Invul/EM build help (and I mean lots!)


Call Me Awesome

 

Posted

Here's the deal -- three and a half years of play time, and while I understand how the IO sets work, I still don't understand the more subtle aspects of the system. I've found some very good information to help my dust-covered Invul/EM tank, but I'm pretty sure that dyslexia or an overpriced art school education has left me slamming my head against the keyboard whenever I try to use Mid's. (I'm not saying that the program is bad -- I'm saying that numbers cause anxiety.)

So here's hoping that some of the gurus around here can at least point me in the right direction, because I'm a little bit lost with my tank, who turned 50 and then got extremely boring to play. Survivability is an issue, yes, but I'd like to focus on DPS if it's at all possible, with the travel power being either SJ or SS. I'd also like to stick with Energy Mastery for both concept and utility, though really it's because Energy Torrent is a great way to knock baddies down while Whirling Hands is recharging. I realize that I haven't given you all a lot to work with...

... and I promise to keep messing with Mids until it makes sense.

Thanks again for your time and effort, everyone.


 

Posted

Quote:
Originally Posted by Glifted View Post
Here's the deal -- three and a half years of play time, and while I understand how the IO sets work, I still don't understand the more subtle aspects of the system. I've found some very good information to help my dust-covered Invul/EM tank, but I'm pretty sure that dyslexia or an overpriced art school education has left me slamming my head against the keyboard whenever I try to use Mid's. (I'm not saying that the program is bad -- I'm saying that numbers cause anxiety.)

So here's hoping that some of the gurus around here can at least point me in the right direction, because I'm a little bit lost with my tank, who turned 50 and then got extremely boring to play. Survivability is an issue, yes, but I'd like to focus on DPS if it's at all possible, with the travel power being either SJ or SS. I'd also like to stick with Energy Mastery for both concept and utility, though really it's because Energy Torrent is a great way to knock baddies down while Whirling Hands is recharging. I realize that I haven't given you all a lot to work with...

... and I promise to keep messing with Mids until it makes sense.

Thanks again for your time and effort, everyone.
Look at my soft cap Invuln guide for some suggestions (linked in my signature); it'll absolutely solve any survivability issues and doesn't sacrifice any offense to do it. It's written from a "secondary neutral" perspective and works equally well with any secondary.

On the /EM side I imagine you want the heavy hitters, while I do have a Stone/EM tank at 50 I haven't played her since shortly after the EM nerf so I'm unsure of the best choices there anymore.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Ha, I stumbled upon your guide before I posted. Good read, very useful information. Thanks!


 

Posted

Quote:
Originally Posted by Glifted View Post
Here's the deal -- three and a half years of play time, and while I understand how the IO sets work, I still don't understand the more subtle aspects of the system.

So here's hoping that some of the gurus around here can at least point me in the right direction, because I'm a little bit lost with my tank, who turned 50 and then got extremely boring to play. Survivability is an issue, yes, but I'd like to focus on DPS if it's at all possible, with the travel power being either SJ or SS. I'd also like to stick with Energy Mastery for both concept and utility, though really it's because Energy Torrent is a great way to knock baddies down while Whirling Hands is recharging. I realize that I haven't given you all a lot to work with...

... and I promise to keep messing with Mids until it makes sense.
I revisited my Invuln/EM w/Energy Mastery a couple of issues ago and took on the project of updating her to IO sets. Fortunately for us, we have the benefit of respeccing a lvl50 toon that we have played and not a situation where we are building a roadmap for a new tanker project using powers we're not familiar with.

In the case of EM, the heavy hitters are still Energy Transfer and Total Focus but you'll likely want to take Bonecrusher and Barrage is mandatory. Since EM has only 1 aoe attack (Whirling Hands), I took that power as well which allows me to slot a PBAoE set.

Now you mentioned that you'd like to focus on dps which might mean things like increasing global recharge (so that your attacks come up faster) or increasing damage (by obtaining damage bonuses through IO sets). It also provides clues as to the powers you may want to additionally add/keep like Hasten and Buildup. Its at this point where I recommend you posting your existing build so forum members so you can have some discussion to get you going where you want to go. People are going to ask whether or not you like to solo or team exclusively. What do you like to do? Be lead tank for tfs such as MoSTF? Do you exemplar often?

Some folks may feel embarrassed about posting their builds even if its purely SOs, still have 6-slotted Hasten and 6-slotted Stamina. I still have a few alts like those stuck in the closet from pre-ED that I will eventually get to updating. My Inv/EM was one of them.

So getting back to general build comments, I focused on updating my Inv/EM tanker for survivability first and damage second while trying to keep the build relatively inexpensive (no purples or procs). One of the best things you can do is familiarize yourself with set bonuses. Playing with Mids (View Totals window) will help you see the numbers. One note to keep in mind...once you start getting into IO set bonuses, you need to remember the Rule of 5. More info on that here... http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives


The Mentor Project - Because we were all new to the game at one time...
http://boards.cityofheroes.com/showthread.php?t=212083

 

Posted

She's a concept character for sure, built to be used with small teams or solo. I need her to be durable, but not god-like. I've figured out Mids finally, and should be able to get a built up soon. Talbein, thanks very much for your input -- good stuff.


 

Posted

Well, here's what I've got so far. (Please keep in mind that this is my first time really running with Mids. Also, for whatever reason, the program refused to accept Energy Torrent as a valid power choice.)

Any and all suggestions are welcome! My choices here probably reflect an embarrassing amount of ignorance toward in-game details, but I'm trying to stick with a concept as much as possible. Thanks again.


Click this DataLink to open the build!


 

Posted

Okay, here's what I've come up with. I'm sure all of you can do better (and for some reason Mids won't let me choose Energy Torrent without picking three Energy Mastery powers, but I guess you all can overlook that.)

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

Click this DataLink to open the build!

A. Cerise: Level 50 Mutation 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

  • (A) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance/Recharge
  • (3) Reactive Armor - Resistance/Endurance/Recharge
  • (5) Reactive Armor - Resistance
  • (34) Reactive Armor - Endurance
Level 1: Barrage
  • (A) Touch of Death - Accuracy/Damage
  • (17) Touch of Death - Damage/Endurance
  • (31) Touch of Death - Damage/Recharge
  • (33) Touch of Death - Accuracy/Damage/Endurance
  • (33) Touch of Death - Damage/Endurance/Recharge
  • (34) Touch of Death - Chance of Damage(Negative)
Level 2: Dull Pain
  • (A) Doctored Wounds - Heal/Endurance
  • (5) Doctored Wounds - Heal/Recharge
  • (7) Doctored Wounds - Heal/Endurance/Recharge
  • (7) Doctored Wounds - Heal
  • (11) Doctored Wounds - Recharge
Level 4: Bone Smasher
  • (A) Mako's Bite - Accuracy/Damage
  • (13) Mako's Bite - Damage/Endurance
  • (13) Mako's Bite - Damage/Recharge
  • (15) Mako's Bite - Accuracy/Endurance/Recharge
  • (15) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (17) Mako's Bite - Chance of Damage(Lethal)
Level 6: Hurdle
  • (A) Jumping IO
Level 8: Unyielding
  • (A) Reactive Armor - Resistance/Endurance
  • (9) Reactive Armor - Resistance/Recharge
  • (9) Reactive Armor - Resistance/Endurance/Recharge
  • (11) Reactive Armor - Resistance
  • (45) Reactive Armor - Endurance
Level 10: Taunt
  • (A) Mocking Beratement - Taunt
  • (31) Mocking Beratement - Taunt/Range
  • (34) Mocking Beratement - Accuracy/Recharge
  • (37) Mocking Beratement - Taunt/Recharge/Range
  • (42) Mocking Beratement - Recharge
  • (46) Mocking Beratement - Taunt/Recharge
Level 12: Combat Jumping
  • (A) Winter's Gift - Slow Resistance (20%)
  • (33) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 14: Resist Physical Damage
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (48) Resist Damage IO
Level 16: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (45) Numina's Convalescence - Heal
  • (50) Miracle - +Recovery
  • (50) Miracle - Heal
Level 18: Invincibility
  • (A) Gift of the Ancients - Defense/Endurance
  • (19) Gift of the Ancients - Defense/Recharge
  • (19) Gift of the Ancients - Defense/Endurance/Recharge
  • (21) Gift of the Ancients - Defense
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (46) Taunt Duration IO
Level 20: Stamina
  • (A) Performance Shifter - EndMod
  • (21) Performance Shifter - EndMod/Recharge
  • (23) Performance Shifter - EndMod/Accuracy
  • (46) Performance Shifter - Chance for +End
Level 22: Whirling Hands
  • (A) Eradication - Damage
  • (23) Eradication - Damage/Recharge
  • (25) Eradication - Accuracy/Damage/Recharge
  • (25) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (29) Scirocco's Dervish - Damage/Endurance
  • (43) Scirocco's Dervish - Damage/Recharge
Level 24: Super Speed
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 26: Tough Hide
  • (A) Gift of the Ancients - Defense/Endurance
  • (27) Gift of the Ancients - Defense/Recharge
  • (27) Gift of the Ancients - Defense/Endurance/Recharge
  • (29) Gift of the Ancients - Defense
  • (50) Kismet - Accuracy +6%
Level 28: Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (40) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (48) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 30: Resist Energies
  • (A) Aegis - Resistance
Level 32: Hasten
  • (A) Recharge Reduction IO
  • (42) Recharge Reduction IO
Level 35: Energy Transfer
  • (A) Touch of Death - Damage/Endurance/Recharge
  • (36) Touch of Death - Accuracy/Damage
  • (36) Touch of Death - Chance of Damage(Negative)
  • (36) Touch of Death - Damage/Endurance
  • (39) Touch of Death - Damage/Recharge
  • (42) Touch of Death - Accuracy/Damage/Endurance
Level 38: Total Focus
  • (A) Touch of Death - Damage/Recharge
  • (39) Touch of Death - Damage/Endurance
  • (39) Touch of Death - Chance of Damage(Negative)
  • (40) Touch of Death - Damage/Endurance/Recharge
  • (40) Touch of Death - Accuracy/Damage
  • (48) Touch of Death - Accuracy/Damage/Endurance
Level 41: Conserve Power
  • (A) Recharge Reduction IO
Level 44: Physical Perfection
  • (A) Performance Shifter - Chance for +End
Level 47: Focused Accuracy
  • (A) Empty
Level 49: Energy Torrent
  • (A) Empty
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet
------------
Set Bonus Totals:
  • 13% DamageBuff(Smashing)
  • 13% DamageBuff(Lethal)
  • 13% DamageBuff(Fire)
  • 13% DamageBuff(Cold)
  • 13% DamageBuff(Energy)
  • 13% DamageBuff(Negative)
  • 13% DamageBuff(Toxic)
  • 13% DamageBuff(Psionic)
  • 14.9% Defense(Smashing)
  • 14.9% Defense(Lethal)
  • 8.63% Defense(Fire)
  • 8.63% Defense(Cold)
  • 14.9% Defense(Energy)
  • 14.9% Defense(Negative)
  • 3% Defense(Psionic)
  • 19.3% Defense(Melee)
  • 18.3% Defense(Ranged)
  • 9.56% Defense(AoE)
  • 7.2% Max End
  • 12.5% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 10% FlySpeed
  • 182.7 HP (9.75%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Held) 14.3%
  • MezResist(Immobilize) 13.8%
  • MezResist(Terrorized) 2.2%
  • 11.5% (0.19 End/sec) Recovery
  • 22% (1.72 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 6.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 3.13% Resistance(Negative)
  • 10% RunSpeed



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|


 

Posted

Quote:
Originally Posted by Glifted View Post
Okay, here's what I've come up with. I'm sure all of you can do better (and for some reason Mids won't let me choose Energy Torrent without picking three Energy Mastery powers, but I guess you all can overlook that.)
There's a good reason Mid's won't let you get Energy Torrent without first taking two other powers in the pool, that's because it requires two of the first three powers to be available. In order to select Energy Torrent you will have to have two of the four lower tier powers, I'd suggest Conserve Power, Laser Beam Eyes and Energy Torrent in that order.

A quick glance at your build shows a few problems. First, the travel pools are incorrect in the current Mid's build... that means that you must take Hasten (or Flurry which I do NOT recommend) before you can take Super Speed. That means your posted build is impossible to recreate in game. Hasten MUST come before Super Speed, the game will not allow you to do it the way you have. The only exception to that is for 60? month veteran players. Mid's is currently bugged in the power order for the travel pools so your build as it stands is invalid.

Second, you're slotting your attacks for positional (Melee/Range/AOE) defense, not typed (Smash/Lethal/Energy/Negative/Fire/Cold). That's costing you quite a bit of benefit, Invuln already has a decent base of TYPED defense, these do NOT stack with positional. I suggest slotting your attacks with Smashing Haymaker for the Smash/Lethal defense, that's going to be far more effective and far cheaper. Finish out the last two slots with a couple of Pounding Slugfest for a small regen bonus and you'll be at the ED cap anyway, even slotting level 25 IO's.

Third, you can stop your armors with 4 slots of Reactive Armor, that 5th slot bonus is fairly pointless and you will want slots for your 41-49 powers. Likewise Tough Hide is overslotted as is Build Up (which I always skip on a tanker anyway). Combat Jumping I would stop at 2 slots, just the BotZ set.

In order to reach the survivability levels Invuln's capable of you will need the Fighting pool for Tough & Weave; that'll also put some squeeze on your available powers since it means taking Boxing, Tough & Weave. Slot Tough with 4 Reactive Armor and Weave works great with 4 Gift of the Ancients. Boxing is a throwaway prerequisite that typically is left at the base slot.

Remember, the goal is to reach 45% defense vs Smash/Lethal damage and as much as possible Energy/Negative defense. Focus on the S/L first, it accounts for over 75% of all damage you'll take. Then think about E/N defense as it's the next most common. Fire/Cold is very rare so don't worry about it; the small amount of F/C damage should be handled adequately by the "incidental" defenses you'll get with Invincibility, Tough Hide & Weave.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
Third, you can stop your armors with 4 slots of Reactive Armor, that 5th slot bonus is fairly pointless and you will want slots for your 41-49 powers. Likewise Tough Hide is overslotted as is Build Up (which I always skip on a tanker anyway). Combat Jumping I would stop at 2 slots, just the BotZ set.
Although I always take it, I agree that for a team tank Build-Up is largely a matter of preference. However, it is much more useful (and I think necessary) for a small team/solo tank which is how the OP says he's going to use this character. 6-slotting BU with Gaussian's isn't a bad idea for Invul if you have the slots, though it's a better choice for a positional defense build. I usually don't do so on my Invul tanks simply because I have a more pressing need for the slots elsewhere.

Otherwise, I heartily agree with your advice. Of the sets chosen, Eradication is the best choice for Whirling Hands, but the others are definitely less than optimal because the "bang for buck" of sets like ToD and Mako's is small compared to sets that give larger typed bonuses--usually for fewer slots and less influence.


My Characters

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

 

Posted

/wanders back to the drawing board, head down.

Awesome feedback, guys, thanks.

EDIT: Asked about sets before I really sat down with the comments. All that info is already there. :P


 

Posted

Heh. Okay, here's what I've got. For the record, I'll be soloing with this toon, or maybe running with a trio, tops. Imperfect characters don't bother me if it's related to the concept (i.e., a robotic character might be susceptible to smashing damage, etc.,), but I want to make sure I'm doing the best I can within the confines of the concept. That being said, skipping Resist Elements and Resist Energies made me a bit uncomfortable.

Oh, and I think I finally understand Mids. I felt a little bit like a caveman at first, but now it makes sense... mostly. Thanks again everyone!

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

Click this DataLink to open the build!

A Cerise (update): Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability

  • (A) Reactive Armor - Resistance
  • (3) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance/Endurance/Recharge
  • (5) Reactive Armor - Resistance/Recharge
  • (5) Reactive Armor - Endurance
Level 1: Barrage
  • (A) Smashing Haymaker - Accuracy/Damage
  • (7) Smashing Haymaker - Damage/Endurance
  • (7) Smashing Haymaker - Damage/Recharge
  • (9) Smashing Haymaker - Damage/Endurance/Recharge
  • (9) Pounding Slugfest - Accuracy/Damage
  • (15) Pounding Slugfest - Damage/Recharge
Level 2: Dull Pain
  • (A) Numina's Convalescence - Heal
  • (11) Numina's Convalescence - Heal/Recharge
  • (11) Miracle - Heal
  • (13) Miracle - Heal/Recharge
  • (13) Miracle - Heal/Endurance/Recharge
Level 4: Bone Smasher
  • (A) Smashing Haymaker - Accuracy/Damage
  • (15) Smashing Haymaker - Damage/Endurance
  • (17) Smashing Haymaker - Damage/Recharge
  • (17) Smashing Haymaker - Damage/Endurance/Recharge
  • (19) Pounding Slugfest - Accuracy/Damage
  • (19) Pounding Slugfest - Damage/Recharge
Level 6: Hurdle
  • (A) Jumping IO
Level 8: Unyielding
  • (A) Reactive Armor - Resistance/Recharge
  • (21) Reactive Armor - Resistance
  • (21) Reactive Armor - Resistance/Endurance
  • (23) Reactive Armor - Resistance/Endurance/Recharge
Level 10: Taunt
  • (A) Mocking Beratement - Taunt
  • (25) Mocking Beratement - Taunt/Recharge/Range
  • (25) Mocking Beratement - Taunt/Recharge
  • (27) Mocking Beratement - Taunt/Range
Level 12: Hasten
  • (A) Recharge Reduction IO
  • (29) Recharge Reduction IO
Level 14: Super Speed
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 16: Whirling Hands
  • (A) Eradication - Damage
  • (31) Eradication - Accuracy/Recharge
  • (33) Eradication - Damage/Recharge
  • (33) Obliteration - Damage
  • (33) Obliteration - Damage/Recharge
  • (34) Obliteration - Accuracy/Damage/Recharge
Level 18: Invincibility
  • (A) Red Fortune - Defense
  • (34) Red Fortune - Defense/Recharge
  • (34) Red Fortune - Endurance
  • (36) Red Fortune - Endurance/Recharge
  • (36) Red Fortune - Defense/Endurance/Recharge
  • (36) Red Fortune - Defense/Endurance
Level 20: Health
  • (A) Numina's Convalescence - Heal
  • (37) Numina's Convalescence - +Regeneration/+Recovery
  • (37) Numina's Convalescence - Heal/Endurance
  • (37) Numina's Convalescence - Heal/Recharge
Level 22: Stamina
  • (A) Performance Shifter - EndMod/Accuracy
  • (23) Performance Shifter - EndMod/Accuracy/Recharge
  • (27) Performance Shifter - EndMod/Recharge
  • (31) Performance Shifter - Chance for +End
  • (39) Performance Shifter - EndMod
Level 24: Boxing
  • (A) Accuracy IO
Level 26: Tough Hide
  • (A) Red Fortune - Defense
  • (29) Red Fortune - Defense/Endurance/Recharge
  • (40) Red Fortune - Defense/Endurance
  • (40) Red Fortune - Defense/Recharge
Level 28: Tough
  • (A) Reactive Armor - Resistance/Recharge
  • (40) Reactive Armor - Resistance
  • (48) Reactive Armor - Resistance/Endurance
  • (50) Reactive Armor - Resistance/Endurance/Recharge
Level 30: Weave
  • (A) Gift of the Ancients - Defense
  • (39) Gift of the Ancients - Defense/Endurance/Recharge
  • (42) Gift of the Ancients - Defense/Endurance
  • (48) Gift of the Ancients - Defense/Recharge
Level 32: Build Up
  • (A) Adjusted Targeting - To Hit Buff
  • (39) Adjusted Targeting - Recharge
  • (43) Adjusted Targeting - To Hit Buff/Recharge
  • (45) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (46) Adjusted Targeting - Endurance/Recharge
Level 35: Energy Transfer
  • (A) Smashing Haymaker - Accuracy/Damage
  • (42) Smashing Haymaker - Damage/Endurance
  • (43) Smashing Haymaker - Damage/Recharge
  • (45) Smashing Haymaker - Damage/Endurance/Recharge
  • (46) Pounding Slugfest - Accuracy/Damage
  • (46) Pounding Slugfest - Damage/Endurance
Level 38: Total Focus
  • (A) Pounding Slugfest - Disorient Bonus
  • (42) Pounding Slugfest - Damage/Recharge
  • (43) Pounding Slugfest - Damage/Endurance
  • (45) Pounding Slugfest - Accuracy/Damage
  • (50) Smashing Haymaker - Accuracy/Damage
  • (50) Smashing Haymaker - Damage/Endurance
Level 41: Conserve Power
  • (A) Recharge Reduction IO
Level 44: Laser Beam Eyes
  • (A) Accuracy IO
Level 47: Energy Torrent
  • (A) Explosive Strike - Accuracy/Knockback
  • (48) Explosive Strike - Damage/Knockback
Level 49: Resist Physical Damage
  • (A) Resist Damage IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Gauntlet
------------
Set Bonus Totals:
  • 15% DamageBuff(Smashing)
  • 15% DamageBuff(Lethal)
  • 15% DamageBuff(Fire)
  • 15% DamageBuff(Cold)
  • 15% DamageBuff(Energy)
  • 15% DamageBuff(Negative)
  • 15% DamageBuff(Toxic)
  • 15% DamageBuff(Psionic)
  • 11.9% Defense(Smashing)
  • 11.9% Defense(Lethal)
  • 0.63% Defense(Fire)
  • 0.63% Defense(Cold)
  • 10.9% Defense(Energy)
  • 10.9% Defense(Negative)
  • 5.94% Defense(Melee)
  • 9.69% Defense(Ranged)
  • 1.25% Defense(AoE)
  • 5.4% Max End
  • 6% Enhancement(Heal)
  • 10% Enhancement(RechargeTime)
  • 9% Enhancement(Accuracy)
  • 5% FlySpeed
  • 168.7 HP (9%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 14.3%
  • MezResist(Stun) 2.2%
  • 7% (0.12 End/sec) Recovery
  • 56% (4.38 HP/sec) Regeneration
  • 5.02% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 5% RunSpeed



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Posted

Okay, starting from the top:

TI has unneeded RA slot, the Endurance IO. You haven't slotted a Steadfast +def, so use the fifth slot for that, in TI or one of the other resist powers.

I prefer Doctored Wounds for DP, since it has a recharge IO, where Numina and Miracle do not not. As it is, you're underslotted for Recharge and overslotted for Heal. If you don't want to go the DW route, swap out the Miracle Heal/End/Rchg for a plain Recharge IO.

I'd recommend delaying Whirling Hands until after Stamina. I've tried it with WH first, and the wait for Stamina was painful. Also, though the Erads are a good choice for WH, combining them with Oblit is not, IMO, since neither set has any end reduction to speak of. Instead of the Oblit's, try 2 Scirocco's for the regen bonus, heavy on the end red, then perhaps the proc of your choice.

Invinc is overslotted; it doesn't need more than 4 def slots, unless you want to slot some ToHit buffs. Red Fortune isn't a particularly good choice, either, it takes too many slots to get the minor E/NE def bonus. I'd go with 4 GotA there and use the other slots somewhere else.

The Stamina slotting is okay, though you should consider dropping the End/Acc/Rchg if you need the slot somewhere else.

I think when C_M_A said that Tough Hide was overslotted, he meant that you can fully slot it for def with 3 slots since it doesn't need end reduction. As I mentioned above, Red Fortune's bonus aren't that great and the Kismet is really nice to have, so I actually preferred the slotting in the last build! However, if you want to keep it to 4 slots, try 3 slots of LotG (unlike GotA, they go up to 50, so you can get close to the ED cap with 3) plus the Kismet.

I also preferred the way BU was slotted in the last build, if you are going to put that many slots in it. At least the 6-slotted Gaussian's got you closer to the goal of soft-capping S/L. But here's another option: Two Rectified Recticle (including the +Percep) for the S/L def bonus, plus a slot or two for Recharge.

I'm guessing that you went with 4 Pounding Slugfests in TF for the E/NE bonus, but I think you'd be better off concentrating on S/L wherever possible. I'd slot 4 Smashing Haymaker there, too.

However, ranged attacks are a good place to slot for E/NE def, so find a couple of slots for LBE and slot 3 Thunderstrike there.

Regarding your power choices, personally, I'd drop one of the epics for ResEn, but that's your call. (I often don't pick up any ancilliary powers at all, so I may be biased!)

With the changes I've recommended, you'll be very close to soft-capping S/L def (43.6%) and still have a good soloing build. I think you'll find it'll make a big difference in your survivabilty.


My Characters

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

 

Posted

Got it, thanks


 

Posted

Quote:
Originally Posted by Finduilas View Post
Okay, starting from the top:

TI has unneeded RA slot, the Endurance IO. You haven't slotted a Steadfast +def, so use the fifth slot for that, in TI or one of the other resist powers.

I prefer Doctored Wounds for DP, since it has a recharge IO, where Numina and Miracle do not not. As it is, you're underslotted for Recharge and overslotted for Heal. If you don't want to go the DW route, swap out the Miracle Heal/End/Rchg for a plain Recharge IO.

I'd recommend delaying Whirling Hands until after Stamina. I've tried it with WH first, and the wait for Stamina was painful. Also, though the Erads are a good choice for WH, combining them with Oblit is not, IMO, since neither set has any end reduction to speak of. Instead of the Oblit's, try 2 Scirocco's for the regen bonus, heavy on the end red, then perhaps the proc of your choice.

Invinc is overslotted; it doesn't need more than 4 def slots, unless you want to slot some ToHit buffs. Red Fortune isn't a particularly good choice, either, it takes too many slots to get the minor E/NE def bonus. I'd go with 4 GotA there and use the other slots somewhere else.

The Stamina slotting is okay, though you should consider dropping the End/Acc/Rchg if you need the slot somewhere else.

I think when C_M_A said that Tough Hide was overslotted, he meant that you can fully slot it for def with 3 slots since it doesn't need end reduction. As I mentioned above, Red Fortune's bonus aren't that great and the Kismet is really nice to have, so I actually preferred the slotting in the last build! However, if you want to keep it to 4 slots, try 3 slots of LotG (unlike GotA, they go up to 50, so you can get close to the ED cap with 3) plus the Kismet.

I also preferred the way BU was slotted in the last build, if you are going to put that many slots in it. At least the 6-slotted Gaussian's got you closer to the goal of soft-capping S/L. But here's another option: Two Rectified Recticle (including the +Percep) for the S/L def bonus, plus a slot or two for Recharge.

I'm guessing that you went with 4 Pounding Slugfests in TF for the E/NE bonus, but I think you'd be better off concentrating on S/L wherever possible. I'd slot 4 Smashing Haymaker there, too.

However, ranged attacks are a good place to slot for E/NE def, so find a couple of slots for LBE and slot 3 Thunderstrike there.

Regarding your power choices, personally, I'd drop one of the epics for ResEn, but that's your call. (I often don't pick up any ancilliary powers at all, so I may be biased!)

With the changes I've recommended, you'll be very close to soft-capping S/L def (43.6%) and still have a good soloing build. I think you'll find it'll make a big difference in your survivabilty.

Okay, I followed your advice for nearly everything save dropping the Epic pool (character concept, nothing to be done about that) and dropping Kismet from Tough Hide in favor of a fourth LOTG, presumably because the fourth slot would give me a 9% acc increase versus Kismet's 6%, but I could be wrong (and most probably am).

Defense definitely improved!

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

Click this DataLink to open the build!

Final: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability
  • (A) Reactive Armor - Resistance
  • (3) Reactive Armor - Resistance/Endurance
  • (5) Reactive Armor - Resistance/Recharge
  • (5) Reactive Armor - Resistance/Endurance/Recharge
  • (7) Steadfast Protection - Resistance/+Def 3%
Level 1: Barrage
  • (A) Smashing Haymaker - Accuracy/Damage
  • (3) Smashing Haymaker - Damage/Endurance
  • (7) Smashing Haymaker - Damage/Recharge
  • (9) Smashing Haymaker - Damage/Endurance/Recharge
  • (9) Pounding Slugfest - Damage/Endurance
Level 2: Dull Pain
  • (A) Doctored Wounds - Heal
  • (11) Doctored Wounds - Heal/Endurance
  • (13) Doctored Wounds - Heal/Recharge
  • (13) Doctored Wounds - Heal/Endurance/Recharge
  • (17) Doctored Wounds - Recharge
Level 4: Bone Smasher
  • (A) Smashing Haymaker - Accuracy/Damage
  • (34) Smashing Haymaker - Damage/Endurance
  • (34) Smashing Haymaker - Damage/Recharge
  • (37) Smashing Haymaker - Damage/Endurance/Recharge
  • (40) Pounding Slugfest - Damage/Recharge
  • (43) Pounding Slugfest - Damage/Endurance
Level 6: Hurdle
  • (A) Jumping IO
Level 8: Unyielding
  • (A) Reactive Armor - Resistance
  • (45) Reactive Armor - Resistance/Endurance
  • (45) Reactive Armor - Resistance/Recharge
  • (45) Reactive Armor - Resistance/Endurance/Recharge
Level 10: Hasten
  • (A) Recharge Reduction IO
  • (11) Recharge Reduction IO
  • (50) Recharge Reduction IO
Level 12: Taunt
  • (A) Mocking Beratement - Taunt
  • (46) Mocking Beratement - Taunt/Recharge
  • (46) Mocking Beratement - Accuracy/Recharge
  • (46) Mocking Beratement - Taunt/Range
Level 14: Health
  • (A) Numina's Convalescence - Heal
  • (15) Numina's Convalescence - Heal/Endurance
  • (15) Numina's Convalescence - Heal/Recharge
  • (17) Numina's Convalescence - +Regeneration/+Recovery
Level 16: Super Speed
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (48) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
Level 18: Invincibility
  • (A) Gift of the Ancients - Defense
  • (19) Gift of the Ancients - Defense/Recharge
  • (19) Gift of the Ancients - Defense/Endurance
  • (34) Gift of the Ancients - Defense/Endurance/Recharge
Level 20: Stamina
  • (A) Performance Shifter - EndMod
  • (21) Performance Shifter - EndMod/Recharge
  • (21) Performance Shifter - EndMod/Accuracy
  • (29) Performance Shifter - Chance for +End
Level 22: Whirling Hands
  • (A) Eradication - Damage
  • (23) Eradication - Damage/Recharge
  • (23) Eradication - Accuracy/Recharge
  • (25) Eradication - Chance for Energy Damage
  • (25) Scirocco's Dervish - Damage/Endurance
  • (29) Scirocco's Dervish - Accuracy/Damage/Endurance
Level 24: Resist Physical Damage
  • (A) Resist Damage IO
Level 26: Tough Hide
  • (A) Luck of the Gambler - Defense
  • (27) Luck of the Gambler - Defense/Endurance
  • (27) Luck of the Gambler - Defense/Recharge
  • (48) Luck of the Gambler - Defense/Endurance/Recharge
Level 28: Boxing
  • (A) Accuracy IO
Level 30: Tough
  • (A) Reactive Armor - Resistance
  • (31) Reactive Armor - Resistance/Endurance
  • (31) Reactive Armor - Resistance/Recharge
  • (31) Reactive Armor - Resistance/Endurance/Recharge
Level 32: Weave
  • (A) Gift of the Ancients - Defense
  • (33) Gift of the Ancients - Defense/Endurance
  • (33) Gift of the Ancients - Defense/Recharge
  • (33) Gift of the Ancients - Defense/Endurance/Recharge
Level 35: Build Up
  • (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (37) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
Level 38: Energy Transfer
  • (A) Smashing Haymaker - Accuracy/Damage
  • (39) Smashing Haymaker - Damage/Endurance
  • (39) Smashing Haymaker - Damage/Recharge
  • (39) Smashing Haymaker - Damage/Endurance/Recharge
  • (40) Pounding Slugfest - Damage/Endurance
  • (40) Pounding Slugfest - Damage/Recharge
Level 41: Total Focus
  • (A) Smashing Haymaker - Accuracy/Damage
  • (42) Smashing Haymaker - Damage/Endurance
  • (42) Smashing Haymaker - Damage/Recharge
  • (42) Smashing Haymaker - Damage/Endurance/Recharge
  • (43) Pounding Slugfest - Damage/Recharge
  • (43) Pounding Slugfest - Damage/Endurance
Level 44: Conserve Power
  • (A) Recharge Reduction IO
Level 47: Laser Beam Eyes
  • (A) Thunderstrike - Accuracy/Damage
  • (48) Thunderstrike - Damage/Endurance
  • (50) Thunderstrike - Damage/Recharge
Level 49: Energy Torrent
  • (A) Explosive Strike - Accuracy/Knockback
  • (50) Explosive Strike - Damage/Knockback
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet
------------
Set Bonus Totals:
  • 4% DamageBuff(Smashing)
  • 4% DamageBuff(Lethal)
  • 4% DamageBuff(Fire)
  • 4% DamageBuff(Cold)
  • 4% DamageBuff(Energy)
  • 4% DamageBuff(Negative)
  • 4% DamageBuff(Toxic)
  • 4% DamageBuff(Psionic)
  • 18% Defense(Smashing)
  • 18% Defense(Lethal)
  • 4.25% Defense(Fire)
  • 4.25% Defense(Cold)
  • 15.2% Defense(Energy)
  • 15.2% Defense(Negative)
  • 3% Defense(Psionic)
  • 12.4% Defense(Melee)
  • 13.3% Defense(Ranged)
  • 5.5% Defense(AoE)
  • 7.2% Max End
  • 9% Enhancement(Accuracy)
  • 10% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 253 HP (13.5%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 12.1%
  • MezResist(Terrorized) 2.2%
  • 11% (0.18 End/sec) Recovery
  • 56% (4.38 HP/sec) Regeneration
  • 6.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 10% RunSpeed
------------
Set Bonuses:
Reactive Armor
(Temp Invulnerability)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Steadfast Protection
(Temp Invulnerability)
  • 3% Defense(All)
Smashing Haymaker
(Barrage)
  • MezResist(Immobilize) 2.2%
  • 21.1 HP (1.13%) HitPoints
  • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
Doctored Wounds
(Dull Pain)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Smashing Haymaker
(Bone Smasher)
  • MezResist(Immobilize) 2.2%
  • 21.1 HP (1.13%) HitPoints
  • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
Pounding Slugfest
(Bone Smasher)
  • 8% (0.63 HP/sec) Regeneration
Reactive Armor
(Unyielding)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Mocking Beratement
(Taunt)
  • 1.8% Max End
  • MezResist(Held) 2.75%
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
Numina's Convalescence
(Health)
  • 12% (0.94 HP/sec) Regeneration
  • 35.1 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
Blessing of the Zephyr
(Super Speed)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Gift of the Ancients
(Invincibility)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Resistance(Fire)
  • 1.8% Max End
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 35.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
Eradication
(Whirling Hands)
  • 1.8% Max End
  • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
  • 42.2 HP (2.25%) HitPoints
Scirocco's Dervish
(Whirling Hands)
  • 10% (0.78 HP/sec) Regeneration
Luck of the Gambler
(Tough Hide)
  • 10% (0.78 HP/sec) Regeneration
  • 21.1 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
Reactive Armor
(Tough)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Gift of the Ancients
(Weave)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Resistance(Fire)
  • 1.8% Max End
Gaussian's Synchronized Fire-Control
(Build Up)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 35.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Smashing Haymaker
(Energy Transfer)
  • MezResist(Immobilize) 2.2%
  • 21.1 HP (1.13%) HitPoints
  • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
Pounding Slugfest
(Energy Transfer)
  • 8% (0.63 HP/sec) Regeneration
Smashing Haymaker
(Total Focus)
  • MezResist(Immobilize) 2.2%
  • 21.1 HP (1.13%) HitPoints
  • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
Pounding Slugfest
(Total Focus)
  • 8% (0.63 HP/sec) Regeneration
Thunderstrike
(Laser Beam Eyes)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
Explosive Strike
(Energy Torrent)
  • 1.5% DamageBuff(All)



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Posted

Quote:
Originally Posted by Glifted View Post
Okay, I followed your advice for nearly everything save dropping the Epic pool (character concept, nothing to be done about that) and dropping Kismet from Tough Hide in favor of a fourth LOTG, presumably because the fourth slot would give me a 9% acc increase versus Kismet's 6%, but I could be wrong (and most probably am).
Well, it doesn't quite work that way, because even though it's called "Accuracy +6%" the Kismet unique is actually a ToHit buff, not an Accuracy buff. The two work a little differently, so in some situations the Kismet would improve your accuracy more, and in others the the LotG bonus will. Both are good to have. Here's more information if you're interested:

http://paragonwiki.com/wiki/Attack_Mechanics

Look for the sections on "ToHit, Defense, and Accuracy," and "Calculating Accuracy for Players".

And while we're talking accuracy, I just looked more closely at your Smashing Haymaker/Pounding Slugfest slotting and noticed that you didn't use the PS Acc/Dam. I strongly recommend that you do so, since as a set SH is low in Acc and as slotted, those attacks only have about 23% Acc, less than an SOs worth. I'd drop one of the others to get the Acc/Dam slotted in all the SH attacks--you really don't want ET and TF to miss if you can avoid it.

Otherwise, looks good!

EDIT: Forgot to mention that keeping the three ancilliary pool powers for concept is perfectly reasonable. Having ResEn is useful, but it's not make-or-break, like say, skipping Unyielding or Invinc would be.


My Characters

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

 

Posted

Thanks for the link -- I'll be reading up on it. I'll be switching those out enhancements out as well. Everyone here has been a great help!


 

Posted

Your last build is much better, I've a couple of suggestions however.

First, as Finduilas said you'll want the Acc/Dam from Pounding Slugfest... I'd swap it for the Dam/Rchg; you're unlikely to really notice the slightly slower recharge. You absolutely would notice the low accuracy without making that change though.

Remember that Taunt is autohit, so since you're not going for the 6 slot bonus don't slot the Acc/Rchg Mocking Beratement. I'd toss the Taunt/Rchg/Rng in it's place.

I can't remember if you said earlier, but is this character already 50? If so the absolute best slotting for Invincibility is 3 Cytoskeleton Hami O's. They may be pricey, but you're already spec'ing some pretty expensive IO's... the Numina's and the Luck of the Gambler sets are pretty expensive. Depending on your budget you may want to consider other options; the 4 Numina's and 4 Luck of the Gambler IO's will probably cost more than everything else put together. If you have the budget then there's nothing wrong with them at all, just be aware that they'll be pricey.

If you can free up the slots another set of Reactive Armor in RPD will nearly cap out your S/L def... remember that because of the way defense works those last 5 points from 40-45% will do you as much good as the previous 1-40%. It isn't a deal breaker either way as you're already more than tough enough for all but the very toughest challenges the game can throw at you.

Oh, I do recommend slotting Energy Torrent differently... as a tanker you really don't want to turn a knockDOWN power into a knockBACK power. I'd suggest frankenslotting a couple of Acc/Dam IO's. How about the Air Burst Acc/Dam and the Detonation Acc/Dam? They should be cheap and they'll do the job. Personally I'd prefer finding some slots and slotting it a bit better; if you're going to be using it you may as well get the most mileage out of it. If you're stuck at 2 slots your best option is a pair of Nucleous Hami-O's (Acc/Dam), they'll be the equivalent of 2 accuracy and 2 damage SO's. They will be more expensive than frankenslotting however.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes