My cheap IO Inv/EM build
Actually I have a question. Would it be better to drop Energy Torrent in favor of Resist Elements? I'm thinking the Cold/Fire resist isn't the real reason to take it as much as the slow resistance, but how important is that, and how much of a difference does it make?
I also opted to drop taunt in favor of Air Superiority. My attack chain just felt too empty without another attack.
Energy torrent is in some ways the best attack you have, keep it. By the time you hit that level, you should also have the cash to buy a force feedback chance of +rech which is not expensive, and will recharge your good attacks faster.
I would slot your resist toggles Titanium coating res, res/end, res/end/rech plus a res/end from any of the other sets to get the +1.5% hits set bonus.
It's true. This game is NOT rocket surgery. - BillZBubba
Cool.
But should I still try to fit in resist elements somewhere?
Cool.
But should I still try to fit in resist elements somewhere? |
In general, I don't see much point in frankenslotting TI and UY, since all it's getting you is some extra end reduction, and that really isn't needed. I'd try to four-slot those two powers with Reactive Armor. They're more expensive than they were, but I'd certainly include them in a cheap build.
Also, I'd replace three of the Multi-Strike slots in WH with 3 slots of Eradication for the E/NE bonus. I generally use Dam, Dam/End, and Acc/Dam/Rchg, which aren't very expensive and the E/NE bonus is much better than the paltry bonus you get from MS.
You might also want to consider 3 slots of Thunderstrike for LBE instead of Ruin, since it'll get you a 2.5% E/NE bonus. I've bought Thunderstrike recently, and they're dead cheap.
Also, if you can find 4 slots for it, consider 5-slotting Mocking Beratement in Taunt. Again, very cheap, and 5 slots will get you 2.5% S/L and 3.13 F/C def bonuses.
My Characters
Knight Court--A CoH Story Complete 2/3/2012

I wouldn't bother, unless you want to give up one of the epic attacks. But you like 'em, keep 'em and skip ResEl.
In general, I don't see much point in frankenslotting TI and UY, since all it's getting you is some extra end reduction, and that really isn't needed. I'd try to four-slot those two powers with Reactive Armor. They're more expensive than they were, but I'd certainly include them in a cheap build. Also, I'd replace three of the Multi-Strike slots in WH with 3 slots of Eradication for the E/NE bonus. I generally use Dam, Dam/End, and Acc/Dam/Rchg, which aren't very expensive and the E/NE bonus is much better than the paltry bonus you get from MS. You might also want to consider 3 slots of Thunderstrike for LBE instead of Ruin, since it'll get you a 2.5% E/NE bonus. I've bought Thunderstrike recently, and they're dead cheap. Also, if you can find 4 slots for it, consider 5-slotting Mocking Beratement in Taunt. Again, very cheap, and 5 slots will get you 2.5% S/L and 3.13 F/C def bonuses. |
I'll look into those other sets though. Thanks again

Edit: On second thought I might eventually take Taunt instead of AS after I get some other attacks. I think towards the end my attack chain should be pretty solid without it and the set bonus you mentioned Mocking Beratement looks nice

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- ImpSkn-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx(7), TtmC'tng-ResDam/EndRdx(7), ResDam-I(13)
Level 1: Barrage -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(11), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(17), B'ngBlow-Acc/Dmg(40), B'ngBlow-Dmg/EndRdx(43)
Level 2: Dull Pain -- Tr'ge-Heal/Rchg(A), RgnTis-Heal/Rchg(3), H'zdH-Heal/Rchg(3), Heal-I(13), RechRdx-I(15)
Level 4: Bone Smasher -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(5), S'ngH'mkr-Dmg/EndRdx/Rchg(17), B'ngBlow-Acc/Dmg(31), B'ngBlow-Dmg/EndRdx(37)
Level 6: Hurdle -- Jump-I(A)
Level 8: Unyielding -- ImpSkn-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx(9), TtmC'tng-ResDam/EndRdx(9), ResDam-I(15)
Level 10: Taunt -- RechRdx-I(A)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Super Jump -- Jump-I(A), EndRdx-I(43)
Level 16: Health -- Heal-I(A), Heal-I(43), Heal-I(46)
Level 18: Invincibility -- Ksmt-Def/EndRdx(A), S'dpty-Def/EndRdx(19), RedFtn-Def/EndRdx(19), DefBuff-I(23)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Whirling Hands -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(23), M'Strk-Dmg/Rchg(25), M'Strk-Acc/EndRdx(25), M'Strk-Acc/Dmg/EndRdx(29), M'Strk-Dmg/EndRdx/Rchg(34)
Level 24: Resist Physical Damage -- ResDam-I(A), ResDam-I(34), ResDam-I(42)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(27), DefBuff-I(27)
Level 28: Build Up -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(34)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Unstoppable -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), ResDam-I(33)
Level 35: Energy Transfer -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(36), S'ngH'mkr-Dmg/Rchg(36), S'ngH'mkr-Dmg/EndRdx/Rchg(36), B'ngBlow-Acc/Dmg(37), B'ngBlow-Dmg/EndRdx(37)
Level 38: Total Focus -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(39), S'ngH'mkr-Dmg/Rchg(39), S'ngH'mkr-Dmg/EndRdx/Rchg(39), B'ngBlow-Acc/Dmg(40), B'ngBlow-Dmg/EndRdx(40)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Laser Beam Eyes -- Mael'Fry-Acc/Dmg(A), Mael'Fry-Dmg/Rchg(45), Mael'Fry-Dmg/EndRdx/Rchg(45), Ruin-Acc/Dmg(45), Ruin-Acc/EndRdx/Rchg(46), Ruin-Acc/Dmg/Rchg(46)
Level 47: Energy Torrent -- Det'tn-Acc/Dmg(A), Det'tn-Acc/Dmg/EndRdx(48), Det'tn-Dmg/EndRdx/Rng(48), AirB'st-Acc/Dmg(48), AirB'st-Dmg/EndRdx(50), AirB'st-Dmg/Rchg(50)
Level 49: Resist Energies -- ResDam-I(A), ResDam-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
At least I hope it's cheap :P
Hopefully I don't have too many glaring mistakes. Took Resist NRG at 49 because I didn't really see anything else crucial to take so I figured why not, though Resist Element might be better to take if the slow resistance is more beneficial than the end resistance, but since I don't take it till 49 it probably doesn't matter.
I got on to check the market just to see the prices of some IOs and I went with the sets that were pretty cheap but offered some defensive bonuses (defense, health, regen, etc.).
Thanks for any advice.