Wondering what else to do with my INV/SS build
Here is my current Tanks Build.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Brooklyn Beat: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Resist Physical Damage -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/Rchg(3)
Level 1: Jab -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Acc/Dmg/EndRdx/Rchg(11), Hectmb-Acc/Dmg/Rchg(13), Hectmb-Dmg/Rchg(13), Hectmb-Dam%(15)
Level 2: Temp Invulnerability -- HO:Ribo(A), HO:Ribo(43), ImpArm-ResPsi(43)
Level 4: Dull Pain -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(5), Mrcl-Heal/EndRdx(5), RechRdx-I(7), RechRdx-I(9)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(9)
Level 8: Hurdle -- Jump-I(A)
Level 10: Unyielding -- ImpArm-ResDam/EndRdx(A), Aegis-Psi/Status(40), HO:Ribo(40), HO:Ribo(46)
Level 12: Resist Elements -- ImpArm-ResPsi(A), ImpArm-ResDam(34), ResDam-I(37)
Level 14: Super Speed -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(15)
Level 16: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg/Rng(17), Zinger-Acc/Rchg(17), Zinger-Taunt/Rchg(29)
Level 18: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(19), Mrcl-Heal(19), Numna-Regen/Rcvry+(21), Numna-Heal(21), Numna-Heal/EndRdx(23)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc/Rchg(31)
Level 22: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dmg/EndRdx(25), Hectmb-Dmg/EndRdx(25), Hectmb-Dmg(27), Hectmb-Acc/Rchg(27)
Level 24: Combat Jumping -- Ksmt-ToHit+(A)
Level 26: Invincibility -- Rec'dRet-Pcptn(A), GftotA-Def/EndRdx(31), GftotA-Def/EndRdx/Rchg(31), GftotA-Run+(50)
Level 28: Rage -- AdjTgt-ToHit(A), AdjTgt-Rchg(33), AdjTgt-ToHit/EndRdx/Rchg(34), AdjTgt-EndRdx/Rchg(50), AdjTgt-ToHit/Rchg(50)
Level 30: Resist Energies -- S'fstPrt-ResDam/Def+(A), ImpArm-ResPsi(34), ResDam-I(48)
Level 32: Unstoppable -- ImpArm-ResPsi(A), RechRdx-I(33), RechRdx-I(33)
Level 35: Hurl -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(36), Dev'n-Acc/Dmg/EndRdx/Rchg(36), Apoc-Dmg/Rchg(36), Apoc-Dmg/EndRdx(37), Apoc-Dam%(37)
Level 38: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/EndRdx(39), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(40)
Level 41: Block of Ice -- UbrkCons-EndRdx/Hold(A), UbrkCons-Hold(42), UbrkCons-Hold/Rchg(42), UbrkCons-Acc/Hold/Rchg(42), UbrkCons-Acc/Rchg(43)
Level 44: Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Dev'n-Dmg/EndRdx(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(46), Apoc-Dmg(46)
Level 47: Tough Hide -- GftotA-Run+(A), GftotA-Def/EndRdx(48), GftotA-Def/EndRdx/Rchg(48)
Level 49: Super Jump -- HO:Ribo(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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[u]Set Bonus Totals:[u]<ul type="square">[*]30% Enhancement(RechargeTime)[*]40% Enhancement(Accuracy)[*]386.5 HP (20.6%) HitPoints[*]20% Perception[*]27.5% (0.46 End/sec) Recovery[*]78% (6.1 HP/sec) Regeneration[*]15.1% Resistance(Fire)[*]15.1% Resistance(Cold)[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[*]15% Resistance(Psionic)[*]20% 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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@Turbo_Starr
[ QUOTE ]
Played around with your build.
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Very nice, unfortunately, with current prices, it's far too expensive. I'll just have to keep it for when I can afford it.
[ QUOTE ]
[ QUOTE ]
Played around with your build.
[/ QUOTE ]
Very nice, unfortunately, with current prices, it's far too expensive. I'll just have to keep it for when I can afford it.
[/ QUOTE ]
Yeah, I didn't realize how expensive the Kinetic Combats are. On my Inv/SS I ended up going with the Smashing Haymakers for now too. A lot of the other pieces of it aren't too expensive though. I managed to get a full set of Performance Shifters for under 10 mil, including insane salvage prices. And yeah, some of the stuff is more of a "some day" kinda thing. Anyway, good luck to you and happy tanking.
@Johnstone & @Johnstone 2
ediblePoly.com
All my characters
[ QUOTE ]
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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Interesting. Do you have your combat attributes set up to monitor +recharge?
On my INV/SS, the proc is a little streaky over the course of normal solo play, as randomly fired events tend to be; I might go almost a whole mission without seeing it fire, and then later I'll have something absurd like 20 consecutive seconds of +100% recharge when fighting a single, hard target.
I haven't done a whole lot of large-spawn fighting on that build lately, but on those rare occasions when I do it fires off a lot. I got invited to an obscene boss farm the other day, for instance, and, apart from endurance constraints, it honestly felt like I'd been speed boosted most of the time, even though there were no buffers on the team.
The proc'll never replace having lots and lots of always-on +recharge bonuses, but I do find it helps, particularly during Hasten's downtime (which of course, the proc also shortens).
Then again, I have two procs slotted: One in Footstomp, and one in Punch. Mine is not a build on which I intend to spend hundreds of millions; I've been there and done that with other builds, and the prospect of doing it again for a character who already mostly satisfies my conceptual goals isn't attractive. It's a relatively cheap mix of +DEF bonuses with very light +recharge bonuses. While I'd ideally like more +recharge to make Hasten closer to permanent, the FF procs work well enough as stand-ins - and particularly when I notice recharge most. That is, when I'm standing in the middle of a huge spawn and I want as many Footstomps in as short a period as possible.