Fitting in Super Jump?


Coldmed

 

Posted

Alright, I'm trying to figure out the best way I could fit in Super Jump.
I would have to replace a power and I'm not sure which to replace.

I'm looking to get ideas on what you would do with this build to fit in Super Jump.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Vitality: Level 50 Mutation Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), Heal-I(3), Aegis-ResDam(5), Aegis-ResDam/EndRdx(5), S'fstPrt-ResDam/Def+(7)
Level 1: Jab -- Hectmb-Dam%(A), T'Death-Dam%(7), Mako-Dam%(9), Zinger-Dam%(9)
Level 2: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(11), Aegis-ResDam/Rchg(11)
Level 4: Haymaker -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15), RechRdx-I(17)
Level 6: Fast Healing -- Mrcl-Rcvry+(A), Mrcl-Heal(17), Numna-Regen/Rcvry+(19), Numna-Heal(19), RgnTis-Regen+(21), RgnTis-Heal/EndRdx(21)
Level 8: Indomitable Will -- LkGmblr-Rchg+(A), GftotA-Run+(48)
Level 10: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(23), Numna-Heal/Rchg(23)
Level 12: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(25), P'Shift-EndMod(25), P'Shift-EndMod/Rchg(27)
Level 14: Swift -- Run-I(A), Run-I(27), Run-I(29)
Level 16: Health -- Numna-Heal(A), Numna-Heal/EndRdx(29), Numna-Heal/Rchg(31)
Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(31), GftotA-Run+(31), Ksmt-ToHit+(33)
Level 20: Knockout Blow -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(34), RechRdx-I(34)
Level 22: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rchg(36)
Level 24: Boxing -- Dmg-I(A)
Level 26: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/Rchg(36)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(37), GftotA-Run+(37)
Level 30: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48), GftotA-Run+(50)
Level 35: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(39), P'Shift-EndMod(40), P'Shift-EndMod/Rchg(40)
Level 38: Foot Stomp -- Acc-I(A), Dmg-I(40), Dmg-I(42), RechRdx-I(42), RechRdx-I(42)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(43), GftotA-Run+(43)
Level 44: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 47: Strength of Will -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(48)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A), Run-I(43), Run-I(46)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet


 

Posted

Well, there's a lot I would do differently with that build.

For starters, I would frankenslot Foot Stomp for dmg, rech, acc, and end red in that order of priority.

Secondly, I'd drop Conserve Power for super leap. You have Quick Recovery, Stamina, Miracle and Numina uniques, and TWO Peformance Shifter procs. If you can't get by on that, don't hit Conserve Power, hang it up. Thousands of players do fine with plain Stamina; you'll have grossly more recovery than them.

You have an enormous stockpile of energy to power your gun, but your gun (Foot Stomp) is undersized.

Thirdly, I'd pull the extra slots out of Swift, and probably Indomitable Will. Combined with the two slots you're no longer putting in Conserve Power, that's 5 slots to distribute to Jab (needs acc), Foot Stomp, and Strength of Will (one more slot gets you the Aegis 3.13% Fire/Cold defense bonus). And maybe Taunt -- Taunt has some really great set bonuses available.

Check the enhancement numbers on your key powers -- are you getting full healing value from Rise to the Challenge? Is Rage perma? Are you getting the best defense value out of Weave and Heightened Senses?

Set bonuses are nice, but make sure you're getting good, if not max, value out of the powers themselves.


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

 

Posted

Replace Maneuvers (not really all that helpful on a tank for the end cost), or Focused Accuracy (not needed in the least with Rage) and drop Conserve Power altogether (you're a WP Tanker for crying out loud!).

Couple of other suggestions: Swap Swift for Hurdle (stacks better with Combat Jumping) and get Hasten. Might want to also think about picking up Hurl if you drop the three powers mentioned.

Good luck!


 

Posted

[ QUOTE ]
Well, there's a lot I would do differently with that build.

For starters, I would frankenslot Foot Stomp for dmg, rech, acc, and end red in that order of priority.

Secondly, I'd drop Conserve Power for super leap. You have Quick Recovery, Stamina, Miracle and Numina uniques, and TWO Peformance Shifter procs. If you can't get by on that, don't hit Conserve Power, hang it up. Thousands of players do fine with plain Stamina; you'll have grossly more recovery than them.

You have an enormous stockpile of energy to power your gun, but your gun (Foot Stomp) is undersized.

Thirdly, I'd pull the extra slots out of Swift, and probably Indomitable Will. Combined with the two slots you're no longer putting in Conserve Power, that's 5 slots to distribute to Jab (needs acc), Foot Stomp, and Strength of Will (one more slot gets you the Aegis 3.13% Fire/Cold defense bonus). And maybe Taunt -- Taunt has some really great set bonuses available.

Check the enhancement numbers on your key powers -- are you getting full healing value from Rise to the Challenge? Is Rage perma? Are you getting the best defense value out of Weave and Heightened Senses?

Set bonuses are nice, but make sure you're getting good, if not max, value out of the powers themselves.

[/ QUOTE ]

Well Foot Stomp is going to be getting 5 Armageddon's.

As for the extra fire/cold defense you mentioned, I am already soft-capped for that.

And the extra slotting in swift is just a personal preference for run speed.

I think dropping Conserve Power is the best idea...It's just that I love having unlimited endurance and being able to attack constantly.
Running all my toggles plus using Foot Stomp and Knockout Blow whenever they are available and the Rage Crash worries me about losing Conserve Power.
But I guess I will just remove it from my tray tonight, play without using it and see how it goes because it does seem like the best way to fit in Super Jump.


 

Posted

I agree with Sailboat, that's endurance overkill. Drop Conserve power completely, and you might consider freeing up slots from stam too. You can get by with 2 standard IO's since base Quick Recovery gives you 5% more endurance recovery than base stam.


 

Posted

[ QUOTE ]
Well Foot Stomp is going to be getting 5 Armageddon's.

As for the extra fire/cold defense you mentioned, I am already soft-capped for that.

[/ QUOTE ]

Well I can't comment on slotting that wasn't in the posted build. But still, is there anything you can cram into a sixth slot on FS? I personally can't stand to underslot the really major powers, especially if I'm three-slotting Swift or something.

Regarding softcapping, my apologies. I don't have Mid's, and it's a lot of trouble for me to look up and add up all the IO enhancement values and set bonuses, so I'll take your word for it -- but most of your defense powers look underslotted for enhancement percentage, some don't get the set bonuses (like the Aegis), and although my Willpower experience is with Scrappers, mine wasn't at all close to the softcap with Weave, CJ, and Heightened Senses all optimally slotted. I can't see what you're looking at, but it doesn't look offhand like a soft-capped build. I do recall the problems Mids users have with Shield Defense always showing extra defense, are you sure you're softcapped in-game and not just in Mids? I don't mean to sound like I doubt you; I'm just caught by surprise that you're at the soft cap.


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

 

Posted

[ QUOTE ]
[ QUOTE ]
Well Foot Stomp is going to be getting 5 Armageddon's.

As for the extra fire/cold defense you mentioned, I am already soft-capped for that.

[/ QUOTE ]

Well I can't comment on slotting that wasn't in the posted build. But still, is there anything you can cram into a sixth slot on FS? I personally can't stand to underslot the really major powers, especially if I'm three-slotting Swift or something.

Regarding softcapping, my apologies. I don't have Mid's, and it's a lot of trouble for me to look up and add up all the IO enhancement values and set bonuses, so I'll take your word for it -- but most of your defense powers look underslotted for enhancement percentage, some don't get the set bonuses (like the Aegis), and although my Willpower experience is with Scrappers, mine wasn't at all close to the softcap with Weave, CJ, and Heightened Senses all optimally slotted. I can't see what you're looking at, but it doesn't look offhand like a soft-capped build. I do recall the problems Mids users have with Shield Defense always showing extra defense, are you sure you're softcapped in-game and not just in Mids? I don't mean to sound like I doubt you; I'm just caught by surprise that you're at the soft cap.

[/ QUOTE ]

5 slotting FS with Armageddon is far from under-slotting...if i added the sixth slot it would just be a recharge IO.

I also have Maneuvers if you didn't notice.
I promise you my Fire/Cold defense is soft-capped.


 

Posted

Okay, I admit I'm no master of math, but let me try and rough this out.

That third slot in Swift adds about 14.3% (99.1 with 3 50 IOs vs 84.8 with 2). Swift is +.35 to run speed, so that's roughly .05 increase in run speed. If base run is...what...21 mph at level 50, according to TopDoc's guide...that adds... 1.05 mph to your foot speed.

Armageddon...hrm...before ED considerations, the IOs add up to 59.6% accuracy, 145.7% damage (obviously that will be cut back by ED), 33.1% end reduction and 92.7% recharge. Adding one lvl 50 plain end reduction IO to that would move the end red to 75.5%.

Foot Stomp costs 18.512 end (rounding off some decimal places, God knows why it calculates to such tiny increments) according to City of Data.

Foot Stomp will cost 18.512/1.331 = 13.91 end slotted your way. Or 18.512/1.755 = 10.55 slotted the other way.

Foot stomp (using the proposed slotting) recharges in 20/1.927 seconds, or 10.378 seconds.

That's usable 60/10.378 = 5.781 times every minute. The 3.36 end per use difference in the slotting, over a minute, is 19.42 end/minute.

Stargazer writes in this thread that Performance Shifter procs give 0.2 end/sec average. Variability in either direction, but that's the mean. 0.2*60 seconds = 12 end/minute.

So in continuous battle (obviously a hypothetical condition), that one mile an hour run speed is eating up all the benefit of one of your Performance Shifter procs and more than half the benefit of the second proc, all by itself.

If I have done the math right.

Maybe that will help you with this issue:

[ QUOTE ]
It's just that I love having unlimited endurance and being able to attack constantly.
Running all my toggles plus using Foot Stomp and Knockout Blow whenever they are available and the Rage Crash worries me...


[/ QUOTE ]


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

 

Posted

[ QUOTE ]
Okay, I admit I'm no master of math, but let me try and rough this out.

That third slot in Swift adds about 14.3% (99.1 with 3 50 IOs vs 84.8 with 2). Swift is +.35 to run speed, so that's roughly .05 increase in run speed. If base run is...what...21 mph at level 50, according to TopDoc's guide...that adds... 1.05 mph to your foot speed.

Armageddon...hrm...before ED considerations, the IOs add up to 59.6% accuracy, 145.7% damage (obviously that will be cut back by ED), 33.1% end reduction and 92.7% recharge. Adding one lvl 50 plain end reduction IO to that would move the end red to 75.5%.

Foot Stomp costs 18.512 end (rounding off some decimal places, God knows why it calculates to such tiny increments) according to City of Data.

Foot Stomp will cost 18.512/1.331 = 13.91 end slotted your way. Or 18.512/1.755 = 10.55 slotted the other way.

Foot stomp (using the proposed slotting) recharges in 20/1.927 seconds, or 10.378 seconds.

That's usable 60/10.378 = 5.781 times every minute. The 3.36 end per use difference in the slotting, over a minute, is 19.42 end/minute.

Stargazer writes in this thread that Performance Shifter procs give 0.2 end/sec average. Variability in either direction, but that's the mean. 0.2*60 seconds = 12 end/minute.

So in continuous battle (obviously a hypothetical condition), that one mile an hour run speed is eating up all the benefit of one of your Performance Shifter procs and more than half the benefit of the second proc, all by itself.

If I have done the math right.

Maybe that will help you with this issue:

[ QUOTE ]
It's just that I love having unlimited endurance and being able to attack constantly.
Running all my toggles plus using Foot Stomp and Knockout Blow whenever they are available and the Rage Crash worries me...


[/ QUOTE ]

[/ QUOTE ]

You and your damn undeniable math.
I'm going to take that slot out of swift and put it in FS.
So now I'm only going to be running at 49.5 mph instead of 50.2...thanks alot haha


 

Posted

I don't understand why you need the Fighting Pool as a tanker. My WP/DB tanker was defeated only 3 times leveling from 1st to 50th without Tough or Weave.


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

Posted

you dont need manneveuers or f.a or conserve power..


i see plenty of ways to get that sj in there...

you dont need strength of will either