level 32: Taunt <ul type="square">[*] (A) Perfect Zinger - Taunt: Level 40[*] (45) Perfect Zinger - Taunt/Recharge: Level 40[*] (45) Perfect Zinger - Taunt/Recharge/Range: Level 40[*] (46) Perfect Zinger - Accuracy/Recharge: Level 40[*] (46) Perfect Zinger - Taunt/Range: Level 40[*] (46) Perfect Zinger - Chance for Psi Damage: Level 40[/list]Level 35: Incinerate <ul type="square">[*] (A) Touch of Death - Accuracy/Damage/Endurance: Level 35[*] (36) Touch of Death - Damage/Recharge: Level 35[*] (36) Touch of Death - Damage/Endurance: Level 35[*] (36) Touch of Death - Accuracy/Damage: Level 35[*] (37) Touch of Death - Chance of Damage(Negative): Level 40[*] (37) Touch of Death - Damage/Endurance/Recharge: Level 40[/list]Level 38: Greater Fire Sword <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage: Level 35[*] (39) Kinetic Combat - Damage/Endurance/Recharge: Level 35[*] (39) Kinetic Combat - Damage/Endurance: Level 35[*] (39) Kinetic Combat - Damage/Recharge: Level 35[/list]Level 41: Fire Sword Circle <ul type="square">[*] (A) Obliteration - Chance for Smashing Damage: Level 50[*] (42) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50[*] (43) Obliteration - Damage: Level 50[*] (45) Obliteration - Accuracy/Recharge: Level 50[*] (48) Obliteration - Damage/Recharge: Level 50[*] (50) Obliteration - Accuracy/Damage/Recharge: Level 50[/list]Level 44: Boxing <ul type="square">[*] (A) Accuracy[/list]Level 47: Tough <ul type="square">[*] (A) Aegis - Resistance: Level 50[*] (48) Aegis - Resistance/Recharge: Level 40[*] (48) Aegis - Resistance/Endurance/Recharge: Level 40[/list]Level 49: Weave <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 50[*] (50) Gift of the Ancients - Defense/Endurance: Level 40[*] (50) Gift of the Ancients - Defense: Level 40[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Endurance Reduction[/list]Level 2: Rest <ul type="square">[*] (A) Recharge Reduction[/list]Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]13.5% DamageBuff(Smashing)[*]13.5% DamageBuff(Lethal)[*]13.5% DamageBuff(Fire)[*]13.5% DamageBuff(Cold)[*]13.5% DamageBuff(Energy)[*]13.5% DamageBuff(Negative)[*]13.5% DamageBuff(Toxic)[*]13.5% DamageBuff(Psionic)[*]21.3% Defense(Smashing)[*]21.3% Defense(Lethal)[*]7.5% Defense(Fire)[*]7.5% Defense(Cold)[*]1.25% Defense(Energy)[*]1.25% Defense(Negative)[*]1.88% Defense(Psionic)[*]20.9% Defense(Melee)[*]2.5% Defense(Ranged)[*]5.63% Defense(AoE)[*]45% Enhancement(RechargeTime)[*]6% Enhancement(Heal)[*]27% Enhancement(Accuracy)[*]5% FlySpeed[*]323.3 HP (17.3%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 11%[*]MezResist(Stun) 4.4%[*]MezResist(Terrorized) 2.75%[*]11% (0.18 End/sec) Recovery[*]78% (6.1 HP/sec) Regeneration[*]15% RunSpeed[/list]------------
[u]Set Bonuses:[u]
[u]Aegis[u]
(Mind Over Body)<ul type="square">[*] 5% RunSpeed[*] 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)[/list][u]Kinetic Combat[u]
(Scorch)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 28.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Kinetic Combat[u]
(Fire Sword)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 28.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Obliteration[u]
(Combustion)<ul type="square">[*] 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)[/list][u]Numina's Convalescence[u]
(High Pain Tolerance)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[*] 35.1 HP (1.88%) HitPoints[/list][u]Impervium Armor[u]
(High Pain Tolerance)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[*] 1.88% Defense(Psionic)[/list][u]Dark Watcher's Despair[u]
(Rise to the Challenge)<ul type="square">[*] 28.1 HP (1.5%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[/list][u]Numina's Convalescence[u]
(Rise to the Challenge)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[*] 35.1 HP (1.88%) HitPoints[/list][u]Luck of the Gambler[u]
(Indomitable Will)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 7.5% Enhancement(RechargeTime)[/list][u]Efficacy Adaptor[u]
(Quick Recovery)<ul type="square">[*] 21.1 HP (1.13%) HitPoints[*] 1.5% (0.03 End/sec) Recovery[/list][u]Luck of the Gambler[u]
(Combat Jumping)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Numina's Convalescence[u]
(Health)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[/list][u]Gaussian's Synchronized Fire-Control[u]
(Build Up)<ul type="square">[*] 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)[/list][u]Luck of the Gambler[u]
(Heightened Senses)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 21.1 HP (1.13%) HitPoints[*] 9% Enhancement(Accuracy)[*] 7.5% Enhancement(RechargeTime)[/list][u]Numina's Convalescence[u]
(Fast Healing)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[*] 35.1 HP (1.88%) HitPoints[*] 6% Enhancement(Heal)[/list][u]Perfect Zinger[u]
(Taunt)<ul type="square">[*] MezResist(Terrorized) 2.75%[*] 10% (0.78 HP/sec) Regeneration[*] 5% Enhancement(RechargeTime)[*] 2.5% DamageBuff(All)[*] 3.13% Defense(Smashing,Lethal), 1.56% Defense(Melee)[/list][u]Touch of Death[u]
(Incinerate)<ul type="square">[*] 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)[/list][u]Kinetic Combat[u]
(Greater Fire Sword)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 28.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Obliteration[u]
(Fire Sword Circle)<ul type="square">[*] 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)[/list][u]Aegis[u]
(Tough)<ul type="square">[*] 5% RunSpeed[*] 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)[/list][u]Luck of the Gambler[u]
(Weave)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Gift of the Ancients[u]
(Weave)<ul type="square">[*] 2% (0.03 End/sec) Recovery[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1400;711;1422;HEX;|
|78DAA594594F135114C7EFD029D365BAD142CB52360BA5800 313797049344624918|
|0298B9828D08CE50A8DCDB4CED4A86F7E007CF0C927DF5CBF 8071F93AEE5FC1A59E|
|E596C8B313FAFFCD9CFBBFE79EB9F70CAB0F164D211E5D109 A79A9EEF87E65D371E|
|F48CFB8EAB4EE794E3DB8EC7872CF1042E478A0B2286F4BD7 97D6F55ABDDE6CDC97|
|5E676055D6A5B4966AD27BC8F7A92BEE81F4A4DBB23A3766B 9D1A85B2BD269D6DC7|
|D7E58AAB55CE9FB117AD8684AB91753F1FD8316B8D2979BB5 AA75D1ABB66AD5CAAA|
|E3B7207D0ECA29C1EF731844839F6877091B6EF2C29C07144 57C81908A0875B503A|
|20C18175D6B84C83AA16783115179C0A71DF375B3CF645F1A 7C01F60503B0A6B085|
|FE87F19BD0FD8B30FA935040B32D3E4199412E3318DCD0301 4592324AF11C68A54E|
|DD804638AF00D66199A46B38C77942FB449F610CF4A728EE2 872EB44FBF257C8559|
|615E4B0BF792613A43F80E23511E09449F52BEF86342CF211 7FD84D007871D639F8|
|871862C8412FCDA221107E801D10DB194B2A554CC80585A2D 913E4FE79159A697C9|
|6C51A251AE3C04BE5E756EBDA382563D8671306495213B43A 1DC31F4C141F4AB2DE|
|D7F45750FBC64BC200C3F2794DE305E137EC0160CAAFA06D3 54CA5092EA1BCA108A|
|FCBE5FC09757BE3CEFF230573ECC2750E453CC401523AA1D4 65CDAFFD906A349387|
|997E1317C422E82ADC4B3C677A8AF4E6C336E326E100A1581 F6C22EA11F664DA816|
|9DE0169DE4A69CE44E9DE44ECD826F4A659FE2FE2B71A74E7 353CE728BCE71C3DAD|
|CBE1A6CF88C3A61229C660062963A046B815E78CEA66D9A3B 45D0C130AF0CF3BC73|
|B64E23768877553FFAFCE00F2EB1F26FC4E075CAFAD1C727B 414C74AFAD197FD5FD|
|77BB39327BC8EFF0B3651CAF8B56FE1DD36CA0ECA2E8A8303 B750AAF8D8FE6876AA|
|4D9CC682CEA09C453987728826230A1245315162287194044 A12258DD2873280F20|
|CA5FD178BDEED1B|
|-------------------------------------------------------------------|</pre><hr />
[ QUOTE ]
I suppose if you can make the slots work out, and money is no object, there's no reason you couldn't go for soft-capping positional and just ignore the head start in typed. But I'm not sure the ease-of-use of positional defenses warrants that effort.
[/ QUOTE ]
Soft capping a WP to all three positions is just as easy as soft capping a Fire Tank. Neither have any positional def to build from. In order to add that much defense, you'd be sacrificing other powers/bonuses simply for the sake of defense to something you don't have. (I've seen softcapped Regen builds, and I think they were only possible because of Parry.)
Even in a build where the budget is the limit, it's very wasteful - it would never beat a build that went for typed def.
I want to dust off an Old WP/Fire/Pyre I was going to use for farming pre AE miss but I would like to use him now for AE boss farms but i am afraid he will be to squishy no matter how fast he can regen are there any builds out there that would help if so please post.. I would appreciate it. If in the likely hood that the toon cannot stand up to a lvl 54 boss then i will retire the toon for good and stay with my stone tank Federation Guardian on freedom....