Build Review
Is this an existing character, or one you're just now creating? In either case there are several places where you can significantly improve. Off the top of my head, from the top:
RPD is useful sure, but you should absolutely take TI first; sometime in the mid-20's is fine for picking up RPD.
TI does NOT need recharge! It's a toggle you'll activate when you log in and then leave on permanently.
Dull Pain, slotted with SO's needs 3 recharge/3 heal.
Combat Jumping doesn't offer enough def to justify added slots, and it uses such a tiny amount of end (0.07 eps) that slotting endred is pointless. Stick with the base slot unless you're using it as an IO mule.
Resist Elements is, by far, the least useful power in the entire primary... I recommend skipping it completely or, at the very least, delaying it until MUCH later.
The same comments I made for TI also apply to Unyielding... and it should be taken at level 8.
Resist Energies, while it has some use is another power that should be delayed. I generally plan to get it at 49.
Invincibility once again is a toggle that you'll activate and forget... you do not need recharge. I also strongly recommend getting it at 18.
You're REALLY going to be hurting with Stamina at 35! I cannot stress this enough, plan your build to have Stamina at 20... 22 at the VERY latest. Also, Hurdle is far more useful than Swift; particularly in a jumper. It stacks for jump speed and distance.
I find Build Up to be entirely skippable in any tanker; there's too many other powers that are more useful.
Unstoppable will hard cap your resists all by itself if you keep your toggles up; there's no point slotting it for resist. 3 recharge at the most is all you will ever need.
I'm not familiar enough with Axe to offer specific power suggestions, but I will say your slotting is, frankly, quite poor. And trust me on this, you do NOT want to EVER slot knockback in a tanker. You really don't want to do that. Basic SO slotting for attacks is 1 accuracy/3 damage and finish off with endred and recharge.
I suggest you read my guide to the first 20 levels of Invuln, it will give you a much better base from which to create your character. You may want to think about an IO build; for not too much inf you can create a tanker who can rival Granite in survivability. I've put together a guide for doing that, also linked in my sig.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
This is an existing character i have looked at both of your guides and have found them very insightful and enlightening. I have taken you advice a done some tweaking to my build at this is the updated version and think it turned out pretty well
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
WiCeltic: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Battle Axe
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Temp Invulnerability -- ResDam(A), ResDam(3), ResDam(7), EndRdx(13)
Level 1: Beheader -- Acc(A), Dmg(11), Dmg(11), Dmg(13), EndRdx(25), RechRdx(37)
Level 2: Dull Pain -- RechRdx(A), Heal(3), RechRdx(7), Heal(15), RechRdx(37), Heal(37)
Level 4: Gash -- Acc(A), Dmg(5), Dmg(5), Dmg(15), EndRdx(25), RechRdx(40)
Level 6: Combat Jumping -- DefBuff(A)
Level 8: Unyielding -- ResDam(A), ResDam(9), ResDam(9), EndRdx(17)
Level 10: Taunt -- Range(A)
Level 12: Hurdle -- Jump(A)
Level 14: Super Jump -- Jump(A)
Level 16: Health -- Heal(A), Heal(17), Heal(23)
Level 18: Invincibility -- DefBuff(A), DefBuff(19), DefBuff(19), EndRdx(23)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Resist Physical Damage -- ResDam(A), ResDam(34), ResDam(34)
Level 24: Swoop -- Acc(A), Dmg(29), Dmg(29), Dmg(33), EndRdx(34), RechRdx(40)
Level 26: Tough Hide -- DefBuff(A), DefBuff(27), DefBuff(27)
Level 28: Kick -- Acc(A)
Level 30: Tough -- ResDam(A), ResDam(31), ResDam(31), EndRdx(31)
Level 32: Unstoppable -- RechRdx(A), RechRdx(33), RechRdx(33)
Level 35: Weave -- DefBuff(A), DefBuff(36), DefBuff(36), EndRdx(36), EndRdx(46)
Level 38: Pendulum -- Acc(A), Dmg(39), Dmg(39), Dmg(39), EndRdx(40), RechRdx(43)
Level 41: Cleave -- Acc(A), Dmg(42), Dmg(42), Dmg(42), EndRdx(43), RechRdx(43)
Level 44: Whirling Axe -- Acc(A), Dmg(45), Dmg(45), Dmg(45), EndRdx(46), RechRdx(46)
Level 47: Stone Prison -- Acc(A), EndRdx(48), Immob(48), Immob(48)
Level 49: Resist Energies -- ResDam(A), ResDam(50), ResDam(50), ResDam(50)
------------
Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
Overall it looks like a decent SO build; I'd use a recharge rather than a range in Taunt's base slot... more often is usually more valuable than longer range.
I'd suggest Boxing rather than Kick as your Fighting prereq, Kick has a chance to knockback a target. I tried it on test while I was working out a new build in the aftermath of the issue 5/6 nerfs. I found it fairly annoying when it would KB something.
Personally I'm not a big fan of the Earth Mastery epic; and remember that Stone Prison is only a single target immobilize. Since you've only one slot open you may want to go with either Ice or Fire so you can get a hold... holds are more useful than immobilizes. Pick whichever you prefer; the graphic is more obvious with Ice but both are equally effective. Char animates slightly faster though. Holds are useful for taking that problem mob out of action... Malta Sappers are an excellent choice for a quick hold.
Oh, you've an extra slot in Resist Energies; thanks to ED only the first 3 SO's are worth anything.
If you want to think about IOs there's some pretty cheap ways you can go. Smashing Haymaker for your attacks is cheap and gives you some nice S/L defense; you can finish out with two Pounding Slugfest for a regeneration bonus... the PS are dirt cheap.
Mocking Beratement in Taunt is another dirt cheap way to get some nice bonuses; I wouldn't be surprised if you could buy & craft the full set for a half million.
Moving up a bit in price there's the Reactive Armor set, you'll eventually want to 4 slot it into your armors. It'll be a bit more than the Smashing Haymaker though, so if money's tight slot the attacks first.
The Steadfast Protection unique (resist/+3% defense) is extremely useful as it gives you 3% defense to everything... it'll be a bit expensive though so you may do better buying it with Merits; it's only 75 merits. That's about what you'd earn in a couple of the signature task forces; Positron is worth 50 some by itself.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Again thanks for your advice
The Taunt will be fixed.
The reason I took kick is knockback is something i am quite accustom to because of being axe
Earth Mastery Is really an rp thing but I will take a look into the Fire
And 4 in Resist Energies is really a place holder till i get some IOs
I been gone for quite some time and would like some kind reviewers to go over my build below, not keep in mind these are the powers I will use and not change any out just when I should take them. The only power I prefer not to change the placement of is Taunt. If good reason is given to take it a couple levels later I may change it.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
WiCeltic Knight: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Battle Axe
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Resist Physical Damage -- ResDam(A), ResDam(3), ResDam(5)
Level 1: Beheader -- Dmg(A), Acc(3), EndRdx(5), RechRdx(7), KBDist(9)
Level 2: Temp Invulnerability -- ResDam(A), EndRdx(7), RechRdx(9), ResDam(11), ResDam(13)
Level 4: Dull Pain -- Heal(A), EndRdx(11), RechRdx(13), Heal(15), Heal(17)
Level 6: Combat Jumping -- DefBuff(A), EndRdx(43), DefBuff(46)
Level 8: Resist Elements -- ResDam(A), ResDam(15), ResDam(17)
Level 10: Taunt -- Range(A), Taunt(19)
Level 12: Unyielding -- ResDam(A), EndRdx(19), RechRdx(21), ResDam(23), ResDam(25)
Level 14: Super Jump -- Jump(A)
Level 16: Resist Energies -- ResDam(A), ResDam(21), ResDam(23)
Level 18: Gash -- Dmg(A), Acc(25), EndRdx(27), RechRdx(29), KBDist(31)
Level 20: Invincibility -- DefBuff(A), EndRdx(27), RechRdx(29), DefBuff(31), DefBuff(33)
Level 22: Swift -- Run(A)
Level 24: Build Up -- ToHit(A), RechRdx(43), ToHit(46)
Level 26: Tough Hide -- DefBuff(A), DefBuff(31), DefBuff(33)
Level 28: Health -- Heal(A), Heal(33), Heal(34)
Level 30: Swoop -- Dmg(A), Acc(34), EndRdx(34), RechRdx(36), KBDist(37)
Level 32: Unstoppable -- ResDam(A), EndRdx(36), RechRdx(36), ResDam(37), ResDam(39)
Level 35: Stamina -- EndMod(A), EndMod(37), EndMod(39)
Level 38: Pendulum -- Dmg(A), Acc(39), EndRdx(40), RechRdx(40), KBDist(40)
Level 41: Cleave -- Dmg(A), Acc(42), EndRdx(42), RechRdx(42), KBDist(43)
Level 44: Whirling Axe -- Dmg(A), Acc(45), EndRdx(45), RechRdx(45), KBDist(46)
Level 47: Stone Prison -- Acc(A), EndRdx(48), Immob(48), Immob(48)
Level 49: Fossilize -- Acc(A), EndRdx(50), Hold(50), Hold(50)
------------
Level 1: Brawl -- Dmg(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Gauntlet
------------
Set Bonus Totals: