Wondering what else to do with my INV/SS build


Call Me Awesome

 

Posted

As of this moment, this is my current LVL 50 "teaming" build on General Matreya.

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

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

Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Resist Physical Damage <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (3) Reactive Armor - Resistance[*] (3) Reactive Armor - Resistance/Recharge[*] (5) Reactive Armor - Resistance/Endurance/Recharge[/list]Level 1: Jab <ul type="square">[*] (A) Smashing Haymaker - Accuracy/Damage[*] (48) Smashing Haymaker - Damage/Endurance[*] (48) Smashing Haymaker - Damage/Recharge[*] (48) Smashing Haymaker - Damage/Endurance/Recharge[*] (50) Pounding Slugfest - Accuracy/Damage[*] (50) Pounding Slugfest - Damage/Recharge[/list]Level 2: Temp Invulnerability <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (9) Reactive Armor - Resistance/Recharge[*] (11) Reactive Armor - Endurance/Recharge[*] (11) Reactive Armor - Resistance[*] (13) Steadfast Protection - Resistance/+Def 3%[/list]Level 4: Dull Pain <ul type="square">[*] (A) Doctored Wounds - Heal/Endurance[*] (5) Doctored Wounds - Recharge[*] (7) Doctored Wounds - Heal[*] (7) Doctored Wounds - Heal/Recharge[*] (9) Doctored Wounds - Heal/Endurance/Recharge[/list]Level 6: Hurdle <ul type="square">[*] (A) Jumping IO[/list]Level 8: Haymaker <ul type="square">[*] (A) Smashing Haymaker - Accuracy/Damage[*] (13) Smashing Haymaker - Damage/Endurance[*] (15) Smashing Haymaker - Damage/Recharge[*] (15) Smashing Haymaker - Damage/Endurance/Recharge[*] (17) Pounding Slugfest - Accuracy/Damage[*] (17) Pounding Slugfest - Damage/Endurance[/list]Level 10: Unyielding <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (19) Reactive Armor - Resistance/Endurance/Recharge[*] (19) Reactive Armor - Resistance[*] (21) Reactive Armor - Resistance/Recharge[/list]Level 12: Combat Jumping <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (27) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[/list]Level 14: Super Jump <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (27) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[/list]Level 16: Taunt <ul type="square">[*] (A) Mocking Beratement - Taunt[*] (21) Mocking Beratement - Taunt/Recharge[*] (23) Mocking Beratement - Taunt/Recharge/Range[*] (23) Mocking Beratement - Accuracy/Recharge[*] (25) Mocking Beratement - Taunt/Range[*] (25) Mocking Beratement - Recharge[/list]Level 18: Invincibility <ul type="square">[*] (A) Luck of the Gambler - Defense[*] (29) Luck of the Gambler - Defense/Endurance[*] (29) Luck of the Gambler - Defense/Endurance/Recharge[*] (31) Luck of the Gambler - Recharge Speed[/list]Level 20: Health <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance[*] (34) Numina's Convalescence - Heal[*] (34) Numina's Convalescence - +Regeneration/+Recovery[/list]Level 22: Stamina <ul type="square">[*] (A) Efficacy Adaptor - EndMod[*] (37) Efficacy Adaptor - EndMod/Accuracy[*] (37) Efficacy Adaptor - EndMod/Recharge[/list]Level 24: Knockout Blow <ul type="square">[*] (A) Smashing Haymaker - Accuracy/Damage[*] (37) Smashing Haymaker - Damage/Endurance[*] (39) Smashing Haymaker - Damage/Recharge[*] (39) Smashing Haymaker - Damage/Endurance/Recharge[*] (39) Bonesnap - Accuracy/Damage[*] (40) Pounding Slugfest - Damage/Endurance[/list]Level 26: Tough Hide <ul type="square">[*] (A) Luck of the Gambler - Defense[*] (31) Luck of the Gambler - Recharge Speed[*] (33) Defense Buff IO[/list]Level 28: Rage <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance[*] (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge[*] (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance[/list]Level 30: Resist Energies <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (33) Reactive Armor - Resistance/Recharge[*] (33) Reactive Armor - Resistance[*] (34) Reactive Armor - Resistance/Endurance/Recharge[/list]Level 32: Kick <ul type="square">[*] (A) Smashing Haymaker - Accuracy/Damage[*] (45) Smashing Haymaker - Damage/Endurance[*] (45) Smashing Haymaker - Damage/Recharge[*] (46) Smashing Haymaker - Damage/Endurance/Recharge[*] (46) Pounding Slugfest - Accuracy/Damage[*] (46) Pounding Slugfest - Damage/Recharge[/list]Level 35: Tough <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (36) Reactive Armor - Endurance[*] (36) Reactive Armor - Resistance/Endurance/Recharge[*] (36) Reactive Armor - Resistance[/list]Level 38: Foot Stomp <ul type="square">[*] (A) Eradication - Damage[*] (40) Eradication - Accuracy/Recharge[*] (40) Eradication - Damage/Recharge[*] (43) Cleaving Blow - Accuracy/Damage[*] (43) Cleaving Blow - Damage/Recharge[*] (45) Cleaving Blow - Damage/Endurance[/list]Level 41: Weave <ul type="square">[*] (A) Luck of the Gambler - Defense/Endurance/Recharge[*] (42) Luck of the Gambler - Defense[*] (42) Luck of the Gambler - Defense/Endurance[*] (42) Luck of the Gambler - Defense/Recharge[*] (43) Luck of the Gambler - Recharge Speed[/list]Level 44: Unstoppable <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 47: Conserve Power <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 49: Focused Accuracy <ul type="square">[*] (A) Endurance Reduction IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet




Yes, I picked unstoppable and focused accuracy. The problem is I ran out of slots, and I couldn't think of two other powers that would be as effective with just one slot in there. So I looking for some options as to what powers would be preferred over those two, keeping in mind I won't have any slots for them. Hasten came to mind, but the fact is I already have endurance issues with all these toggles, my current recharge rates, and the Rage end crash.

If you could point out any other gross inefficiencies I would greatly appreciate it. I'm not really interested in purple sets; I don't have the money for it.


 

Posted

A couple of points, you're over cap on a couple of bonuses; the Cleaving Blow in Foot Stomp is overcap for the third slot; you're also two over on the 1.13% HP increase but there may not be a good way around that.

I personally would avoid Focused Accuracy... since it got nerfed awhile back it only grants 5% tohit and 20% accuracy... not a lot of help for massive end use, and you really shouldn't have any use for it with Invincibility and Rage.

I'd probably drop FA for Laser Beam Eyes... a ranged attack is highly useful for holding aggro from range... Ghost Widow in the STF for example won't stay aggro'd on you from range with taunt alone if you've scrappers or blasters pounding on her close up.

Some thoughts for freeing slots... you can drop one Cleaving Blow from Foot Stomp and still keep ED capped damage... you're actually overslotted as it is. I'd drop the Dam/End or the Dam/Rchg.

You can swap the LotG set out of Invincibility for 3 Cytoskeleton HO's and ED cap all aspects of the power and save one slot at the expense of a 10% regen set bonus... the hit point bonus you aren't getting anyway due to the rule of 5 violation. You can likewise drop a couple of slots out of Weave, it'll cost you the accuracy bonus from LotG but it frees a couple more slots. Incidentally those changes eliminate the problem with being over the "rule of 5" for set bonuses.

By doing that you've freed up 5 slots, so you'd be able to slot up LBE with the Thunderstrike set for some more recovery, E/N defense and 7% accuracy. The last slot (or two, depending on how much you slot LBE) can go for recharge in Conserve Power.

You can also free another slot by dropping the Numina Heal/End from Health... it costs you a bit of regen but the slot may be more useful somewhere else and truthfully you won't miss the small regen amount on a soft capped Invuln.

Oh, just noticed you have Kick from the fighting pool... I'd trade that on Punch; Kick tends to send your target flying away from you... I found that out the hard way awhile back while trying to work out a post-ED build in issue 6. Not a big deal, but it was frustrating.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Played around with your build. First the bad news, I lost you .4$ s/l resists since you were at the cap. I also lost you a little under 30% regen (although, you could just toss a Regen Tissue unique into Health and your regen/max hp numbers would be closer to what they were) and your Energy/Negative defense went down by .1 and E/N resists dropped by 3...

Now for the good news. With one mob in range, you'll have soft-capped S/L/F/C resists. The .1 loss to the E/N defense doesn't make a difference, you'll still need just the 4 to soft-cap those. Also, got you 8% better Recovery, lowered your toggles' EPS by .01 and increased your max end by 2ish. I managed to increase your global recharge bonus by 2.5%, and that's with one less LotG than you had in the build.

I took FA out of the build and threw in Resist Elements since it's your slow effect resist and could be helpful. There's probably more that could be done, but this looks good for now.

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

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

Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(48), C'ngImp-Acc/Dmg/Rchg(48)
Level 2: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(3), Aegis-EndRdx/Rchg(9), Aegis-ResDam/EndRdx/Rchg(11), Aegis-ResDam(11)
Level 4: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-Heal(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-EndRdx/Rchg(9)
Level 6: Hurdle -- Jump-I(A)
Level 8: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15), P'ngS'Fest-Acc/Dmg(17), P'ngS'Fest-Dmg/EndRdx(17)
Level 10: Unyielding -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx/Rchg(13), ImpArm-ResDam/Rchg(19), ImpArm-ResDam/EndRdx(19)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27)
Level 16: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(21), Mocking-Taunt/Rchg/Rng(23), Mocking-Acc/Rchg(23), Mocking-Taunt/Rng(25), Mocking-Rchg(25)
Level 18: Invincibility -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx(21), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(29), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(46)
Level 20: Health -- Numna-Heal/EndRdx(A), Numna-Heal(34), Numna-Regen/Rcvry+(34)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc/Rchg(33), P'Shift-Acc/Rchg(34), P'Shift-EndMod/Acc(37), P'Shift-End%(37)
Level 24: Knockout Blow -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Dmg/EndRdx(39), T'Death-Dmg/Rchg(40)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(31), LkGmblr-Def/EndRdx(33)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(50), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 30: Resist Energies -- ResDam-I(A)
Level 32: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 35: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(36), Aegis-EndRdx/Rchg(36), Aegis-ResDam/EndRdx/Rchg(36), Aegis-ResDam(42)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Acc/Rchg(40), Erad-Dmg/Rchg(40), C'ngBlow-Acc/Dmg(43), C'ngBlow-Dmg/Rchg(43), C'ngBlow-Dmg/EndRdx(45)
Level 41: Weave -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Rchg+(43), LkGmblr-Def/Rchg(48)
Level 44: Unstoppable -- RechRdx-I(A)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Resist Elements -- ResDam-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet


@Johnstone & @Johnstone 2
ediblePoly.com
All my characters

 

Posted

Well looking at the build I would change a bunch of stuff...though I have different feelings about a lot of the choices you have made and there might be philosophical differences to our build...

1. Drop all extra slots from Taunt...You can get more and better set bonuses from other powers with these slots than Taunt...
a. Up all of your Reactive Armor sets to 5 from your current 4 slotage...
b. Add 1 slot to CJ &amp; SJ and add the 3rd BotZ.
c. Add 3 slots to Stamina and change to PSs instead of EAs
d. Add 3 slots to Rage and go for complete set of GSFC which has extremely better bonuses than MB.

2. I personally would change all of your "frakensloted" Melee attacks for complete sets of either ToD or Mako's...

3. Again "frankensloting" in Stomp is far less effective than just picking a set and going with it...I suggest Multi-Strike.

4. It seems odd to me you have so many Rech Redux and you are getting very little out of them...Your total -Rech is only 35% and your +Acc is only 18%, I think you might be better served with dropping Foc Acc and adding Hasten 2 slotted with Rech Redux for Perma Rage x2...

Just my $0.02...

Below is a Inv/SS tanker I posted a little while ago for someone...This Tank has both Perma Haste &amp; Rage x2...with generally the same basic build you have posted...


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

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

CoH Super Man: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Resist Physical Damage -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(3), Aegis-ResDam/EndRdx/Rchg(3), Aegis-ResDam(5), Aegis-Psi/Status(36)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 2: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 6: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(7), RctvArm-EndRdx(9), RctvArm-ResDam/Rchg(11)
Level 8: Resist Elements -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(9), S'fstPrt-ResKB(19)
Level 10: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(13), RctvArm-EndRdx(15)
Level 12: Hover -- Krma-Def/EndRdx(A), Krma-Def/Rchg(15), Krma-ResKB(17)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(43)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Acc/Rchg(34), P'Shift-End%(43)
Level 22: Knockout Blow -- FrcFbk-Dmg/KB(A), FrcFbk-Acc/KB(23), FrcFbk-Rchg/KB(23), FrcFbk-Rchg/EndRdx(31), FrcFbk-Dmg/EndRdx/KB(33), FrcFbk-Rechg%(34)
Level 24: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(31), RctvArm-EndRdx(42)
Level 26: Invincibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(27), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(37), RedFtn-EndRdx(37)
Level 28: Rage -- RechRdx-I(A)
Level 30: Tough Hide -- Ksmt-Def/EndRdx(A), Ksmt-Def/Rchg(31), Ksmt-EndRdx/Rchg(33), Ksmt-Def/EndRdx/Rchg(36), Ksmt-ToHit+(37)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(36)
Level 35: Taunt -- Zinger-Dam%(A)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(40)
Level 41: Unstoppable -- ImpSkn-Status(A)
Level 44: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46), GSFC-Build%(46), GSFC-ToHit/EndRdx(50)
Level 47: Laser Beam Eyes -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(48), ShldBrk-Acc/Rchg(48), ShldBrk-DefDeb/EndRdx/Rchg(48), ShldBrk-Acc/EndRdx/Rchg(50), ShldBrk-%Dam(50)
Level 49: Super Speed -- Winter-ResSlow(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]9.5% DamageBuff(Smashing)[*]9.5% DamageBuff(Lethal)[*]9.5% DamageBuff(Fire)[*]9.5% DamageBuff(Cold)[*]9.5% DamageBuff(Energy)[*]9.5% DamageBuff(Negative)[*]9.5% DamageBuff(Toxic)[*]9.5% DamageBuff(Psionic)[*]20.8% Defense(Smashing)[*]20.8% Defense(Lethal)[*]16.8% Defense(Fire)[*]16.8% Defense(Cold)[*]10.8% Defense(Energy)[*]10.8% Defense(Negative)[*]6.13% Defense(Psionic)[*]16.1% Defense(Melee)[*]13% Defense(Ranged)[*]25.8% Defense(AoE)[*]20% Enhancement(Accuracy)[*]8.75% Enhancement(RechargeTime)[*]15% FlySpeed[*]210.8 HP (11.3%) HitPoints[*]15% JumpHeight[*]15% JumpSpeed[*]Knockback (Mag -12)[*]Knockup (Mag -12)[*]MezResist(Confused) 11.7%[*]MezResist(Held) 10%[*]MezResist(Immobilize) 23.8%[*]MezResist(Sleep) 10%[*]MezResist(Stun) 10%[*]MezResist(Terrorized) 12.8%[*]10.5% (0.18 End/sec) Recovery[*]20% (1.56 HP/sec) Regeneration[*]20% ResEffect(FlySpeed)[*]20% ResEffect(RechargeTime)[*]20% ResEffect(RunSpeed)[*]1.26% Resistance(Fire)[*]1.26% Resistance(Cold)[*]3.13% Resistance(Negative)[*]3% Resistance(Psionic)[*]20% RunSpeed[*]5.5% XPDebtProtection[/list]
Cheers, and Happy Hunting!


"Now remember, things look bad and it looks like you're not gonna make it, then you gotta get mean. I mean plumb, mad-dog mean. 'Cause if you lose your head and you give up then you neither live nor win. That's just the way it is." Josey Wales

 

Posted

Um, that build's... just a bit substandard. Going down the list:
<ul type="square">[*]No Dull Pain? Bzzzzz! Huge red flag here.[*]-KB IO in Hover????? Why?[*]-KB IO in Fly? Why? It's very expensive and a waste.[*]KOB slotted for Knockback????? Bzzzzz![*]All attacks poorly slotted for damage[*]Laser Beam Eyes slotted for... debuff???[/list]Whew, that's certainly a.... unique build. There's lots of other problems with it but the ones I listed above are, in my opinion, show stoppers.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

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3. Again "frankensloting" in Stomp is far less effective than just picking a set and going with it...I suggest Multi-Strike.

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I would lose quite a bit of energy/negative defense if I did that...for nothing really useful in return.


 

Posted

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3. Again "frankensloting" in Stomp is far less effective than just picking a set and going with it...I suggest Multi-Strike.

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I would lose quite a bit of energy/negative defense if I did that...for nothing really useful in return.

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Quite correct there; you're much better off with more E/N def than F/C def... it's much more common. Your original build is far better already than the one he put up; yours just needed some minor tweaks. I also don't understand his advise for slotting ToD and Mako; those are positional def, not typed def.

In thinking things thru a bit further there is some merit to replacing Unstoppable with Res Elements since you're soft capped... it will give you some slow resist. I doubt it would get you out of a KoA caltrop field but every bit helps, and I don't expect Unstoppable to be of much use to you. I haven't needed the power since I respec'd at the start of issue 13. It's marginal, but you've already covered your essentials.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

[ QUOTE ]
Oh, just noticed you have Kick from the fighting pool... I'd trade that on Punch; Kick tends to send your target flying away from you... I found that out the hard way awhile back while trying to work out a post-ED build in issue 6. Not a big deal, but it was frustrating.

[/ QUOTE ]

I think you mean Boxing, C_A_M.

But I agree that many of the attacks are over-slotted. In most cases, with sets you can fully enhance an attack with 5 slots. And with the required attack from the Fighting pool, unless the OP is planning to actually use it on a regular basis, I'd give it as few slots as possible to get the desired set bonus and no more. All the SH sets need is a single Acc/Dam to be fully slotted; I recommend adding two other set enhancements that have end reduction to the Erad slots in Footstomp, since the Erad set is very low in end reduction.

The OP can also drop the Def/End/Rchg in Weave; as it is, it's slotted way past the ED cap. Consider 4-slotting TH with GotA; the set has nice +rec and +end bonuses and are considerably less expensive than LotG.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

[ QUOTE ]
This Tank has both Perma Haste &amp; Rage x2...

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8.75% Enhancement(RechargeTime)

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lolz someone left his FF proc turned on.


 

Posted

Post deleted by DocOz3000


"Now remember, things look bad and it looks like you're not gonna make it, then you gotta get mean. I mean plumb, mad-dog mean. 'Cause if you lose your head and you give up then you neither live nor win. That's just the way it is." Josey Wales

 

Posted

Recharge of haste in the build, if you bothered to open it, is 119.1 sec (Duration of Haste 120 Secs) Unless we have different understandings of what a Perma Power is?


"Now remember, things look bad and it looks like you're not gonna make it, then you gotta get mean. I mean plumb, mad-dog mean. 'Cause if you lose your head and you give up then you neither live nor win. That's just the way it is." Josey Wales

 

Posted

Good stuff so far. I picked kick just to not have a punching power with exactly the same animation as jab, but oh well.

I'll have a revised build posted tomorrow. I had overslotted attacks to get the regen bonus from pounding slugfest, but if I can get hasten and maybe even dull pain perma that will more than make up for it.

I'll definitely drop unstoppable. I never use it, and even if I did have to use it, whatever was hurting me so bad probably wouldn't be dead in 3 minutes anyway.


 

Posted

[ QUOTE ]
Recharge of haste in the build, if you bothered to open it, is 119.1 sec (Duration of Haste 120 Secs) Unless we have different understandings of what a Perma Power is?

[/ QUOTE ]

Turn off the Force feedback proc in KO Blow. Recharge of Hasten is nowhere near perma. It's 216.5 sec with Hasten off and 162s with Hasten on.


 

Posted

[ QUOTE ]
[ QUOTE ]
Recharge of haste in the build, if you bothered to open it, is 119.1 sec (Duration of Haste 120 Secs) Unless we have different understandings of what a Perma Power is?

[/ QUOTE ]

Turn off the Force feedback proc in KO Blow. Recharge of Hasten is nowhere near perma. It's 216.5 sec with Hasten off and 162s with Hasten on.

[/ QUOTE ]

A classic example of how a theoretical build made in a planner can differ from a build with actual playing-time experience.


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 ]
Oh, just noticed you have Kick from the fighting pool... I'd trade that on Punch; Kick tends to send your target flying away from you... I found that out the hard way awhile back while trying to work out a post-ED build in issue 6. Not a big deal, but it was frustrating.

[/ QUOTE ]

I think you mean Boxing, C_A_M.

[/ QUOTE ]

Doh! That's what I get for posting late at night after a long day.

[ QUOTE ]


But I agree that many of the attacks are over-slotted. In most cases, with sets you can fully enhance an attack with 5 slots. And with the required attack from the Fighting pool, unless the OP is planning to actually use it on a regular basis, I'd give it as few slots as possible to get the desired set bonus and no more. All the SH sets need is a single Acc/Dam to be fully slotted; I recommend adding two other set enhancements that have end reduction to the Erad slots in Footstomp, since the Erad set is very low in end reduction.

The OP can also drop the Def/End/Rchg in Weave; as it is, it's slotted way past the ED cap. Consider 4-slotting TH with GotA; the set has nice +rec and +end bonuses and are considerably less expensive than LotG.

[/ QUOTE ]

Looks like another valid option; I know I've used the GotA set for the bonus end and recovery in my Shield scrapper; 4 sets of them and Stamina eliminated all my end issues on that BS/Shield... He uses end about like a /regen now.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Okay, here's, more or less, what I'm playing on now.

My build is a little different from this one (the first-go-around pointed out a couple shortcomings, so this is what I'm working on for the rebuild).

I pretty much have everything save the purples in this build (and am considering stripping my main-scrank build to get them). So right now those are just bog-standard IOs.

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

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

Hyperstrike - Unkillable at 30 - Final: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability <ul type="square">[*] (A) Reactive Armor - Resistance: Level 33[*] (3) Reactive Armor - Resistance/Endurance: Level 33[*] (3) Reactive Armor - Resistance/Recharge: Level 33[*] (5) Reactive Armor - Resistance/Endurance/Recharge: Level 33[*] (5) Steadfast Protection - Resistance/+Def 3%: Level 30[/list]Level 1: Jab <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage: Level 33[*] (7) Kinetic Combat - Damage/Endurance: Level 33[*] (7) Kinetic Combat - Damage/Recharge: Level 33[*] (9) Kinetic Combat - Damage/Endurance/Recharge: Level 33[*] (9) Pounding Slugfest - Accuracy/Damage: Level 30[*] (11) Pounding Slugfest - Damage/Endurance: Level 30[/list]Level 2: Dull Pain <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (11) Recharge Reduction IO: Level 50[*] (13) Recharge Reduction IO: Level 50[/list]Level 4: Resist Physical Damage <ul type="square">[*] (A) Reactive Armor - Resistance: Level 33[*] (13) Reactive Armor - Resistance/Endurance: Level 33[*] (15) Reactive Armor - Resistance/Recharge: Level 33[*] (15) Reactive Armor - Resistance/Endurance/Recharge: Level 33[/list]Level 6: Boxing <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage: Level 33[*] (17) Kinetic Combat - Damage/Endurance: Level 33[*] (17) Kinetic Combat - Damage/Recharge: Level 33[*] (19) Kinetic Combat - Damage/Endurance/Recharge: Level 33[*] (19) Pounding Slugfest - Accuracy/Damage: Level 30[*] (21) Pounding Slugfest - Damage/Endurance: Level 30[/list]Level 8: Unyielding <ul type="square">[*] (A) Reactive Armor - Resistance: Level 33[*] (21) Reactive Armor - Resistance/Endurance: Level 33[*] (23) Reactive Armor - Resistance/Recharge: Level 33[*] (23) Reactive Armor - Resistance/Endurance/Recharge: Level 33[/list]Level 10: Swift <ul type="square">[*] (A) Run Speed IO: Level 50[/list]Level 12: Combat Jumping <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 33[*] (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 33[/list]Level 14: Health <ul type="square">[*] (A) Numina's Convalescence - +Regeneration/+Recovery: Level 33[*] (25) Miracle - +Recovery: Level 33[*] (27) Regenerative Tissue - +Regeneration: Level 30[/list]Level 16: Tough <ul type="square">[*] (A) Reactive Armor - Resistance: Level 33[*] (27) Reactive Armor - Resistance/Endurance: Level 33[*] (29) Reactive Armor - Resistance/Recharge: Level 33[*] (29) Reactive Armor - Resistance/Endurance/Recharge: Level 33[/list]Level 18: Invincibility <ul type="square">[*] (A) Defense Buff IO: Level 50[*] (31) Defense Buff IO: Level 50[*] (31) Defense Buff IO: Level 50[/list]Level 20: Stamina <ul type="square">[*] (A) Performance Shifter - Chance for +End: Level 33[*] (31) Performance Shifter - EndMod: Level 33[*] (33) Performance Shifter - EndMod/Recharge: Level 33[*] (33) Performance Shifter - EndMod/Accuracy: Level 33[/list]Level 22: Weave <ul type="square">[*] (A) Defense Buff IO: Level 50[*] (33) Defense Buff IO: Level 50[*] (34) Defense Buff IO: Level 50[/list]Level 24: Taunt <ul type="square">[*] (A) Perfect Zinger - Taunt: Level 33[*] (34) Perfect Zinger - Taunt/Recharge: Level 33[*] (34) Perfect Zinger - Taunt/Recharge/Range: Level 33[*] (36) Perfect Zinger - Accuracy/Recharge: Level 33[*] (36) Perfect Zinger - Taunt/Range: Level 33[*] (36) Perfect Zinger - Chance for Psi Damage: Level 33[/list]Level 26: Tough Hide <ul type="square">[*] (A) Defense Buff IO: Level 50[*] (37) Defense Buff IO: Level 50[*] (37) Defense Buff IO: Level 50[/list]Level 28: Super Jump <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 33[*] (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 33[/list]Level 30: Knockout Blow <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage: Level 33[*] (39) Kinetic Combat - Damage/Endurance: Level 33[*] (39) Kinetic Combat - Damage/Recharge: Level 33[*] (39) Kinetic Combat - Damage/Endurance/Recharge: Level 33[*] (40) Pounding Slugfest - Accuracy/Damage: Level 30[*] (40) Pounding Slugfest - Damage/Endurance: Level 30[/list]Level 32: Resist Energies <ul type="square">[*] (A) Reactive Armor - Resistance: Level 35[*] (40) Reactive Armor - Resistance/Endurance: Level 35[*] (42) Reactive Armor - Resistance/Recharge: Level 35[*] (42) Reactive Armor - Resistance/Endurance/Recharge: Level 35[/list]Level 35: Resist Elements <ul type="square">[*] (A) Aegis - Resistance: Level 38[*] (42) Aegis - Resistance/Endurance: Level 38[*] (43) Aegis - Psionic/Status Resistance: Level 38[/list]Level 38: Rage <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (43) Recharge Reduction IO: Level 50[*] (43) Recharge Reduction IO: Level 50[/list]Level 41: Foot Stomp <ul type="square">[*] (A) Armageddon - Damage/Recharge: Level 50[*] (45) Armageddon - Accuracy/Damage/Recharge: Level 50[*] (45) Armageddon - Accuracy/Recharge: Level 50[*] (45) Armageddon - Damage/Endurance: Level 50[*] (46) Armageddon - Chance for Fire Damage: Level 50[/list]Level 44: Conserve Power <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (46) Recharge Reduction IO: Level 50[*] (46) Recharge Reduction IO: Level 50[/list]Level 47: Laser Beam Eyes <ul type="square">[*] (A) Apocalypse - Damage/Recharge: Level 50[*] (48) Apocalypse - Accuracy/Damage/Recharge: Level 50[*] (48) Apocalypse - Accuracy/Recharge: Level 50[*] (48) Apocalypse - Damage/Endurance: Level 50[*] (50) Apocalypse - Chance of Damage(Negative): Level 50[/list]Level 49: Hasten <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (50) Recharge Reduction IO: Level 50[*] (50) Recharge Reduction IO: Level 50[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Accuracy IO: Level 50[/list]Level 1: Sprint <ul type="square">[*] (A) Run Speed IO: Level 50[/list]Level 2: Rest <ul type="square">[*] (A) Recharge Reduction IO: Level 50[/list]Level 1: Gauntlet



<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
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Honestly, unless I'm fighting 2-3 full 8-man Rikti spawns by myself, I don't really require the extra regen because I don't get hit enough to need it. On that note, that's where this build does kinda fall down. Huge mobs, while their chances to hit you are fairly small, the "sheer dumb luck" factor pretty much dictates that you're going to get hit.

Also, you'll notice I did without Unstoppable. Even on my main-scrank (look up Vox Populi's SuperTank and it's pretty much that), I've hit it all of maybe three times. Mostly because it's a three-minute death sentence if you can't kill your opponent fast enough.



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Posted

Forgive me if I'm somehow being clueless, but something doesn't look right in this build. I see no way your recharge time should be that low on that build.

You have exactly two powers that gives you a recharge time bonus, for a grand total of 8.75%. The only other related thing is the Winter's Gift, which is a resistance to recharge debuffs, not a recharge bonus.



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Posted

[ QUOTE ]
Forgive me if I'm somehow being clueless, but something doesn't look right in this build. I see no way your recharge time should be that low on that build.

You have exactly two powers that gives you a recharge time bonus, for a grand total of 8.75%. The only other related thing is the Winter's Gift, which is a resistance to recharge debuffs, not a recharge bonus.

[/ QUOTE ]

I actually have to work on a Invuln/SS build. Before I put mine together and post it for you, what are you looking to get out of your build?

I was going to build mine for 20% HP boos, 40-45% def (soft cap) with invinc and 65% base smash/lethal, 40% fire/cold. Mostly PvP.


@Turbo_Starr

 

Posted

No. I've got most of what i want out of my build.

What I'm having a problem is understanding how Doc got such a high recharge.



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Posted

[ QUOTE ]
No. I've got most of what i want out of my build.

What I'm having a problem is understanding how Doc got such a high recharge.

[/ QUOTE ]

Ah, when I get home I can plug in his chunk into Mids.

That sounds real dirty!


@Turbo_Starr

 

Posted

[ QUOTE ]
No. I've got most of what i want out of my build.

What I'm having a problem is understanding how Doc got such a high recharge.

[/ QUOTE ]

Mid's is calculating the +recharge proc as always being active... in actuality his recharge is going to average out far short of what he thinks it is. The proc will actually have, what, a 20% chance to give 10 seconds of +100% recharge? In other words, it's a calculation error.

&lt;edit&gt;
Just checked, the Force Feedback recharge proc has a 10% chance to grant you 5 seconds of +100% recharge. The way he had it slotted every time he hit KoB he had a 10% chance that he'd get a recharge boost lasting 5 seconds.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

[ QUOTE ]
Mid's is calculating the +recharge proc as always being active

[/ QUOTE ]

AH! I see now.



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Posted

[ QUOTE ]
Just checked, the Force Feedback recharge proc has a 10% chance to grant you 5 seconds of +100% recharge. The way he had it slotted every time he hit KoB he had a 10% chance that he'd get a recharge boost lasting 5 seconds.

[/ QUOTE ]

Yeah, and strangely enough, he six slotted KoB with Force Feedback. The proc is actually quite good in Footstomp, because it has a 10% chance per target hit to fire, and Footstomp is one of the largest bona-fide AoE attacks in the game (radius wise).

In KO Blow? Why you'd put a low-probality proc in your longest-recharging, longest-activating, single-target attack is beyond me. If you're going to stick an FF proc in a single-target attack, put it in Punch (if you've taken it). Otherwise, stick to footstomp. And for the love of Pete, use the other five slots in Footstomp to enhance it as an attack, not as a knockdown power.

The FF proc in Footstomp is a very nice ghetto +recharge bonus; if you're fighting constantly and against semi-large spawns, you can get a lot of mileage out of that one (relatively inexpensive, last I checked) IO. Which is key for thos of us who don't have the cash, the inclination, or the room necessary in their builds to slot for copious global recharge bonuses.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

I never thought of putting that in Footstomp before. I might give that a go, thanks!


 

Posted

I currently have a FF proc in there on my main scrank build. It doesn't fire off at all as far as I can tell. Not sure why.



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