Critique my frankenslotting! (lvl 25ish)
1. I would 4 slot impervium. At 4, you get +end, and it adds up very nicely, its like 2x recovery.
2. I would use stun IO's set in your attacks. The set bonus is very nice, but doesnt compensate for your lack of damage. In fact, you will burn up MUCH more endurance by having to attack more, since you have little damage.
3. super jump at 49? Dont join my team, I wont wait for you to get to each mission.
4. 6 slot dark regen. You can never have enough acc/end/rech/heal in it. Heal helps in AV fights (single foe).
5. Unless your building IO's toward a defense build, I'd drop weave. It wont help as much as a different power.
6. suggestion: drop taunt/weave and take presence pool. Stacking fears == awesome
50 Tanks: Invul/ss, Fire/ice/fire, Ice/em, Stone/fire
WP/Stone, dark/dark, shld/mace
50 Other: WS, SS/dark/sc brute, BS/Regen/WM scrpr, fire/fire/force blaster, rad/kin corr, mind/rad ctrl, ill/storm cntrl
Thanks for the reply, Gashes . As it stands, this is my current slotting for level 23, plus the coming few levels. The only thing I can change at this point are my level 25 and 27 slot placements. Some more thoughts:
<ul type="square">[*]I'm shooting for as many regen, +hp, +recovery, and +def bonuses as possible[*]I'm trying to stack a decent amount of defense between Cloak of Darkness, Weave, CJ, and the Multistrike sets[*]This is a somewhat-poor-man's build... will level 25 impervium armor recipes be too expensive? I haven't had the chance to check the prices.[*]Did I go overboard with the +recovery slotting? Dark/mace is really end heavy so I didn't wanna come up short.[*]I usually rely on temp travel powers until level 30, but on this char I just wanted way too many powers to fit it in... no big deal.[*]I'm trying to stack stuns instead of fears. Cloak of fear is mostly just there for stun-resistant foes and the nice toHit debuff[/list]After a lot of tweaking here's my frankenslotting up to lvl45. I'm looking for advice on maximizing my percentages and getting some nice set bonuses mixed in. I have a decent amount of recovery, regen, +hp, and melee/aoe defenses.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 48 Natural Tanker
Primary Power Set: Dark Armor
Secondary Power Set: War Mace
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Hero Profile:
Level 1: Dark Embrace -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(7), ImpArm-ResDam/Rchg(7), ImpArm-ResDam/EndRdx/Rchg(37)
Level 1: Bash -- RzDz-Acc/Rchg(A), RzDz-Acc/EndRdx(3), RzDz-Acc/Stun/Rchg(3), P'ngS'Fest-Dmg/EndRdx(11), P'ngS'Fest-Dmg/Rchg(34)
Level 2: Murky Cloud -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(17), ImpArm-ResDam/Rchg(17), ImpArm-ResDam/EndRdx/Rchg(37)
Level 4: Pulverize -- RzDz-Acc/Rchg(A), RzDz-Acc/EndRdx(5), RzDz-Acc/Stun/Rchg(5), P'ngS'Fest-Dmg/EndRdx(11), P'ngS'Fest-Dmg/Rchg(34)
Level 6: Obsidian Shield -- S'fstPrt-ResDam/Def+(A)
Level 8: Dark Regeneration -- Acc-I(A), Mrcl-Heal/EndRdx(9), Mrcl-EndRdx/Rchg(9), Mrcl-Heal/EndRdx/Rchg(13), Theft-Acc/EndRdx/Rchg(13), Theft-Heal/Rchg(33)
Level 10: Boxing -- Acc-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Heal-I(A), Heal-I(15), Heal-I(15)
Level 16: Taunt -- Mocking-Taunt/Rchg/Rng(A)
Level 18: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(19), M'Strk-Acc/Dmg/EndRdx(19), M'Strk-Acc/EndRdx(25), M'Strk-Dmg/Rchg(42), M'Strk-Dmg/EndRdx/Rchg(45)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Clobber -- RzDz-Acc/Rchg(A), RzDz-Acc/EndRdx(23), RzDz-Acc/Stun/Rchg(23), P'ngS'Fest-Dmg/EndRdx(25), P'ngS'Fest-Dmg/Rchg(34)
Level 24: Combat Jumping -- Krma-ResKB(A)
Level 26: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(27), Stpfy-Acc/Stun/Rchg(27)
Level 28: Whirling Mace -- M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Acc/Dmg/EndRdx(29), M'Strk-Acc/Dmg(29), M'Strk-Dmg/Rchg(31), M'Strk-Acc/EndRdx(40), M'Strk-Dmg/EndRdx(43)
Level 30: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(31), ImpArm-ResDam/Rchg(31), ImpArm-ResDam/EndRdx/Rchg(37)
Level 32: Cloak of Darkness -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(33), S'dpty-Def(33)
Level 35: Shatter -- M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Acc/Dmg/EndRdx(36), M'Strk-Acc/Dmg(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(40), M'Strk-Dmg/EndRdx(43)
Level 38: Crowd Control -- M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Acc/Dmg/EndRdx(39), M'Strk-Acc/Dmg(39), M'Strk-Dmg/Rchg(39), M'Strk-Acc/EndRdx(40), M'Strk-Dmg/EndRdx(43)
Level 41: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(42), S'dpty-Def(42)
Level 44: Cloak of Fear -- N'mare-EndRdx/Fear(A), N'mare-Acc/EndRdx(45), N'mare-Acc/Fear(45)
Level 47: Hasten -- Empty(A)
Level 49: Super Jump -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]6.75% Defense(Smashing)[*]6.75% Defense(Lethal)[*]6.75% Defense(Fire)[*]6.75% Defense(Cold)[*]4.88% Defense(Energy)[*]4.88% Defense(Negative)[*]8.63% Defense(Psionic)[*]10.5% Defense(Melee)[*]3.94% Defense(Ranged)[*]10.5% Defense(AoE)[*]6.75% Max End[*]1.65% Enhancement(Terrorized)[*]182.7 HP (9.75%) HitPoints[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Sleep) 6.6%[*]MezResist(Stun) 6.6%[*]18.5% (0.31 End/sec) Recovery[*]42% (3.29 HP/sec) Regeneration[*]3.78% Resistance(Fire)[*]3.78% Resistance(Cold)[/list]
well, if you want slot bonuses, you shouldnt title your post 'critique my frankenslotting'. frankenslotting is slotting various IO's for maximum benefit regardless of set bonuses.
Here is a secret about 4 slotting armors - you can go cheap.
See, if I 3 slot an armor, I want it all 50's or 49 at least, to maximize my defensive value. But if your willing to 4 slot (res, res/def, res/rch, res/rech/end), you can max out resistance. I think lvl 30-35 is fine for res, and lvl 25-35 for res/rech, res/end, res/end/rech. Plus you get extra endurance reduction.
This opens up a world of cheap bidding for lower level recipes. Just bid and wait. It will happen in time.
Suggestions:
1. cloak of darkness/weave - forget serendipity, go ancients (4 slotted). the def/+run speed tends to be cheap, so you can have: def, and 3 of these 4: def/+run, def/rech, def/end, def/end/rech.
2. You can slot CJ the same way if you want to use the slots.
here is something I noticed on my ss/dark brute and dark/dark tank: regen and +hp are not as important as +end and +rec.
Dark regen is a huge endurance drain, plus toggles, and attacks. Long fights, you WILL survive, as long as you have endurance. no endurance == death for a dark tank. For EACH foe hit every 16 seconds, you are healing 50% of your base HP. This one power is worth more than any cheap +hp/+regen you can add.
hasten - I wouldnt use it. you have a full attack chain, plus it cost endurance when it drops. Not good.
build up - more damage == less endurance used. I would take this instead of hasten.
taunt - 2 mocking IO's. Get a end bonus.
cloak of fear -forget set bonuses. slot 3-4 acc/end. My brute can tank thanks to this and presence pool. Now, I recommend stacking, as this only affect minions. You have mace (stuns) and OG for stun stacking. I'd honestly suggest you could skip this power. I prefer fear to stun (they wander in fear), but as a dark/ tank, your not dependant on foes in melee range like invul/, wp/.
in general, dark/fire/shield tanks want melee/range/aoe defense, as opposed to SL/energy/etc.
Why? The bonuses are much better for melee/range/aoe.
thats why cloak of fear energy/dark defense is good, but the range defense is less than 1%.
I would add in the accolades.
remember, a +20% recovery on 120 endurance is worth more than 20% recovery on 100 endurance.
pulverize/bash - if you want defense values, think about a full 6 slotted mako set. about 3.75% range damage on each. I do understand your hoping for cheap, so this is a suggestion.
Obsidian shield should be slotted up. To me, its worth more slotted any any regen/+hp/defense bonuses you can get.
I love your aoe attack slotting. great damage, great end reduction, nice cheap bonuses.
So, if it was me, I'd narrow my goals to:
+end/+rec (to power your cloak of fear adn dark regen. these will make you immortal)
+def (you have a very decent defense already)
Now, i've been pointing out your lack of damage. You do have 2 builds. For my tanks, I got 1 defense build (for large teams or STF), and 1 sranker build (more for damage, solo, small teams).
looking at clobber, you can go all razzle dazzle and get more melee/aoe defense (if its a team primary build), or go more damage (mako/touch of death. crushing impact is also very good, but no defense).
Your best defense option:
1. If you can afford it, 3 slot the zephyrs (or 2 slot) in CJ and SJ. GReAT melee/aoe defense. Since one of them is a -kb IO, it will be expensive, but you need 1-2 of them anyways.
2. If you get build up, you can 6 slot guassian and get 2.5% to all. very nice.
just #1, #2 will get your melee/range/aoe an extra 2.5%/8.6%/8.6%
You can throw in some touch of death melee to increase your melee defense.
if your 4 slotting, build for the lower, less wanted recipes (you have 4 vs 3 to maximize res or def). When you bid, wait 1-2 weeks, you'll be surprised at how you can them. Everyone wants the 49-50's, and they command the highest prices.
Its hard to make suggestions without knowing how much you have, will have, and current IO prices.
50 Tanks: Invul/ss, Fire/ice/fire, Ice/em, Stone/fire
WP/Stone, dark/dark, shld/mace
50 Other: WS, SS/dark/sc brute, BS/Regen/WM scrpr, fire/fire/force blaster, rad/kin corr, mind/rad ctrl, ill/storm cntrl
My suggest build:
1. I dont think this build will cost too much. the kb protection Io's are always expensive. I recommend 2 as a tank. cant help that.
check out your defense values now.
2. your tank is YOUR TANK. This is how I would build. If you want more regen/hp, dont build this way. I prefer to max out dark regen and defense. it just stacks and is better mitigation.
I dropped your hasten for maneuvers. a bit more defense for those rough times, but you can choose hasten if you wish.
Since its a toggle, you can just turn it off if you dont need it.
net endurance gain: 1.66 end/sec (running manuevers!), no attacks.
def: 38.1/33.1/40.6 melee/range/aoe!
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Level 50 Natural Tanker
Primary Power Set: Dark Armor
Secondary Power Set: War Mace
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Hero Profile:
------------
Level 1: Dark Embrace ImpArm-ResDam/EndRdx:30(A), ImpArm-ResDam:30(7), ImpArm-ResDam/Rchg:30(7), ImpArm-ResDam/EndRdx/Rchg:30(37), S'fstPrt-ResDam/Def+:30(46)
Level 1: Bash RzDz-Acc/Rchg:30(A)
Level 2: Murky Cloud ImpArm-ResDam/EndRdx:30(A), ImpArm-ResDam/Rchg:30(3), ImpArm-ResDam:30(3), ImpArm-ResDam/EndRdx/Rchg:30(11)
Level 4: Jawbreaker P'ngS'Fest-Acc/Dmg:30(A), P'ngS'Fest-Dmg/EndRdx:30(5), B'ngBlow-Acc/Dmg:30(5)
Level 6: Obsidian Shield ImpArm-ResDam:30(A), ImpArm-ResDam/Rchg:30(17), ImpArm-ResDam/EndRdx/Rchg:30(17), ImpArm-ResDam/EndRdx:30(27)
Level 8: Dark Regeneration Nictus-Acc/EndRdx/Rchg:30(A), Mrcl-Heal/EndRdx:30(9), Mrcl-EndRdx/Rchg:30(9), Theft-Acc/EndRdx/Heal:30(11), Mrcl-Heal/EndRdx/Rchg:30(13), Theft-Acc/EndRdx/Rchg:30(13)
Level 10: Boxing Acc-I:30(A)
Level 12: Hurdle Jump-I:30(A)
Level 14: Health Heal-I:30(A), Heal-I:30(15), Heal-I:30(15)
Level 16: Taunt Mocking-Taunt/Rchg/Rng:30(A), Mocking-Taunt/Rchg:30(48)
Level 18: Death Shroud M'Strk-Acc/Dmg:30(A), M'Strk-Dmg/EndRdx:30(19), M'Strk-Acc/Dmg/EndRdx:30(19), M'Strk-Acc/EndRdx:30(25), M'Strk-Dmg/Rchg:30(42), M'Strk-Dmg/EndRdx/Rchg:30(45)
Level 20: Stamina EndMod-I:30(A), EndMod-I:30(21), EndMod-I:30(21)
Level 22: Clobber T'Death-Acc/Dmg:30(A), T'Death-Dmg/EndRdx:30(23), T'Death-Dmg/Rchg:30(23), T'Death-Acc/Dmg/EndRdx:30(25), T'Death-Dmg/EndRdx/Rchg:30(33), T'Death-Dam%:30(34)
Level 24: Combat Jumping Zephyr-ResKB:30(A), Zephyr-Travel/EndRdx:30(27), Zephyr-Travel:30(34), DefBuff-I:30(46), DefBuff-I:30(46)
Level 26: Super Jump Zephyr-Travel:30(A), Zephyr-Travel/EndRdx:30(34), Zephyr-ResKB:30(37)
Level 28: Whirling Mace M'Strk-Dmg/EndRdx/Rchg:30(A), M'Strk-Acc/Dmg/EndRdx:30(29), M'Strk-Acc/Dmg:30(29), M'Strk-Dmg/Rchg:30(31), M'Strk-Acc/EndRdx:30(40), M'Strk-Dmg/EndRdx:30(43)
Level 30: Tough ImpArm-ResDam/EndRdx:30(A), ImpArm-ResDam:30(31), ImpArm-ResDam/Rchg:30(31), ImpArm-ResDam/EndRdx/Rchg:30(37)
Level 32: Cloak of Darkness GftotA-Def:30(A), GftotA-Def/EndRdx:30(33), GftotA-Def/EndRdx/Rchg:30(33), GftotA-Run+:30(50)
Level 35: Shatter M'Strk-Dmg/EndRdx/Rchg:30(A), M'Strk-Acc/Dmg/EndRdx:30(36), M'Strk-Acc/Dmg:30(36), M'Strk-Dmg/Rchg:30(36), M'Strk-Acc/EndRdx:30(40), M'Strk-Dmg/EndRdx:30(43)
Level 38: Crowd Control M'Strk-Dmg/EndRdx/Rchg:30(A), M'Strk-Acc/Dmg/EndRdx:30(39), M'Strk-Acc/Dmg:30(39), M'Strk-Dmg/Rchg:30(39), M'Strk-Acc/EndRdx:30(40), M'Strk-Dmg/EndRdx:30(43)
Level 41: Weave GftotA-Def/Rchg:30(A), GftotA-Def:30(42), GftotA-Def/EndRdx:30(42), GftotA-Run+:30(50)
Level 44: Build Up GSFC-Build%:30(A), GSFC-ToHit/EndRdx:30(45), GSFC-ToHit/Rchg:30(45), GSFC-ToHit/Rchg/EndRdx:30(48), GSFC-Rchg/EndRdx:30(48), GSFC-ToHit:30(50)
Level 47: Oppressive Gloom Acc-I:30(A)
Level 49: Maneuvers EndRdx-I:30(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
5% DamageBuff(Smashing)
5% DamageBuff(Lethal)
5% DamageBuff(Fire)
5% DamageBuff(Cold)
5% DamageBuff(Energy)
5% DamageBuff(Negative)
5% DamageBuff(Toxic)
5% DamageBuff(Psionic)
9.88% Defense(Smashing)
9.88% Defense(Lethal)
11.1% Defense(Fire)
11.1% Defense(Cold)
7.38% Defense(Energy)
7.38% Defense(Negative)
10.5% Defense(Psionic)
16.8% Defense(Melee)
11.8% Defense(Ranged)
19.3% Defense(AoE)
14.4% Max End
5% FlySpeed
98.4 HP (5.25%) HitPoints
5% JumpHeight
5% JumpSpeed
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Held) 2.75%
MezResist(Immobilize) 2.75%
MezResist(Sleep) 6.6%
MezResist(Stun) 6.6%
16.5% (0.28 End/sec) Recovery
18% (1.41 HP/sec) Regeneration
8.78% Resistance(Fire)
3.78% Resistance(Cold)
20% RunSpeed
------------
Set Bonuses:
Impervium Armor
(Dark Embrace)
2.5% (0.04 End/sec) Recovery
1.88% Defense(Psionic)
2.25% Max End
Steadfast Protection
(Dark Embrace)
3% Defense(All)
Impervium Armor
(Murky Cloud)
2.5% (0.04 End/sec) Recovery
1.88% Defense(Psionic)
2.25% Max End
Pounding Slugfest
(Jawbreaker)
8% (0.63 HP/sec) Regeneration
Impervium Armor
(Obsidian Shield)
2.5% (0.04 End/sec) Recovery
1.88% Defense(Psionic)
2.25% Max End
Miracle
(Dark Regeneration)
2.5% (0.04 End/sec) Recovery
35.1 HP (1.88%) HitPoints
Theft of Essence
(Dark Regeneration)
10% (0.78 HP/sec) Regeneration
Mocking Beratement
(Taunt)
1.8% Max End
Multi Strike
(Death Shroud)
MezResist(Sleep) 1.65%
0.95% Resistance(Fire,Cold)
MezResist(Stun) 1.65%
1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
Touch of Death
(Clobber)
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)
Blessing of the Zephyr
(Combat Jumping)
3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Knockback Protection (Mag -4)
Blessing of the Zephyr
(Super Jump)
3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Knockback Protection (Mag -4)
Multi Strike
(Whirling Mace)
MezResist(Sleep) 1.65%
0.95% Resistance(Fire,Cold)
MezResist(Stun) 1.65%
1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
Impervium Armor
(Tough)
2.5% (0.04 End/sec) Recovery
1.88% Defense(Psionic)
2.25% Max End
Gift of the Ancients
(Cloak of Darkness)
2% (0.03 End/sec) Recovery
2.5% Resistance(Fire)
1.8% Max End
7.5% RunSpeed
Multi Strike
(Shatter)
MezResist(Sleep) 1.65%
0.95% Resistance(Fire,Cold)
MezResist(Stun) 1.65%
1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
Multi Strike
(Crowd Control)
MezResist(Sleep) 1.65%
0.95% Resistance(Fire,Cold)
MezResist(Stun) 1.65%
1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
Gift of the Ancients
(Weave)
2% (0.03 End/sec) Recovery
2.5% Resistance(Fire)
1.8% Max End
7.5% RunSpeed
Gaussian's Synchronized Fire-Control
(Build Up)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
35.1 HP (1.88%) HitPoints
2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)
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)
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50 Tanks: Invul/ss, Fire/ice/fire, Ice/em, Stone/fire
WP/Stone, dark/dark, shld/mace
50 Other: WS, SS/dark/sc brute, BS/Regen/WM scrpr, fire/fire/force blaster, rad/kin corr, mind/rad ctrl, ill/storm cntrl
[ QUOTE ]
in general, dark/fire/shield tanks want melee/range/aoe defense, as opposed to SL/energy/etc.
Why? The bonuses are much better for melee/range/aoe.
thats why cloak of fear energy/dark defense is good, but the range defense is less than 1%.
[/ QUOTE ]
That is just not true--since they paired up the defense types there's very little difference between the bonuses you can get for typed and positional defense. You have to slot selectively if you want to get the largest typed bonuses, but that's true of positional defense bonuses too. And typed bonuses have what I consider to be a very big advantage--you can get them with only 3 or 4 slots in a set, rather than the 5 or 6 slots needed for a positional defense bonus. This allows for *much* more flexible slotting.
To illustrate my point, here's my Dark/Mace build--which has over 30% S/L and E/NE defense without CJ or Weave. With them, I'd be skating close to the soft cap for those four defense types.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Watcher's Twilight: Level 50 Technology Tanker
Primary Power Set: Dark Armor
Secondary Power Set: War Mace
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:37(3), RctvArm-ResDam/EndRdx/Rchg:31(7), S'fstPrt-ResKB:11(36), RctvArm-ResDam:32(43)
Level 1: Bash -- KntkC'bat-Acc/Dmg:29(A), KntkC'bat-Dmg/EndRdx:30(3), KntkC'bat-Dmg/Rchg:27(13), KntkC'bat-Knock%:21(15)
Level 2: Pulverize -- KntkC'bat-Dmg/EndRdx:32(A), KntkC'bat-Dmg/Rchg:29(5), KntkC'bat-Acc/Dmg:31(13), KntkC'bat-Dmg/EndRdx/Rchg:27(15), C'ngImp-Acc/Dmg/EndRdx:35(45)
Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx:32(A), RctvArm-ResDam/Rchg:38(5), RctvArm-ResDam/EndRdx/Rchg:31(9), RctvArm-ResDam:35(43)
Level 6: Air Superiority -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(7), KntkC'bat-Dmg/Rchg:29(17), KntkC'bat-Dmg/EndRdx/Rchg:30(17)
Level 8: Obsidian Shield -- S'fstPrt-ResDam/Def+:22(A), S'fstPrt-ResKB:11(9), Aegis-ResDam/Rchg:36(11), Aegis-ResDam/EndRdx:34(43), Aegis-ResDam:35(45)
Level 10: Taunt -- Mocking-Taunt:40(A), Mocking-Taunt/Rchg:40(11), Mocking-Taunt/Rchg/Rng:40(36), Mocking-Acc/Rchg:40(42), Mocking-Taunt/Rng:40(46)
Level 12: Dark Regeneration -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(19), Erad-Acc/Dmg/EndRdx/Rchg:25(19), Numna-Heal/EndRdx:30(21), Numna-EndRdx/Rchg:35(21)
Level 14: Fly -- Zephyr-Travel:40(A), Zephyr-Travel/EndRdx:40(23)
Level 16: Swift -- Flight-I:40(A)
Level 18: Health -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:34(23), RgnTis-Regen+:30(25)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(25), P'Shift-End%:40(27)
Level 22: Death Shroud -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(27), Erad-Acc/Dmg/EndRdx/Rchg:19(29), M'Strk-Dmg/EndRdx:42(29), M'Strk-Acc/EndRdx:44(46)
Level 24: Clobber -- KntkC'bat-Acc/Dmg:31(A), KntkC'bat-Dmg/EndRdx:33(31), KntkC'bat-Dmg/Rchg:30(31), KntkC'bat-Dmg/EndRdx/Rchg:27(31), C'ngImp-Acc/Dmg:38(33), Dsrnt-I:50(33)
Level 26: Oppressive Gloom -- Stpfy-Acc/Rchg:39(A), Stpfy-Acc/Stun/Rchg:34(33)
Level 28: Whirling Mace -- Erad-Dmg/Rchg:29(A), Erad-Acc/Dmg/Rchg:30(34), Erad-Dmg:30(34), Sciroc-Dmg/EndRdx:50(34), Sciroc-Acc/Dmg/EndRdx:38(45)
Level 30: Build Up -- RechRdx-I:50(A), RechRdx-I:50(36)
Level 32: Cloak of Darkness -- Ksmt-ToHit+:15(A), GftotA-Def/EndRdx:38(37), GftotA-Def/EndRdx/Rchg:38(37), GftotA-Def:38(50)
Level 35: Shatter -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(37), Erad-Dmg:30(39), M'Strk-Dmg/EndRdx:44(39), M'Strk-Acc/EndRdx:42(39)
Level 38: Crowd Control -- Erad-Dmg/Rchg:29(A), Erad-Acc/Dmg/Rchg:30(40), Erad-Dmg:30(40), M'Strk-Dmg/EndRdx:48(40), M'Strk-Acc/EndRdx:44(42), Zinger-Dam%:37(46)
Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 44: Boxing -- Acc-I:50(A)
Level 47: Tough -- RctvArm-ResDam/EndRdx:32(A), RctvArm-ResDam/Rchg:37(48), RctvArm-ResDam/EndRdx/Rchg:34(48), RctvArm-ResDam:34(48)
Level 49: Cloak of Fear -- N'mare-Acc/Fear:50(A), N'mare-EndRdx/Fear:50(50), N'mare-Acc/EndRdx:50(50)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]24.3% Defense(Smashing)[*]24.3% Defense(Lethal)[*]9.25% Defense(Fire)[*]9.25% Defense(Cold)[*]25.8% Defense(Energy)[*]25.8% Defense(Negative)[*]3% Defense(Psionic)[*]13.6% Defense(Melee)[*]16.8% Defense(Ranged)[*]6.13% Defense(AoE)[*]9% Max End[*]1.65% Enhancement(Terrorized)[*]112.4 HP (6%) HitPoints[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 14.3%[*]MezResist(Sleep) 4.95%[*]8.5% (0.14 End/sec) Recovery[*]22% (1.72 HP/sec) Regeneration[*]2.5% Resistance(Fire)[*]5% 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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I'm not saying that positional def isn't great if you can get it, but it's incorrect to suggest that going for typed defense isn't a perfectly viable option.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
very nice. I stand corrected
A much better example, if its in the OP budget range.
btw, how does your tank hold up, endurance wise?
I find dark a bit endurance heavy to not try to beef up endurance and recovery.
Though I'm going to review my dark/dark tank based upon your build ideas.
50 Tanks: Invul/ss, Fire/ice/fire, Ice/em, Stone/fire
WP/Stone, dark/dark, shld/mace
50 Other: WS, SS/dark/sc brute, BS/Regen/WM scrpr, fire/fire/force blaster, rad/kin corr, mind/rad ctrl, ill/storm cntrl
[ QUOTE ]
well, if you want slot bonuses, you shouldnt title your post 'critique my frankenslotting'. frankenslotting is slotting various IO's for maximum benefit regardless of set bonuses.
[/ QUOTE ]
Then what do you call an In-Betweener like me, who chooses what they Frankenslot with so that I get some bonuses? I can six slot something with 2 or 3 of each set, and still get some nice bonuses, while keeping my performance in top shape.
I always use the Term 'Frankenslot' for mixing enhancements of various kinds. I think your description is more along the lines of "Extreme Frankenslotting".
My memory's not as sharp as it used to be.
Also, my memory's not as sharp as it used to be.
"The tip of a shoelace is called an aglet, its true purpose is sinister." The Question
If it were me, i'd put a end reduction in your 3 sheilds instead of Steadfast and the resist enhancements.
I would slot Death Shroud with 1 acc and 3 end reduction
also you have 2.5% recovery 6 times, so one of them won't count (5 of each global bonus max)
and of course a Miracle:recovery would be sweet
perma jump is ---> /up 1
[ QUOTE ]
very nice. I stand corrected
A much better example, if its in the OP budget range.
[/ QUOTE ]
Yeah, probably the most expensive IOs in the build are the SP +def and -KB. Two of the four Kinetic Combat enhancements are pretty hard to find, though, so it requires some patience.
[ QUOTE ]
btw, how does your tank hold up, endurance wise?
I find dark a bit endurance heavy to not try to beef up endurance and recovery.
[/ QUOTE ]
There is some endurance recovery there, but I admit that's not the main focus.
This character is currently level forty, mostly solo, and regularly runs the three shield toggles, Death Shroud and Op Gloom. I'll turn on CoD if I need the stealth, or a little more def or accuracy (since I have the Kismet unique in there.) Running solo, which I find to be *more* demanding, end-wise, rather than less, I rarely have problems unless I run into a pack of end-drainers or have a long, drawn out boss fight.
Admittedly, I haven't tried this build with Tough or CoF running, and I'm open to adjusting the slotting if I get to that level and start having problems. BTW, I don't plan to use CoF on a regular basis, it's mostly there for stun-resistant enemy groups as a replacement for OG. If I was going to run it all the time--as you probably will on your dark/dark--I'd definitely slot it for greater end reduction and look for more recovery bonuses.
If I decided I needed more end recovery and didn't have the influence for the Miracle unique, (which I never do!) there are some quick things I could do for additional recovery without giving up too much defense. For instance, I could find another slot for Boxing and 2-slot it with Stupefy, replace the Numinas with Miracles in Dark Regen, or replace one of the Reactive Armor sets with Impervium Armor. And someone who has CJ and Weave can slot GotAs in them, which I think you recommended earlier.
[ QUOTE ]
Though I'm going to review my dark/dark tank based upon your build ideas.
[/ QUOTE ]
Well, thanks! I think Dark/Mace is particularly well suited to this approach since all the PBAoE attacks give you the chance to really boost your Energy defense, but you should be able to do a lot with a dark/dark too.
Good luck!
My Characters
Knight Court--A CoH Story Complete 2/3/2012
[ QUOTE ][*]This is a somewhat-poor-man's build... will level 25 impervium armor recipes be too expensive? I haven't had the chance to check the prices.[*]Did I go overboard with the +recovery slotting? Dark/mace is really end heavy so I didn't wanna come up short.
[/ QUOTE ]
-yeah, Imperviums can get expensive
-and regarding your recovery (on the second build) i think yer gonna have serious end problems..all your toggles have a average of 36% end reduction....Combat Jumping and Opressive Gloom don't need any end reduction but the other 8 toggles ideally want around 80ish% end reduction...Even then, you prolly wont be able to keep everything running for very long without buffs or more influence towards IO's
Dark Armor is really fun and unique, hope you stick with it
perma jump is ---> /up 1
[ QUOTE ]
-and regarding your recovery (on the second build) i think yer gonna have serious end problems..all your toggles have a average of 36% end reduction....Combat Jumping and Opressive Gloom don't need any end reduction but the other 8 toggles ideally want around 80ish% end reduction...Even then, you prolly wont be able to keep everything running for very long without buffs or more influence towards IO's
Dark Armor is really fun and unique, hope you stick with it
[/ QUOTE ]
The additional end the OP would save by increasing the end reduction in a .21 EPS toggle to 80%, is trivial, to put it mildly. 35-40% in the three basic toggles is fine, IMO, though the OP may want to increase that a bit for CoD and Tough and Weave, if he takes them.
The real end-killers--other than the attacks, which should be slotted aggressively for end reduction--are Dark Regen, Death Shroud, and Cloak of Fear. I'd aim for at least 60% there, if possible.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Thanks for all the excellent and informative feedback, guys! I'm about to pass out, but I just wanted to post my latest build for review! Gashes and Finduilas, I've taken all your suggestions to heart and come up with the following build which I really dig .
FYI I ditched the fire/cold defense bonuses to free up slots because I figure I'll already have decent fire/cold resists, and the melee/ranged/aoe defenses cover that hole more or less. With my toggles, I'm at 39.3% S/L and 44.6 E/N !
Those three procs are all wishful thinking, of course . Other than the SP -KB and +def IOs, what are the most expensive enhancements on the build? I've never looked into Eradication, Zephyr, or Theft of Essence-- are they hard to get?
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Natural Tanker
Primary Power Set: Dark Armor
Secondary Power Set: War Mace
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(37)
Level 1: Bash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(37)
Level 4: Pulverize -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(34)
Level 6: Obsidian Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(27), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(45), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(48)
Level 8: Dark Regeneration -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(9), Theft-Acc/EndRdx/Heal(13), Theft-+End%(13), H'zdH-Heal/EndRdx(33)
Level 10: Boxing -- Acc-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Heal-I(A), Heal-I(15), Heal-I(15)
Level 16: Taunt -- Mocking-Taunt/Rchg/Rng(A), Mocking-Taunt(34), Mocking-Taunt/Rchg(46), Mocking-Acc/Rchg(46)
Level 18: Death Shroud -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(19), Erad-Acc/Dmg/EndRdx/Rchg(19), M'Strk-Dmg/EndRdx(25), M'Strk-Acc/EndRdx(42)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(34), Rope-Acc/Stun(45)
Level 24: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), DefBuff-I(48), DefBuff-I(50)
Level 26: Oppressive Gloom -- Acc-I(A), Acc-I(27)
Level 28: Whirling Mace -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(29), M'Strk-Dmg/EndRdx(31), M'Strk-Acc/EndRdx(40), Erad-%Dam(46)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(37)
Level 32: Cloak of Darkness -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(33), GftotA-Def(33)
Level 35: Shatter -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36), M'Strk-Dmg/EndRdx(36), M'Strk-Acc/EndRdx(40)
Level 38: Crowd Control -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), M'Strk-Dmg/EndRdx(39), M'Strk-Acc/EndRdx(40), Erad-%Dam(43)
Level 41: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(42), GftotA-Def(42)
Level 44: Build Up -- RechRdx-I(A), RechRdx-I(45)
Level 47: Cloak of Fear -- N'mare-EndRdx/Fear(A), N'mare-Acc/EndRdx(50), N'mare-Acc/Fear(50)
Level 49: Super Jump -- Zephyr-ResKB(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]21.8% Defense(Smashing)[*]21.8% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]27.1% Defense(Energy)[*]27.1% Defense(Negative)[*]3% Defense(Psionic)[*]12.4% Defense(Melee)[*]17.4% Defense(Ranged)[*]3% Defense(AoE)[*]9% Max End[*]1.65% Enhancement(Terrorized)[*]168.7 HP (9%) HitPoints[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 12.7%[*]MezResist(Sleep) 6.6%[*]5.5% (0.09 End/sec) Recovery[*]10% (0.78 HP/sec) Regeneration[*]5% Resistance(Fire)[/list]
[ QUOTE ]
Thanks for all the excellent and informative feedback, guys! I'm about to pass out, but I just wanted to post my latest build for review! Gashes and Finduilas, I've taken all your suggestions to heart and come up with the following build which I really dig .
FYI I ditched the fire/cold defense bonuses to free up slots because I figure I'll already have decent fire/cold resists, and the melee/ranged/aoe defenses cover that hole more or less. With my toggles, I'm at 39.3% S/L and 44.6 E/N !
Those three procs are all wishful thinking, of course . Other than the SP -KB and +def IOs, what are the most expensive enhancements on the build? I've never looked into Eradication, Zephyr, or Theft of Essence-- are they hard to get?
[/ QUOTE ]
Looks good, but I would slot a couple of Stupefy in Op Gloom to get a quick 2.5% recovery bonus. (Unlike CoF, OG doesn't need to be heavily slotted for Acc.) You can do the same for Boxing if you can find another slot to put in it.
Are you using all level 25 just for convenience? Because you should try to hit the 56% enhancement mark in all your def/res toggles if possible to get the max benefit from them. (CJ isn't critical since it's base value is so low.)
As for enhancement costs, the Theft proc is going to be expensive, and SP +def and the -KB IOs will be fairly expensive, too. I see you have the -KB Zephyr; of the three -KB options, (SP, Karma and Zephyr) I think it's currently the most expensive, so I'd recommend shopping around to see which is least expensive. The level doesn't matter so much unless you're planning to exempt a lot, in which case lower is better.
Reactive Armor is a lot more expensive than it was--it *used* to be vendor fodder--but still not too bad. Some Eradication enhancements are relatively inexpensive and plentiful, others are very hard to find, the Acc/Rcg/Dam/End in particular. Because of that, I usually slot Acc/Dam/Rchg, Damage, and Damage/Rchg, (which you can get fairly cheaply even at level 30) unless I've got a power like Dark Regen or Death Shroud that needs as much end red as you can pack in. Currently, 2 of the Kinetic Combats you'll need (Dam/End and Dam/End/Rchg) are hard to find, so you'll need some patience for those.
Keep in mind that in most cases the highest level enhancement in a set is the most expensive, but you usually won't *need* the highest level enhancement to slot out your powers! Play around with Mid's to see what level you'll need to get the enhancement levels you want, then buy the cheapest ones of adequate level. When I'm searching for hard-to-find enhancements, like the Erad quad or the two KCs, I tend to check WW regularly for recipes and enhancements that have just been listed, and often I can get a slightly-less than top level recipe for much less than people are paying for the highest level. (Level 35 KC triples are going for around 10-15 million now, yikes!)
Hope that helps.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Thanks Finduilas!
Yeah, I usually plan out everything with lvl 25 IOs for a few reasons: The percentages are nice round numbers (32/20/16/12), diminishing returns start hitting hard after that level, that's often the last level before you need the next tier of more expensive salvage ingredients, and I try and be really frugal Of course, my tank's only level 23 anyway, so I'll be upgrading to higher level enhancements eventually.
I just did some final tweaks to the build, and I'm pretty pleased with the results. With a little finessing, I was able to scrounge together +13% more recovery! Now I just need to figure out how to afford everything
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Natural Tanker
Primary Power Set: Dark Armor
Secondary Power Set: War Mace
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:25(A), RctvArm-ResDam/Rchg:25(7), RctvArm-ResDam/EndRdx/Rchg:25(7), RctvArm-ResDam:25(37)
Level 1: Bash -- KntkC'bat-Acc/Dmg:25(A), KntkC'bat-Dmg/EndRdx:25(3), KntkC'bat-Dmg/Rchg:25(3), KntkC'bat-Dmg/EndRdx/Rchg:25(11)
Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx:25(A), RctvArm-ResDam/Rchg:25(17), RctvArm-ResDam/EndRdx/Rchg:25(17), RctvArm-ResDam:25(37)
Level 4: Pulverize -- KntkC'bat-Acc/Dmg:25(A), KntkC'bat-Dmg/EndRdx:25(5), KntkC'bat-Dmg/Rchg:25(5), KntkC'bat-Dmg/EndRdx/Rchg:25(11), Stpfy-Acc/EndRdx:25(34), Stpfy-Acc/Stun/Rchg:25(46)
Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx:25(A), RctvArm-ResDam/Rchg:25(27), RctvArm-ResDam/EndRdx/Rchg:25(43), RctvArm-ResDam:25(45), S'fstPrt-ResDam/Def+:25(48), S'fstPrt-ResKB:25(48)
Level 8: Dark Regeneration -- Erad-Acc/Rchg:25(A), Erad-Acc/Dmg/Rchg:25(9), Erad-Acc/Dmg/EndRdx/Rchg:25(9), Theft-Acc/EndRdx/Heal:25(13), Theft-+End%:25(13), H'zdH-Heal/EndRdx:25(33)
Level 10: Boxing -- Acc-I:25(A)
Level 12: Hurdle -- Jump-I:25(A)
Level 14: Health -- Mrcl-Heal/EndRdx:25(A), Mrcl-Heal:25(15), Heal-I:25(15)
Level 16: Taunt -- Mocking-Taunt/Rchg/Rng:25(A), Mocking-Taunt:25(34), Mocking-Taunt/Rchg:25(46), Mocking-Acc/Rchg:25(46)
Level 18: Death Shroud -- Erad-Dmg:25(A), Erad-Acc/Dmg/Rchg:25(19), Erad-Acc/Dmg/EndRdx/Rchg:25(19), M'Strk-Dmg/EndRdx:25(25), M'Strk-Acc/EndRdx:25(42)
Level 20: Stamina -- EndMod-I:25(A), EndMod-I:25(21), EndMod-I:25(21)
Level 22: Clobber -- KntkC'bat-Acc/Dmg:25(A), KntkC'bat-Dmg/EndRdx:25(23), KntkC'bat-Dmg/Rchg:25(23), KntkC'bat-Dmg/EndRdx/Rchg:25(25), Stpfy-Acc/EndRdx:25(34), Stpfy-Acc/Stun/Rchg:25(45)
Level 24: Combat Jumping -- Zephyr-Travel:25(A), Zephyr-ResKB:25(43)
Level 26: Oppressive Gloom -- Stpfy-Acc/EndRdx:25(A), Stpfy-Acc/Rchg:25(27)
Level 28: Whirling Mace -- Erad-Dmg/Rchg:25(A), Erad-Acc/Dmg/Rchg:25(29), Erad-Acc/Dmg/EndRdx/Rchg:25(29), M'Strk-Dmg/EndRdx:25(31), M'Strk-Acc/EndRdx:25(40)
Level 30: Tough -- RctvArm-ResDam/EndRdx:25(A), RctvArm-ResDam/Rchg:25(31), RctvArm-ResDam/EndRdx/Rchg:25(31), RctvArm-ResDam:25(37)
Level 32: Cloak of Darkness -- GftotA-Def/EndRdx:25(A), GftotA-Def:25(33), Ksmt-Def/EndRdx:25(33), Ksmt-Def/EndRdx/Rchg:25(50)
Level 35: Shatter -- Erad-Dmg/Rchg:25(A), Erad-Acc/Dmg/Rchg:25(36), Erad-Acc/Dmg/EndRdx/Rchg:25(36), M'Strk-Dmg/EndRdx:25(36), M'Strk-Acc/EndRdx:25(40)
Level 38: Crowd Control -- Erad-Dmg/Rchg:25(A), Erad-Acc/Dmg/Rchg:25(39), Erad-Acc/Dmg/EndRdx/Rchg:25(39), M'Strk-Dmg/EndRdx:25(39), M'Strk-Acc/EndRdx:25(40), Erad-%Dam:25(43)
Level 41: Weave -- GftotA-Def/EndRdx:25(A), GftotA-Def:25(42), Ksmt-Def/EndRdx:25(42), Ksmt-Def/EndRdx/Rchg:25(48)
Level 44: Build Up -- RechRdx-I:45(A), RechRdx-I:45(45)
Level 47: Cloak of Fear -- N'mare-EndRdx/Fear:25(A), N'mare-Acc/Fear:25(50), N'mare-Acc/EndRdx:25(50)
Level 49: Super Jump -- Jump-I:25(A)
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[u]Set Bonus Totals:[u]<ul type="square">[*]21.8% Defense(Smashing)[*]21.8% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]27.1% Defense(Energy)[*]27.1% Defense(Negative)[*]3% Defense(Psionic)[*]12.4% Defense(Melee)[*]17.4% Defense(Ranged)[*]3% Defense(AoE)[*]9% Max End[*]1.65% Enhancement(Terrorized)[*]126.5 HP (6.75%) HitPoints[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 12.7%[*]MezResist(Sleep) 6.6%[*]18.5% (0.31 End/sec) Recovery[*]10% (0.78 HP/sec) Regeneration[/list]
[ QUOTE ]
Yeah, I usually plan out everything with lvl 25 IOs for a few reasons: The percentages are nice round numbers (32/20/16/12), diminishing returns start hitting hard after that level, that's often the last level before you need the next tier of more expensive salvage ingredients, and I try and be really frugal Of course, my tank's only level 23 anyway, so I'll be upgrading to higher level enhancements eventually.
[/ QUOTE ]
Hmm, to me this seems like a false economy, I'd rather wait a few levels, spend a little more, and buy enhancements that will see me to 50. Besides, I hate having my main def/res toggles at anything less than the ED limit!
My Characters
Knight Court--A CoH Story Complete 2/3/2012
I'm just saying that I'm level 23 now and gonna slot mostly lvl 25 IOs and upgrade them eventually to max out my percentages. In the planner though, it's easier to slot all level 25s.
[ QUOTE ]
I'm just saying that I'm level 23 now and gonna slot mostly lvl 25 IOs and upgrade them eventually to max out my percentages. In the planner though, it's easier to slot all level 25s.
[/ QUOTE ]
You mean level 25 COMMON IOs or set IOs?
'Cause although I do try to keep my slotting as current a possible, I don't slot sets until the 30s, and don't reslot them unless I'm changing my build. Too much work and influence otherwise!
My Characters
Knight Court--A CoH Story Complete 2/3/2012
At level 22 I usually fully outfit my chars with a mix of common and set IOs for an ideal mix of percentages and maybe a few nice set bonuses if possible. If you shop around it's often pretty cheap (but yeah, it is a lot more work), and I really hate SOs going yellow/red.
Hey all, just hit 23 with my tank and am about to fully outfit him with IOs to last me for the next 20ish levels. Any advice or things you guys would change?
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 48 Natural Tanker
Primary Power Set: Dark Armor
Secondary Power Set: War Mace
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Hero Profile:
Level 1: Dark Embrace -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(7), ResDam-I(7)
Level 1: Bash -- F'dSmite-Acc/EndRdx/Rchg(A), Stpfy-Acc/Rchg(3), Stpfy-Acc/EndRdx(3), Stpfy-Acc/Stun/Rchg(11)
Level 2: Murky Cloud -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(17), ResDam-I(17)
Level 4: Jawbreaker -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(5), F'dSmite-Acc/EndRdx/Rchg(5), F'dSmite-Acc/Dmg/Rchg(11)
Level 6: Obsidian Shield -- S'fstPrt-ResDam/Def+(A)
Level 8: Dark Regeneration -- Acc-I(A), Mrcl-Heal/EndRdx(9), Mrcl-EndRdx/Rchg(9), Mrcl-Heal/EndRdx/Rchg(13), Theft-Acc/EndRdx/Rchg(13)
Level 10: Boxing -- Acc-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Heal-I(A), Heal-I(15), Heal-I(15)
Level 16: Taunt -- Mocking-Taunt/Rchg/Rng(A)
Level 18: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(19), M'Strk-Acc/Dmg/EndRdx(19), M'Strk-Acc/EndRdx(25)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Clobber -- F'dSmite-Acc/EndRdx/Rchg(A), Stpfy-Acc/Rchg(23), Stpfy-Acc/EndRdx(23), Stpfy-Acc/Stun/Rchg(25)
Level 24: Combat Jumping -- Krma-ResKB(A)
Level 26: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(27), Stpfy-Acc/Stun/Rchg(27)
Level 28: Whirling Mace -- Empty(A)
Level 30: Tough -- Empty(A)
Level 32: Cloak of Darkness -- Empty(A)
Level 35: Shatter -- Empty(A)
Level 38: Crowd Control -- Empty(A)
Level 41: Weave -- Empty(A)
Level 44: Cloak of Fear -- Empty(A)
Level 47: Hasten -- Empty(A)
Level 49: Super Jump -- Empty(A)
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[u]Set Bonus Totals:[u]<ul type="square">[*]3% Defense(All)[*]140.6 HP (7.5%) HitPoints[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 1.65%[*]MezResist(Sleep) 1.65%[*]MezResist(Stun) 1.65%[*]12.5% (0.21 End/sec) Recovery[*]8% (0.63 HP/sec) Regeneration[*]0.95% Resistance(Fire)[*]0.95% Resistance(Cold)[/list]Quick notes:
<ul type="square">[*]Would I be better off just slotting 3 normal Resist IOs into Embrace and Murky? I just hate running out of end...[*]The Steadfast:res/def and Karma:KB would be nice but chances are I'm too poor to afford those for a long while![*]The oppressive gloom slotting was only for the accuracy and Stupefy bonuses, really.[*]In this build I have *six* +2.5% recovery bonuses, so I'll either drop the Oppressive Gloom Stupefy set, change my armors to 3 Resist IOs, or switch those Miracle IOs with Triage instead.[/list]Any input is appreciated