SD/WM Tank build help


doidd1956

 

Posted

Im looking to use my last respec on this build but it says its over the cap. Im new to this stuff so any help would be greatly appreciated. I want to use this tank for solo but will want to team once in awhile. I dont want to use any hami's or purples in the build either.
Be brutal if you have too

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Level 50 Technology Tanker[/b]
Primary Power Set: Shield Defense
Secondary Power Set: War Mace
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def/Rchg(15), LkGmblr-Rchg+(17), ResDam-I(34), ResDam-I(34)
Level 1: Bash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx(34)
Level 2: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(31), ImpArm-ResDam(37), ImpArm-ResDam/EndRdx(40), S'fstPrt-ResDam/Def+(43)
Level 4: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(5), LkGmblr-Def/Rchg(7), LkGmblr-Rchg+(7)
Level 6: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(9)
Level 8: Swift -- Run-I(A)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Jawbreaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(45)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(23)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(23)
Level 22: Clobber -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
Level 24: Phalanx Fighting -- DefBuff-I(A)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(46)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/Rchg(31)
Level 32: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/Rchg(33), LkGmblr-Rchg+(33)
Level 35: Shatter -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
Level 38: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Whirling Mace -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(42), M'Strk-Dmg/Rchg(42), M'Strk-Acc/EndRdx(42), M'Strk-Acc/Dmg/EndRdx(43), M'Strk-Dmg/EndRdx/Rchg(43)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- RgnTis-Regen+(A), Mrcl-Rcvry+(48), Numna-Regen/Rcvry+(48), Numna-Heal(48)
Level 49: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(50), Zinger-Acc/Rchg(50), Zinger-Dam%(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:

  • 9% DamageBuff(Smashing)
  • 9% DamageBuff(Lethal)
  • 9% DamageBuff(Fire)
  • 9% DamageBuff(Cold)
  • 9% DamageBuff(Energy)
  • 9% DamageBuff(Negative)
  • 9% DamageBuff(Toxic)
  • 9% DamageBuff(Psionic)
  • 8.63% Defense(Smashing)
  • 8.63% Defense(Lethal)
  • 4.88% Defense(Fire)
  • 4.88% Defense(Cold)
  • 6.44% Defense(Energy)
  • 6.44% Defense(Negative)
  • 3% Defense(Psionic)
  • 14.3% Defense(Melee)
  • 9.88% Defense(Ranged)
  • 6.75% Defense(AoE)
  • 59% Enhancement(Accuracy)
  • 6% Enhancement(Heal)
  • 55% Enhancement(RechargeTime)
  • 231.9 HP (12.4%) HitPoints
  • MezResist(Held) 3.3%
  • MezResist(Immobilize) 7.7%
  • MezResist(Sleep) 5.5%
  • MezResist(Stun) 7.7%
  • MezResist(Terrorized) 2.75%
  • 4% (0.07 End/sec) Recovery
  • 86% (6.73 HP/sec) Regeneration
  • 1.89% Resistance(Fire)
  • 1.89% Resistance(Cold)
------------
Set Bonuses:
Luck of the Gambler
(Deflection)
  • 10% (0.78 HP/sec) Regeneration
  • 21.1 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Crushing Impact
(Bash)
  • MezResist(Immobilize) 2.2%
  • 21.1 HP (1.13%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Numina's Convalescence
(True Grit)
  • 12% (0.94 HP/sec) Regeneration
  • 35.1 HP (1.88%) HitPoints
Impervium Armor
(True Grit)
  • 2.5% (0.04 End/sec) Recovery
Steadfast Protection
(True Grit)
  • 3% Defense(All)
Luck of the Gambler
(Battle Agility)
  • 10% (0.78 HP/sec) Regeneration
  • 21.1 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
  • 10% (0.78 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Crushing Impact
(Jawbreaker)
  • MezResist(Immobilize) 2.2%
  • 21.1 HP (1.13%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Blessing of the Zephyr
(Super Jump)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Numina's Convalescence
(Health)
  • 12% (0.94 HP/sec) Regeneration
  • 35.1 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
Efficacy Adaptor
(Stamina)
  • 21.1 HP (1.13%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.78 HP/sec) Regeneration
Mako's Bite
(Clobber)
  • MezResist(Immobilize) 3.3%
  • 28.1 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Obliteration
(Shield Charge)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Titanium Coating
(Tough)
  • MezResist(Sleep) 2.2%
  • 28.1 HP (1.5%) HitPoints
Luck of the Gambler
(Weave)
  • 10% (0.78 HP/sec) Regeneration
  • 21.1 HP (1.13%) HitPoints (Exceeded 5 Bonus Cap)
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Multi Strike
(Shatter)
  • MezResist(Sleep) 1.65%
  • 0.95% Resistance(Fire,Cold)
  • MezResist(Stun) 1.65%
  • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
  • 1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
Obliteration
(Crowd Control)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Multi Strike
(Whirling Mace)
  • MezResist(Sleep) 1.65%
  • 0.95% Resistance(Fire,Cold)
  • MezResist(Stun) 1.65%
  • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
  • 1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
Numina's Convalescence
(Physical Perfection)
  • 12% (0.94 HP/sec) Regeneration
Perfect Zinger
(Taunt)
  • MezResist(Terrorized) 2.75%
  • 10% (0.78 HP/sec) Regeneration (Exceeded 5 Bonus Cap)
  • 5% Enhancement(RechargeTime)



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Posted

Looks like a very solid, though expensive, build.

A couple of minor things:

I'd recommend taking Whirling Mace much earlier. You can easily delay the Fighting Pool to 30/32/41 to take WM at 28. I would also take Taunt much earlier, but that's more of a personal preference.

With CJ and Phalanx Fighting both on, you're at over 54% Melee def, which is really more than you need. You could save yourself some infl and switch over one of the Oblit sets to Multistrike. Oblit has great bonuses, but some IOs in the set are quite expensive and overall the set is very low in end reduction.


My Characters

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

 

Posted

I dropped the fighting pool on my SD/WM, with IOs you can easily get to the def soft cap and I felt that having the extra defence debuff resistance from grant cover was more useful than a little extra S/L resistance from tough.

I took focused accruacy (slotted with gaussians) instead of conserve power, I can easily run it since I don't have fighting. I took one with the shield incase I should need some extra resistance.

I played through Dark Watchers arc set to team size 8/+1 and had no trouble from massive mobs of vengence stacked nemisis.


 

Posted

Quote:
Originally Posted by Star_Seer View Post
I dropped the fighting pool on my SD/WM, with IOs you can easily get to the def soft cap and I felt that having the extra defence debuff resistance from grant cover was more useful than a little extra S/L resistance from tough.
...
I played through Dark Watchers arc set to team size 8/+1 and had no trouble from massive mobs of vengence stacked nemisis.
I'm a little baffled by this, since massive mobs of vengeance stacked Nemesis get a to-hit bonus that your defense debuff resistance (DDR) does NOTHING to protect you from. Vengeance makes them hit you more often despite your high defense, it doesn't reduce your defense by debuffing. Normally the only protection a defense-based build can get is either to massively overstack defense (force fields, cold shields, purple inspirations, etc.) or just to kill them all quickly.


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

 

Posted

Lol, good point, guess i killed them all quickly since i didnt have trouble hitting them.


 

Posted

Quote:
Originally Posted by Star_Seer View Post
Lol, good point, guess i killed them all quickly since i didnt have trouble hitting them.
War mace is a good AoE set and the secondary effects are decent mitigation. I can believe it helped protect you. I'm currently enjoying a Shield/Axe Tanker; Axe does all knockdown (instead of kd and stun) and is close to Mace's somewhat better AoE potential, and I get a TON of mitigation from my attacks.


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