Recharge vs Soft Capped Def
So through more research on these forums I found some great info. I am at 43% Pos Def and only 2 seconds off of Perma Hasten... YAY!
Thanks to Minotaur from another thread
"More than you wanted to know about how defense works: http://boards.cityofheroes.com/showthread.php?t=121258
tl:dr version, you want 45% defence to all the positions (melee/ranged/AoE), any extra just helps with debuffs and foes with +to-hit most of the time.
Fortunately this is very easily attainable with a shield tank with fairly minimal IOing.
Example:
Deflection and battle agility give you a little under 23% def to all slotted.
Phalanx fighting gives you 5% def all unenhanceable
Weave gives you 8% def all slotted
Combat jumping gives you 3% def all 1 slotted.
So that's 39% def all with no IOs. Now throw in a steadfast protection res/def unique for 3% def all and you're nearly there. The last bit can be done pretty cheaply and in various ways.
One set of touch of death, one set of mako's bite, and one set of 5 sciroccos dervish will softcap you, but there are cheaper alternatives using multistrike and red fortune for example that might be preferable. "
So thanks for the info and to everyone who continues to answer questions
You CAN do both....
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-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-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)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Gauntlet
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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
- 70% 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-
The only problem I can see with the +Rech route is going to be your endurance usage. Yeah, it may sound great on paper ... but having your end bar continually bouncing to zero makes for a lousy tanker.
If you can't sustain your attacks with all that +Rech over a nigh indefinite period (think steamroller team or mothership raid) then you're a lot better off going with the soft capped DEF build.
True when you have fast recharge build you need to watch your end bar. They key to that is make sure to try to get at least one SO of end redux into your builds. It goes a long way. Also I have found that you can actually stop attacking for 5-8 second every once in a while to let the end bar build up.. You can taunt or use a less end heavy attack...
Rage crash is the one thing that you have to watch because that will help kill your end bar quickly. I tend to use rage when I need it.. tough foes.. dangerous ones that you need to take down fast or AV's.
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-
The only problem I can see with the +Rech route is going to be your endurance usage. Yeah, it may sound great on paper ... but having your end bar continually bouncing to zero makes for a lousy tanker.
If you can't sustain your attacks with all that +Rech over a nigh indefinite period (think steamroller team or mothership raid) then you're a lot better off going with the soft capped DEF build. |
Making the build high recharge does not mean you must run out of endurance, but it does give you the option (for as long as the end lasts). I'd rather have options, personally.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Based on a cursory glancing-over, Airhammer's build looks pretty good.
High recharge will let you bring up Shield Charge and Footstomp and Knockout Blow more often -- these are all hard-hitters that include substantial mitigation. Note that Airhammer's point is you can still soft-cap and have good recharge.
One thing about Perma-Hasten -- as a Shielder, you'll already have Active Defense, your status protection clicky, on auto. So you won't be able to put Hasten on auto anyway. So I wouldn't bust a gut trying to get it exactly perma, since you'll be clicking it manually anyway. But more recharge is still nice, of course.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Based on a cursory glancing-over, Airhammer's build looks pretty good.
High recharge will let you bring up Shield Charge and Footstomp and Knockout Blow more often -- these are all hard-hitters that include substantial mitigation. Note that Airhammer's point is you can still soft-cap and have good recharge. One thing about Perma-Hasten -- as a Shielder, you'll already have Active Defense, your status protection clicky, on auto. So you won't be able to put Hasten on auto anyway. So I wouldn't bust a gut trying to get it exactly perma, since you'll be clicking it manually anyway. But more recharge is still nice, of course. |
Active Defense's recharge will easily be down way below it's duration...therefore, putting it on auto will make it overlap which will make it more endurance costly.
Sure. But the cost of not having Hasten up at a key moment in combat is a few seconds difference in even long-recharge attack powers. The cost of not having Active Defense up at a key moment in combat is being held.
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
The only problem I can see with the +Rech route is going to be your endurance usage. Yeah, it may sound great on paper ... but having your end bar continually bouncing to zero makes for a lousy tanker.
If you can't sustain your attacks with all that +Rech over a nigh indefinite period (think steamroller team or mothership raid) then you're a lot better off going with the soft capped DEF build. |
This is a really fun and active toon
Based on a cursory glancing-over, Airhammer's build looks pretty good.
High recharge will let you bring up Shield Charge and Footstomp and Knockout Blow more often -- these are all hard-hitters that include substantial mitigation. Note that Airhammer's point is you can still soft-cap and have good recharge. One thing about Perma-Hasten -- as a Shielder, you'll already have Active Defense, your status protection clicky, on auto. So you won't be able to put Hasten on auto anyway. So I wouldn't bust a gut trying to get it exactly perma, since you'll be clicking it manually anyway. But more recharge is still nice, of course. |
My counsel would be to roll a companion Scrapper and give that character the recharge stuff, and stick with the Defense build on your tanker.
A strategy based on recharge and killing stuff fast rather than outlasting the enemies is simply likelier to work on the Scrapper, and softcapping the Scrapper is going to be very expensive by comparison.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
Sure. But the cost of not having Hasten up at a key moment in combat is a few seconds difference in even long-recharge attack powers. The cost of not having Active Defense up at a key moment in combat is being held.
|
I have my Active on Auto personally.
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-
So I am at lvl 47 on a SD/SS Tank and Im currently slotted up on generic IO's. I am playing around in Mids and two different builds occur to me. One is to soft cap Def and be highly survivable, the other is to max Recharge and use Footstomp and Shield Charge as often as possible.
I am leaning towards the +Recharge build as it gets me perma Hasten and that gets me footstomp every 5.5 seconds or so and I really like and offensive toon. My question is this....
Will Fottstomps KD mitigation and my AoE attacks being up so often offset my Def of only 27% vs 44% on the +Def build?
Thanks for any input