Shield/ss Farming build


Airhammer

 

Posted

Hey i usually play with blasters and scrappers and decided to give a tank a try by farming but i just wanna no if im building this toon the right way


Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Pyre Mastery

Hero Profile:
------------
Level 1: Deflection DefBuff-I(A), DefBuff-I(3), DefBuff-I(3), ResDam-I(5), ResDam-I(5), EndRdx-I(7)
Level 1: Jab KntkC'bat-Knock%(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), EndRdx-I(33)
Level 2: Battle Agility DefBuff-I(A), DefBuff-I(7), DefBuff-I(9), EndRdx-I(9)
Level 4: True Grit GA-3defTpProc(A), ResDam-I(11), Heal-I(11), Heal-I(13), Heal-I(13)
Level 6: Active Defense RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 8: Against All Odds EndRdx-I(A), Taunt-I(17), Taunt-I(17)
Level 10: Taunt Acc-I(A), Acc-I(19), Taunt-I(19), Taunt-I(21)
Level 12: Phalanx Fighting DefBuff-I(A), DefBuff-I(21), DefBuff-I(23)
Level 14: Hasten RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 16: Combat Jumping DefBuff-I(A), DefBuff-I(23), EndRdx-I(25)
Level 18: Super Speed EndRdx-I(A)
Level 20: Knockout Blow Dmg-I(A), Dmg-I(25), Dmg-I(27), Acc-I(27), EndRdx-I(29), EndRdx-I(29)
Level 22: Swift Run-I(A)
Level 24: Health Heal-I(A), Heal-I(43), Heal-I(43), Heal-I(45)
Level 26: Shield Charge Dmg-I(A), Dmg-I(45), Dmg-I(45), RechRdx-I(46), RechRdx-I(46), RechRdx-I(46)
Level 28: Rage ToHit-I(A), ToHit-I(33), ToHit-I(33), RechRdx-I(34), RechRdx-I(34), RechRdx-I(34)
Level 30: Stamina EndMod-I(A), EndMod-I(37), EndMod-I(40), EndMod-I(43)
Level 32: Boxing Dmg-I(A), Acc-I(48)
Level 35: Tough S'fstPrt-ResDam/Def+(A), ResDam-I(36), ResDam-I(36), EndRdx-I(36)
Level 38: Foot Stomp Dmg-I(A), Dmg-I(39), Dmg-I(39), Acc-I(39), RechRdx-I(40), RechRdx-I(40)
Level 41: Weave DefBuff-I(A), DefBuff-I(42), EndRdx-I(42), EndRdx-I(42)
Level 44: Char Acc-I(A)
Level 47: Fire Blast Dmg-I(A), Dmg-I(48), Acc-I(48)
Level 49: Fire Ball Dmg-I(A), Dmg-I(50), EndRdx-I(50), EndRdx-I(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
9.75% Defense(Smashing)
9.75% Defense(Lethal)
6% Defense(Fire)
6% Defense(Cold)
6% Defense(Energy)
6% Defense(Negative)
6% Defense(Psionic)
7.88% Defense(Melee)
6% Defense(Ranged)
6% Defense(AoE)
28.1 HP (1.5%) HitPoints
MezResist(Immobilize) 2.75%






| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1392;605;1210;HEX;|
|78DAA593DF52DA4014C6372411F9275214154401B58A208AD 38BFEB9E845D1D6516|
|6A830BD6ACBA4B805A64C64483A53EFFA007D853E48A72FD2 F665E839F91626997A|
|D70C7CBFCDD99373BE6C769B5F1A7121BE3E175AFCC5C8729 C6EC7B23FC989D9B4F|
|AC39E080B21F288741BF2A3B41D596B0F86727433BBCDA9D9 A61C499AFB3CA671DB|
|9D48BBEF0E5217F640D2D0ADCD06D1D6EDEDA8D61E4B7913F 78657D21A0FED3E6EC|
|E87AE2D1D27A16EFA0397A65267E361AFD6BA9BC86ED3725C 39B95B275365FA3712|
|241AFDC5D4145B84BA08056054FD58287AA84685BAA686E81 04A62EB35700DB43D1|
|4907E464D3434D135945D00161590774E793AF20CFD54E750 147DA3BB1EE201BCA4|
|74132E4266C50B2D05F08A12C25AD44B08A3C572DD8F639A8 BA0821EC97AA1070A4|
|858012EA8500CC64231585E013240893E72422524D07C3780 0C2524554232F0E83A|
|8CED50420A56440AA13AB94B2364A6F34806B20AF0BA59F4C 3A442ABE824568FBC5|
|098426B6AFDD7B076870154814B7ACD0DD570032DAA011C55 EEC129D9CC6921EFA9|
|DCA9172A0450ACDC8345F294579EF2052C15B00F1C021AE56 DC393B60D17C7786D9|
|D664AAA42895F2F2F76B05B66C0823C227F7BEAADF650E161 10A8B75FF1C3A0EA07|
|AAFA01BE5459A1E8C72FDAA615F5DD2A28F49B4235B52F6BC A72C0F91F4A3851DBE|
|E04337585A21F9BC6FC98D18F2E71F54FA465A8F34B11CD8B 948DF991FEAFEB477C|
|D62B72CD67A8C3D26279C3F296E51DCB7B168BE5034BCF3B7 03FE74F271FB3A1272|
|C4F599EB17CE3A4708C24C6126749B02CB124599659D22C19 962CCB7796E95F41D9|
|DF8D|
|-------------------------------------------------------------------|


 

Posted

If you spend a little bit you can softcap quite easily without Weave...letting you get and slot up Fireball two levels sooner. Tanks are easy to work with on Shield Defense soft-capping.


 

Posted

FYI, that Gladiator's Armor unique will set you back over a billion influence, if you can even find one. So unless you've got one lying around, or have a lot of very rich alts, I wouldn't count on having it in your build.

Specific suggestions:

Stamina at 30? Very bad idea. IMO, the only tank that can afford to wait that long to get Stamina is a WP tank with Quick Recovery. Get it at 20. Also, unless you're saving slots for IOs, 4 slotting level 50 IOs of the same type is a waste of slots; 3 level 30s will get you to the ED cap.

Taunt doesn't need Accuracy except in PvP. Use those slots elsewhere or slot Recharge or Range instead.

KoB, Weave and Fire Ball are overslotted for end reduction; one 50 IO is plenty. I would, however, put some end red and accuracy in Shield Charge.

The one set of Kinetic Combat seems like an odd choice, since you don't need it to soft-cap and it's a much better set for typed defense. It's also very underslotted for accuracy and damage and overslotted for end reduction.

Assuming that you don't get the GA unique, you need 2% more defense to soft-cap if you keep Weave. 2 full sets of Multi-Strike and 2 Blessing of the Zephyr in SS would do it, but there are any number of other ways.

And as Soilent Green mentioned, you could also drop Weave and soft-cap using more IOs. It'll be quite a bit more expensive, but certainly doable.


My Characters

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

 

Posted

Course, for almost no money, you can just roll up a ss/fire defense tanker, have 90% fire resists with SO's get to 50, and get the demon Mission in PI. I steamroll that mission in 15-20 min and run it at +3 x8 with bosses. I think I have 2 mill into that tanker total. if your main goal is farming, allot more cost effective toons to make than a /shield anything for better results.

YMMV.


 

Posted

If you really want to go farming then your goal is to minimize how much you spend on your build and maximize how much you get out of it. Damage out put and recharge are what you really want for farming so I'd suggest going Fire/Fire for huge AoE and damage potential and then slotting for around 25% defense and then recharge.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Quote:
Originally Posted by Santorican View Post
If you really want to go farming then your goal is to minimize how much you spend on your build and maximize how much you get out of it.
Not necessarily. While being able to effectively farm on SOs or even a cheap IO build is nice, more-expensive builds will often pay for themselves by being significantly faster than a "normal" build or being able to handle content that other builds might choke on (try doing a +4x8 Battle Maiden map on an SO'd Fire/Kin and see what happens).


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Quote:
Originally Posted by PettyTheftz View Post
Course, for almost no money, you can just roll up a ss/fire defense tanker, have 90% fire resists with SO's get to 50, and get the demon Mission in PI. I steamroll that mission in 15-20 min and run it at +3 x8 with bosses. I think I have 2 mill into that tanker total. if your main goal is farming, allot more cost effective toons to make than a /shield anything for better results.

YMMV.
While technically true, there's a lot to be said for being able to make good inf while playing a wide assortment of missions, which an SD/SS can excel in doing. Making an SD/SS survivable enough to take on hordes of even dreaded Malta and Carnies (okay, somewhat less dreaded) without breaking a sweat is, at least IMO, significantly cheaper. Soft-capped positional defences are just that good.

Yes, it's technically not real farming if you're actually playing through content normally, even if the rewards are still sickeningly good, but I could never stand running the same mission over and over again.


 

Posted

Played around with what you had, this what i came up with.
Besides the uniques you're lookin at 150mil to 400mil (depending on how fast you want the bids to go through and whether or not you attain some recipes through rolls/drops/etc.)
The Uniques might go from between 40mil to 100mil a pop.

The levels that powers were picked aren't corrected so well, so you'll def want to switch some around.

Advantages to build:
50% global recharge
3.37 end/sec recovery
Decent regen rate(not superb, decent)
52% Melee/Ranged def. (45% isn't true 'softcap' when fighting scaled up bosses, 50+% makes a HUGE diff.)
You can use your lvl 49 power for really anything, I chose One with the shield for an 'Oh Sh*t' button to raise your resistances.

Disadvantages:
This build is for pure farming and/or high level content. You'll notice that Jab is the only viable attack below lvl 20. So don't expect any damage output when exemplaring too far down.
No taunt. Alot of people get very upset when they see a tanker without taunt. If you know how to play your tank well, AAO + 3 Aoes, you can't go wrong. On my shield/ss I didn't take taunt and I manage aggro when I team VERY well.
SS as only travel power: plan on getting Zero G pack from KR bank mish if you wanna get around easier.
Accolades: It takes time to get these, but well worth it. (Start with the atlas medallion, its the easiest. Use ouroboros mishes to get Portal Jockey and Freedom Phalanx Reserve.)
Cost: Yes, it might be a little expensive, nothing a little marketeering can't help

Alright, build post time

  • 17.5% DamageBuff(Smashing)
  • 17.5% DamageBuff(Lethal)
  • 17.5% DamageBuff(Fire)
  • 17.5% DamageBuff(Cold)
  • 17.5% DamageBuff(Energy)
  • 17.5% DamageBuff(Negative)
  • 17.5% DamageBuff(Toxic)
  • 17.5% DamageBuff(Psionic)
  • 8% Defense(Smashing)
  • 8% Defense(Lethal)
  • 5.81% Defense(Fire)
  • 5.81% Defense(Cold)
  • 7.69% Defense(Energy)
  • 7.69% Defense(Negative)
  • 3% Defense(Psionic)
  • 13% Defense(Melee)
  • 12.4% Defense(Ranged)
  • 8.63% Defense(AoE)
  • 2.25% Max End
  • 52.5% Enhancement(RechargeTime)
  • 34% Enhancement(Accuracy)
  • 10% FlySpeed
  • 112.4 HP (6%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 10.3%
  • MezResist(Held) 10.8%
  • MezResist(Immobilize) 19.6%
  • MezResist(Sleep) 9.7%
  • MezResist(Stun) 11.9%
  • MezResist(Terrorized) 7.5%
  • 5% (0.08 End/sec) Recovery
  • 22% (1.72 HP/sec) Regeneration
  • 5.36% Resistance(Fire)
  • 5.36% Resistance(Cold)
  • 3.13% Resistance(Toxic)
  • 10% RunSpeed
  • 2% XPDebtProtection
Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1403;703;1406;HEX;|
|78DAA5934B6F524114C7E7C2A550B840B105DA522C055AA04528C6858F441752B45|
|A1222B52B95DCD229609112C0C4EEFC00BE37AEDCF95CFB8E1FC458FD263EAEE731|
|34695C7AC3FDFFCE9C39CC3973E74CF94ED110E2EE39A119E7DB66BF5F5B373B3BB|
|2E7289B8D56DDA816F3D56AAC64F66EC99E530811E5D95A516ECB4E5FE6AACD966C|
|6F0D8711355B966D0973B7BB6057073DD9690C9A81D54E538239C80D0DA3B2BBDBC|
|EAD49B3DBEA34DC34A876A5DCF292596A359A039830D468D091FD7E60A5DBAAE72A|
|7B3D592B9BFD81ECED4D425119788B5E100D5E6139841B8C82B079185E82EE63F80|
|9235981C8BA857A2C5D48405CF8B66866AC4E38B2499830092B9044E324BAC64946|
|38898B93B838898F939420DCAEC2ED6130A2C2CD79DD498271081720DCC1E1C2B14|
|4AE8BE0726A58A4A539E7B8B0022104A731AA824783946E15823DCAE561571CA2BC|
|BC3F9B97970C1D8206017E0E107E0B1E91004F40FD25B06FA38FF09D30F18350807|
|2C639C031BE0D4889C90661BAC96811666E32760823B06C5015174C536E27B8C2EA|
|C8C2FC092637A8ECC5AB8CB3F4CDB297345C21CF2197613F532AFDD44FAAE8E82FC|
|66FC61FC2A245C80A3BE238141DA1A3B31C91E734137BC17849987BC578CD784370|
|418551AED01E8D51FAE4139A49F228F5944676889B55073D3B4545C7A6099908638|
|61125E8101E57E1716EA304B75182DB28C16D94E4363A01B5CFAB1DCFF38E1778C7|
|0BBCE305DE718A779CE21D7F054DAB934D73EB7C03D792EAF6A5FBD4EDD90784630|
|F198F188F09FB109E5379736F6985FC3BC67B42E103E323E313610DCE6759E55DE6|
|6E9FD10F6E19FCB0C9D6FEF15474757DC1A39127A31FDCE8FF7A3E1BC37546AFE04|
|D5A47A980681B685D43B98EC31B6899686DA2D4E9DA7D318695FA4F6241A7504EA3|
|9C41B987414E0F8807C540F1A2F850FC286328E328219469946728D65F122BFBF9|
|-------------------------------------------------------------------|


 

Posted

Interesting build. Nice defense/recharge. Noticed you've broken the rule of 5 with the +5% recharge bonuses. And you're right, you wouldn't want to ex down to far with this build.


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Ah, you are very right Rangle. There are seven "5%" bonuses in the build. Slipped my mind

Either way, I hope the build provided insight to the OP!


 

Posted

Quote:
Originally Posted by Schledgehammer View Post
52% Melee/Ranged def. (45% isn't true 'softcap' when fighting scaled up bosses, 50+% makes a HUGE diff.)
Unless I'm misremembering how defense works, it is not true that defense above 45% will help you against bosses in most cases. Bosses do get a better than 5% chance to hit you even with 45% defense, but any defense above 45% has no affect unless your defense is being debuffed to below 45%.


My Characters

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

 

Posted

Something that I'm really liking in my SD/SS farmer is having Obliteration slotted in both Shield Charge and Footstomp. Moving from one big spawn to the next really lets the procs in those power shine. That extra bit of damage ticks generously when you use it often and I've noticed it be the difference in a kill / non-kill on a number of occassions. I know Obliteration isn't the cheapest set out there but the bonuses and benefits are pretty dang good.


 

Posted

Quote:
Originally Posted by SoilentGreen View Post
Something that I'm really liking in my SD/SS farmer is having Obliteration slotted in both Shield Charge and Footstomp. Moving from one big spawn to the next really lets the procs in those power shine. That extra bit of damage ticks generously when you use it often and I've noticed it be the difference in a kill / non-kill on a number of occassions. I know Obliteration isn't the cheapest set out there but the bonuses and benefits are pretty dang good.
I have Obliteration slotted in both Shield Charge and Footstomp in my SD/SS tank and it was noticeable after I slotted them. I count those two powers as my best defenses with the knockdown and killing everything.


 

Posted

Indeed...in addition to the damage mitigation in the form of knockdown, the damage you inflict can get in the range of 600 - 800 points (depending on the enemy) in your "alpha" with the edition of the 2 procs. Add in another 100 or so from Fireball (you could also proc that if you have the slotting space) and then a repeat Footstomp seconds later: game over man!


 

Posted

Quote:
Originally Posted by SoilentGreen View Post
Something that I'm really liking in my SD/SS farmer is having Obliteration slotted in both Shield Charge and Footstomp. Moving from one big spawn to the next really lets the procs in those power shine. That extra bit of damage ticks generously when you use it often and I've noticed it be the difference in a kill / non-kill on a number of occassions. I know Obliteration isn't the cheapest set out there but the bonuses and benefits are pretty dang good.
While I agree with oblits in shield charge, in footstomp I prefer the force feedback +rech proc, it goes off frequently enough in big groups that it's well worth having to get footstomp recharged again.

The difference between the two is that in FS, it's one proc chance per target, in SC it's one total for force feedback.

My SS uses one +rech proc in FS and the other in the epic energy torrent and the speed increase is very noticeable.


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

Quote:
Originally Posted by Silas View Post
Also p.sure the FFB proc in Shield Charge will buff the pet that is summoned (and dies instantly after dealing the KD and damage) not you.
Actually doesn't seem to be the case, I made the mistake of slotting one in SC and one in LR, it does VERY occasionally give me a buff icon, but it seems to be 1/20 rather than 1 per target. Next respec I'll retrieve them.


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

Quote:
Originally Posted by Finduilas View Post
Unless I'm misremembering how defense works, it is not true that defense above 45% will help you against bosses in most cases. Bosses do get a better than 5% chance to hit you even with 45% defense, but any defense above 45% has no affect unless your defense is being debuffed to below 45%.
I'm unsure about defense/to-hit specifics as well.

This guide is where I base my claim(factual or no, he cites accuracy scales from paragonwiki that i can't seem to find):

http://boards.cityofheroes.com/showthread.php?t=185167&highlight=defense+soft+cap

Defense soft cap for Tanks/Brutes according to paragonwiki: 225.05% at level 21+

This would make one believe that the cap would only be so high if you could put it all to good use, accepting that you will always have a 5% chance to be hit.

So really I can only say that from empirical experience that i find 45% to be less effective than 50%+ when dealing with bosses. (most of this experience was taken from playing differences when AE boss farms were rampant)

I find that the extra defense helps against AVs as well.

Take it or leave it, either go for the extra def or not.


 

Posted

And to make searching the article easier, I point to this specifically:

Last scenairo: 45% defense.

Here we are, the legendary soft cap. Elude defense levels, or the SR scrapper with great IO's.

Even level minions now only hit 5% of the time. Now, after thirteen attacks, it is still likely (51.3% to be exact) that you have dodged all of them. Series of five attacks: The chance of getting hit by two or more is only 2.3%, and that never happens.

Now a +2 boss shows up and you laugh. He only has a 7.8% chance to hit you, which works out so that he's only likley to have hit you by the ninth swing. This is why hitting the soft cap is important, only 10% more defense than the last case, and you're likely to dodge three times as many attacks. In a series of five attacks, it is only 5.2% likely that he has hit you two or more times.

Let's have some fun with the numbers. Imagine a +4 AV staring you down. With soft-capped defense, that AV has a surprisingly low 10.5% chance to hit you. "Wait a second," you say, "10.5% can't be right!" Believe me, it is. I'll get to why that is later, but for now, just take this in. With 45% defense, a +4 AV will only hit you one time in ten, which is less often than an even level minion will hit someone with 35% defense. Four levels and three rank increases don't compare to 10% of added defense. In-freaking-credible.

Against this AV, you are likely (51.4%) to dodge six attacks in a row. In a run of five shots, he will hit you with two or more a miniscule 8.9% of the time. You can effectively tank a +4 AV.


 

Posted

Quote:
Originally Posted by Schledgehammer View Post
Against this AV, you are likely (51.4%) to dodge six attacks in a row. In a run of five shots, he will hit you with two or more a miniscule 8.9% of the time. You can effectively tank a +4 AV.
If you are going by this part, I think you are misreading it. The 51.4% is what he calculates are the odds that a player will dodge six attacks in a row in this scenario. That is different than than the chance a foe has to hit you with a single attack. I skimmed through this whole guide, and didn't see anything that would support your claim, but if it's there, please post it.

Looking at the ParagonWiki page that Dechs Kaison references, you'll find this:

Final hit chances are forced to stay in the range of 5%–95% to preserve a measure of uncertainty and prevent modifiers from making a power automatically hit or miss. This range limit is also applied once in the middle of the calculation, after adjusting for ToHit and Defense modifiers but prior to applying Accuracy, to prevent situations where strong Defense buffs and/or ToHit debuffs render Accuracy irrelevant no matter how high it was.

EDIT: (What I said intially was not quite right, just goes to show that I shouldn't post early in the morning! Let's try it again.) Here's the HitChance formula:

HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods – DefMods ) )

Please note that the Clamp (which keeps the values between 5 and 95%) is applied directly to the results of the ToHit calculation. Defense is part of that calculation, so critter ToHit can never fall below 5%, no matter how much defense you have.

Since the AccMod is applied to the results of the ToHit calculation, it will never be lower than AccMod x 5%. If the AccMod is 1, as is the case for even-level minions and below, the final HitChance remains at 5%. [(BaseHitChance(50) + ToHitMods (0) - DefMods (45)) = 5] If you look at the bottom of the same Wiki page you'll see that bosses and AVs up to +5 have 1.3 and 1.5 accuracy modifiers, which makes their lowest possible HitChances 6.5% and 7.5% respectively. Note that the 6.5% and 7.5% apply to even level and below, there is also a level Acc modifier for foes that are +1 and above; so a +4 AV has a 10.5% chance to hit you, as Dechs Kaison says. Again, because of the way the formula works, that will not change, no matter how much defense you have.

The fact that the defense cap is above 200% doesn't matter, the only time you can "put it to good use" is in the case of defense debuffs when your effective Defense falls to 45% or below.


My Characters

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

 

Posted

Ah, I misunderstood the accuracy modifiers. I was seeing a simple bonus, not a raise to the minimum chance to hit. Thank you for explaining.


 

Posted

Late reply, but just wanted to add a little regarding the soft-cap stuff (which has been well answered already):
In addition to defense debuffs the other thing you may notice is tohit buffs on your enemies. They are less prevalent, but they are more likely to affect you when in play.

For example, lots of lethal damage attacks have -def, however they have to hit you to apply. Any +tohit on your opponents applies automatically. If you have 45% defense, and an enemy gets a +5% tohit bonus it will double the damage they do to you (on average). If you have 52% defense and they get the same bonus it will make no difference. This is very rare though.

Note another benefit the 52% defense delivers is more resistance to cascade failure: if you get hit by one lethal attack it is likely to do -5% defense. At the softcap this results in doubling the chance you get hit again (e.g. from 5% to 10% for a minion), which increases the chance you get hit again... At 52% the first one off hit does not increase the chance of further hits.

A little bit over the softcap will probably be noticeable over the career of a hero, however a lot of the time it makes no difference, and there are alternative mitigations to deal with such situations - for example regen, heal, insipirations etc. It's a decision to make on cost vs. benefit.


 

Posted

This is my Shield/SS build as he exists now Live on Virtue Server..

He wasnt cheap... Lotta raids. Lotta merits and a lotta influence..

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Majestic: Level 50 Technology Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting

Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(3), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Def(5), S'fstPrt-ResDam/Def+(5), ResDam-I(7)
Level 1: Jab -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(46)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(7), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Def(9)
Level 4: True Grit -- ResDam-I(A), ResDam-I(11), ResDam-I(11), Heal-I(13), Heal-I(13), Heal-I(15)
Level 6: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(19)
Level 8: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(23)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(23)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25), LkGmblr-Rchg+(45)
Level 14: Super Jump -- Jump-I(A)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(27), Mrcl-Heal(46), Numna-Heal(46)
Level 20: Stamina -- EndMod-I(A), EndMod-I(27), EndMod-I(29), P'Shift-End%(29)
Level 22: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(33)
Level 24: Against All Odds -- EndRdx-I(A)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 32: Boxing -- Acc-I(A)
Level 35: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(40)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(43), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Def(45)
Level 44: Phalanx Fighting -- LkGmblr-Def(A), LkGmblr-Rchg+(45)
Level 47: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Acc/Rchg(48), Mocking-Rchg(50), Mocking-Taunt/Rng(50)
Level 49: Grant Cover -- EndRdx-I(A), LkGmblr-Rchg+(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:

  • 8.5% DamageBuff(Smashing)
  • 8.5% DamageBuff(Lethal)
  • 8.5% DamageBuff(Fire)
  • 8.5% DamageBuff(Cold)
  • 8.5% DamageBuff(Energy)
  • 8.5% DamageBuff(Negative)
  • 8.5% DamageBuff(Toxic)
  • 8.5% DamageBuff(Psionic)
  • 11.8% Defense(Smashing)
  • 11.8% Defense(Lethal)
  • 8.94% Defense(Fire)
  • 8.94% Defense(Cold)
  • 7.06% Defense(Energy)
  • 7.06% Defense(Negative)
  • 3% Defense(Psionic)
  • 14.9% Defense(Melee)
  • 9.25% Defense(Ranged)
  • 10.2% Defense(AoE)
  • 1.8% Max End
  • 62.5% Enhancement(RechargeTime)
  • 66% Enhancement(Accuracy)
  • 5% FlySpeed
  • 140.6 HP (7.5%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 7.7%
  • MezResist(Stun) 4.4%
  • 5% (0.08 End/sec) Recovery
  • 60% (4.69 HP/sec) Regeneration
  • 2.5% Resistance(Psionic)
  • 5% RunSpeed


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-