Inv/SS, is this a good I/O build?


Atheism

 

Posted

I have been working on an I,O build for my Inv/SS tank. I use him for soloing, small groups and am planning on trying some TF’s. My goal is to be able to solo all non TF/Trial missions with EB’s and still be able to tank all TF with AV’s. I think this build will do it but I wanted the advice of the more experience players to see where I have made mistakes.

Some of the concerns I have are
A) Endurance, Do I have my attacks recharging faster then my endurance can keep up?

B) Defense & Resistance, I know that S/L is the number one type of damage, but is my E/NE and F/C high enough that with an inspirations or two I will be able to handle it or will I be face planting before I know what hit me?

C) Things I didn’t think about, Are there problems with this build that someone can see that I’m over looking?

Thank you to everyone in advance.


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

Click this DataLink to open the build!

Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting

Hero Profile:
Level 1: Resist Physical Damage

  • (A) Reactive Armor - Resistance: Level 40
  • (3) Reactive Armor - Resistance/Endurance: Level 40
  • (3) Reactive Armor - Resistance/Recharge: Level 40
  • (5) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 1: Jab
  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (36) Kinetic Combat - Damage/Endurance: Level 35
  • (36) Kinetic Combat - Damage/Recharge: Level 35
  • (37) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 2: Temp Invulnerability
  • (A) Steadfast Protection - Resistance/Endurance: Level 30
  • (5) Steadfast Protection - Resistance/+Def 3%: Level 30
  • (7) Reactive Armor - Resistance: Level 40
  • (7) Reactive Armor - Resistance/Endurance: Level 40
  • (9) Reactive Armor - Resistance/Recharge: Level 40
  • (9) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 4: Haymaker
  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (34) Kinetic Combat - Damage/Endurance: Level 35
  • (34) Kinetic Combat - Damage/Recharge: Level 35
  • (36) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 6: Air Superiority
  • (A) Smashing Haymaker - Accuracy/Damage: Level 35
  • (31) Smashing Haymaker - Damage/Endurance: Level 35
  • (31) Smashing Haymaker - Damage/Recharge: Level 35
  • (34) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
Level 8: Unyielding
  • (A) Reactive Armor - Resistance: Level 40
  • (11) Reactive Armor - Resistance/Endurance: Level 40
  • (11) Reactive Armor - Resistance/Recharge: Level 40
  • (13) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 10: Dull Pain
  • (A) Doctored Wounds - Recharge: Level 50
  • (13) Doctored Wounds - Heal: Level 50
  • (15) Doctored Wounds - Heal/Recharge: Level 50
  • (15) Doctored Wounds - Heal/Endurance: Level 50
  • (17) Doctored Wounds - Endurance/Recharge: Level 50
Level 12: Taunt
  • (A) Perfect Zinger - Taunt: Level 50
  • (17) Perfect Zinger - Taunt/Recharge: Level 50
  • (19) Perfect Zinger - Taunt/Recharge/Range: Level 50
  • (19) Perfect Zinger - Accuracy/Recharge: Level 50
  • (21) Perfect Zinger - Taunt/Range: Level 50
  • (21) Perfect Zinger - Chance for Psi Damage: Level 50
Level 14: Fly
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
  • (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
Level 16: Swift
  • (A) Run Speed IO: Level 50
Level 18: Invincibility
  • (A) HamiO:Cytoskeleton Exposure
  • (23) HamiO:Cytoskeleton Exposure
  • (25) HamiO:Cytoskeleton Exposure
  • (25) Taunt Duration IO: Level 50
Level 20: Health
  • (A) Numina's Convalescence - Heal/Endurance: Level 50
  • (43) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (46) Numina's Convalescence - Heal: Level 50
Level 22: Stamina
  • (A) Endurance Modification IO: Level 50
  • (39) Endurance Modification IO: Level 50
  • (40) Endurance Modification IO: Level 50
Level 24: Knockout Blow
  • (A) Mako's Bite - Accuracy/Damage: Level 35
  • (29) Mako's Bite - Damage/Endurance: Level 35
  • (29) Mako's Bite - Damage/Recharge: Level 35
  • (31) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 35
Level 26: Tough Hide
  • (A) Defense Buff IO: Level 50
  • (27) Defense Buff IO: Level 50
  • (27) Defense Buff IO: Level 50
Level 28: Rage
  • (A) Adjusted Targeting - To Hit Buff: Level 50
  • (37) Adjusted Targeting - Recharge: Level 50
  • (37) Adjusted Targeting - To Hit Buff/Recharge: Level 50
  • (46) Adjusted Targeting - Endurance/Recharge: Level 50
Level 30: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (39) Recharge Reduction IO: Level 50
  • (39) Recharge Reduction IO: Level 50
Level 32: Resist Energies
  • (A) Reactive Armor - Resistance: Level 40
  • (33) Reactive Armor - Resistance/Endurance: Level 40
  • (33) Reactive Armor - Resistance/Recharge: Level 40
  • (33) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 35: Kick
  • (A) Mako's Bite - Accuracy/Damage: Level 50
  • (50) Mako's Bite - Damage/Endurance: Level 50
  • (50) Mako's Bite - Damage/Recharge: Level 50
  • (50) Mako's Bite - Chance of Damage(Lethal): Level 50
Level 38: Foot Stomp
  • (A) Obliteration - Damage: Level 50
  • (40) Obliteration - Accuracy/Recharge: Level 50
  • (40) Obliteration - Damage/Recharge: Level 50
  • (43) Obliteration - Accuracy/Damage/Recharge: Level 50
  • (43) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
Level 41: Tough
  • (A) Reactive Armor - Resistance: Level 40
  • (42) Reactive Armor - Resistance/Endurance: Level 40
  • (42) Reactive Armor - Endurance/Recharge: Level 40
  • (42) Reactive Armor - Endurance: Level 40
Level 44: Weave
  • (A) Red Fortune - Defense: Level 50
  • (45) Red Fortune - Defense/Endurance: Level 50
  • (45) Red Fortune - Defense/Recharge: Level 50
  • (45) Red Fortune - Defense/Endurance/Recharge: Level 50
  • (46) Red Fortune - Endurance: Level 50
Level 47: Resist Elements
  • (A) Impervium Armor - Resistance: Level 40
  • (48) Impervium Armor - Resistance/Endurance: Level 40
  • (48) Impervium Armor - Resistance/Recharge: Level 40
  • (48) Impervium Armor - Psionic Resistance: Level 40
Level 49: Unstoppable
  • (A) Recharge Reduction IO: Level 50
------------
Level 1: Brawl
  • (A) Damage Increase IO: Level 50
Level 1: Sprint
  • (A) Run Speed IO: Level 50
Level 2: Rest
  • (A) Healing IO: Level 50
Level 1: Gauntlet
------------
Set Bonus Totals:
  • 15.5% DamageBuff(Smashing)
  • 15.5% DamageBuff(Lethal)
  • 15.5% DamageBuff(Fire)
  • 15.5% DamageBuff(Cold)
  • 15.5% DamageBuff(Energy)
  • 15.5% DamageBuff(Negative)
  • 15.5% DamageBuff(Toxic)
  • 15.5% DamageBuff(Psionic)
  • 21.8% Defense(Smashing)
  • 21.8% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 10.8% Defense(Energy)
  • 10.8% Defense(Negative)
  • 4.88% Defense(Psionic)
  • 12.4% Defense(Melee)
  • 9.25% Defense(Ranged)
  • 3% Defense(AoE)
  • 2.25% Max End
  • 20% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 18% Enhancement(Accuracy)
  • 168.7 HP (9%) HitPoints
  • MezResist(Immobilize) 22%
  • MezResist(Stun) 2.2%
  • MezResist(Terrorized) 4.95%
  • 4% (0.07 End/sec) Recovery
  • 22% (1.72 HP/sec) Regeneration
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 3% Resistance(Psionic)



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Posted

Is this a leveling build or a respec? I do think you're better off with RPD in the 20's, I'd get TI and DP at level 1 and 2 respectively. A bit of reshuffling would stick Stamina in at 20 and you could toss KOB and RPD in at 22 and 24.

I'm not sure I understand why you're 6 slotting TI; I'd leave it at 5 slots and dump the 2nd Steadfast.

It looks like your attacks are a bit underslotted; I'd probably steal a slot from Weave and possibly Health to boost them up a bit; I'd be tempted to steal everything from Resist Elements as well. Oh, that 6th slot from TI is also more useful elsewhere.

I'm a bit confused by your slotting of Mako's Bite in KOB and Kick (which I would replace with Boxing personally; Kick has knockback) for the 3% damage bonus but sacrificing over 10% damage from each of your attacks to get it. I'd certainly suggest stripping all slots from the Fighting prerequisite attack, they'll do you lots more good in KOB and Haymaker.

Where your attack slotting is concerned be aware that the Kinetic Combat is extremely expensive and hard to find; you can get nearly the same def by slotting the Smashing Haymaker into Jab, Haymaker and KOB... you'll still be at 45% with that change and the Smashing Haymaker set is MUCH cheaper.

One of the easiest ways to boost E/N defense is to grab one of the APP blasts... 3 Thunderstrike IO's gives you 2.5% E/N defense and they're relatively inexpensive. You could snag Char/Fire Blast from the Pyre APP and add 5% E/N defense pretty easily.


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

 

Posted

Not a bad build, but it does need some work.

First of all, you're going to want to get Stamina at 20 and KoB at 22. RPD can easily be delayed until 24, so I suggest you do so and move everything else up so you can take Stamina and KoB ASAP.

One of the biggest problems I see is that your attacks are underslotted for accuracy and damage--everything but Footstomp needs at least another slot. Any Acc/Dam set IO will do.

The Steadfast Res/End is unnecessary, I'd use that slot in one of your attacks.

Are you planning to use Kick? The bonuses for 4-slotting Mako's aren't critical, so I'd leave it single-slotted and move the slots to other attacks.

Eradication is a much better choice for FootStomp, since it gives a substantial E/NE def bonus for 3 slots. I'd put Scirocco's in the last two slots.

I think you mis-slotted Tough; the End and End/Rchg IOs should be Res/Rchg and Res/End/Rchg if you want it fully slotted.

For Weave, I prefer the bonuses of GotA and LotG over Red Fortune, but your call. However, the End IO is unneeded, I'd consider pulling it if you need the slot.

You don't need the S/L bonus in ResEn to soft-cap S/L, so you might want to consider using that 4th slot for something else, or pulling the Reactives altogther and 3-slotting it with Aegis for the F/C def bonus.

I'd recommend that you also slot Aegis in ResEl; since Invul has no Psi res/def to start with, the bonuses in Imperv Armor are doing very little for you.

You'll probably be okay, endurance-wise, but be sure to slot your attacks well for endurance reduction.


My Characters

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

 

Posted

CMA, Your Inv soft cap guide was my starting point and I appreciate your input. The character is almost level 23 so moving RPD is irrelevant now but I will remember it if and when I respect. I thought the second Steadfast for the end recovery was a good chose and didn’t realize that my attack were under slotted but that’s the kind of thing I was hopping people would point out.

Finduilas, Thank you for the help but I do have some questions. In Mids all my attack are showing at over 100% in accuracy, wouldn’t Dam/end be better? Is there a certain number in accuracy I should try to hit? I understand LotG but why GotA over Red Fortune?

Considering KOB slow recharge time and that Box/Kick is as good as jab I thought I would us it in my attack change. What about using boxing instead of jab?

Here are the changes I have made, let me know what you think.


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

Click this DataLink to open the build!

TempUS: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting

Hero Profile:
Level 1: Resist Physical Damage

  • (A) Reactive Armor - Resistance: Level 40
  • (3) Reactive Armor - Resistance/Endurance: Level 40
  • (3) Reactive Armor - Resistance/Recharge: Level 40
  • (5) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 1: Jab
  • (A) Bruising Blow - Accuracy/Damage: Level 30
  • (5) Bruising Blow - Damage/Endurance: Level 30
Level 2: Temp Invulnerability
  • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
  • (7) Reactive Armor - Resistance: Level 40
  • (7) Reactive Armor - Resistance/Endurance: Level 40
  • (9) Reactive Armor - Resistance/Recharge: Level 40
  • (9) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 4: Haymaker
  • (A) Smashing Haymaker - Accuracy/Damage: Level 35
  • (34) Smashing Haymaker - Damage/Endurance: Level 35
  • (34) Smashing Haymaker - Damage/Recharge: Level 35
  • (36) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
  • (50) Bruising Blow - Damage/Endurance: Level 30
Level 6: Air Superiority
  • (A) Smashing Haymaker - Accuracy/Damage: Level 35
  • (31) Smashing Haymaker - Damage/Endurance: Level 35
  • (31) Smashing Haymaker - Damage/Recharge: Level 35
  • (34) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
  • (50) Bruising Blow - Damage/Endurance: Level 30
Level 8: Unyielding
  • (A) Reactive Armor - Resistance: Level 40
  • (11) Reactive Armor - Resistance/Endurance: Level 40
  • (11) Reactive Armor - Resistance/Recharge: Level 40
  • (13) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 10: Dull Pain
  • (A) Doctored Wounds - Recharge: Level 50
  • (13) Doctored Wounds - Heal: Level 50
  • (15) Doctored Wounds - Heal/Recharge: Level 50
  • (15) Doctored Wounds - Heal/Endurance: Level 50
  • (17) Doctored Wounds - Endurance/Recharge: Level 50
Level 12: Taunt
  • (A) Perfect Zinger - Taunt: Level 50
  • (17) Perfect Zinger - Taunt/Recharge: Level 50
  • (19) Perfect Zinger - Taunt/Recharge/Range: Level 50
  • (19) Perfect Zinger - Accuracy/Recharge: Level 50
  • (21) Perfect Zinger - Taunt/Range: Level 50
  • (21) Perfect Zinger - Chance for Psi Damage: Level 50
Level 14: Fly
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
  • (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
Level 16: Swift
  • (A) Run Speed IO: Level 50
Level 18: Invincibility
  • (A) HamiO:Cytoskeleton Exposure
  • (23) HamiO:Cytoskeleton Exposure
  • (25) HamiO:Cytoskeleton Exposure
  • (25) Taunt Duration IO: Level 50
Level 20: Health
  • (A) Numina's Convalescence - Heal/Endurance: Level 50
  • (43) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (46) Numina's Convalescence - Heal: Level 50
Level 22: Stamina
  • (A) Endurance Modification IO: Level 50
  • (39) Endurance Modification IO: Level 50
  • (40) Endurance Modification IO: Level 50
Level 24: Knockout Blow
  • (A) Smashing Haymaker - Accuracy/Damage: Level 35
  • (29) Smashing Haymaker - Damage/Endurance: Level 35
  • (29) Smashing Haymaker - Damage/Recharge: Level 35
  • (31) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
  • (37) Bruising Blow - Damage/Endurance: Level 30
Level 26: Tough Hide
  • (A) Defense Buff IO: Level 50
  • (27) Defense Buff IO: Level 50
  • (27) Defense Buff IO: Level 50
Level 28: Rage
  • (A) Adjusted Targeting - To Hit Buff: Level 50
  • (37) Adjusted Targeting - Recharge: Level 50
  • (37) Adjusted Targeting - To Hit Buff/Recharge: Level 50
  • (46) Adjusted Targeting - Endurance/Recharge: Level 50
Level 30: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (39) Recharge Reduction IO: Level 50
  • (39) Recharge Reduction IO: Level 50
Level 32: Resist Energies
  • (A) Reactive Armor - Resistance: Level 40
  • (33) Reactive Armor - Resistance/Endurance: Level 40
  • (33) Reactive Armor - Resistance/Recharge: Level 40
  • (33) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 35: Boxing
  • (A) Smashing Haymaker - Damage/Endurance: Level 30
  • (36) Smashing Haymaker - Accuracy/Damage: Level 35
  • (36) Smashing Haymaker - Damage/Recharge: Level 35
  • (46) Smashing Haymaker - Damage/Endurance/Recharge: Level 30
  • (50) Bruising Blow - Damage/Endurance: Level 30
Level 38: Foot Stomp
  • (A) Eradication - Damage: Level 30
  • (40) Eradication - Damage/Recharge: Level 30
  • (40) Eradication - Accuracy/Damage/Recharge: Level 30
  • (43) Scirocco's Dervish - Damage/Endurance: Level 50
  • (43) Scirocco's Dervish - Damage/Recharge: Level 50
Level 41: Tough
  • (A) Reactive Armor - Resistance: Level 40
  • (42) Reactive Armor - Resistance/Endurance: Level 40
  • (42) Reactive Armor - Endurance/Recharge: Level 40
  • (42) Reactive Armor - Endurance: Level 40
Level 44: Weave
  • (A) Red Fortune - Defense: Level 50
  • (45) Red Fortune - Defense/Endurance: Level 50
  • (45) Red Fortune - Defense/Recharge: Level 50
  • (45) Red Fortune - Defense/Endurance/Recharge: Level 50
  • (48) Red Fortune - Endurance: Level 50
Level 47: Resist Elements
  • (A) Aegis - Resistance: Level 50
  • (48) Aegis - Resistance/Endurance: Level 50
  • (48) Aegis - Resistance/Recharge: Level 50
Level 49: Unstoppable
  • (A) Recharge Reduction IO: Level 50
------------
Level 1: Brawl
  • (A) Accuracy IO: Level 50
Level 1: Sprint
  • (A) Run Speed IO: Level 50
Level 2: Rest
  • (A) Healing IO: Level 50
Level 1: Gauntlet
------------
Set Bonus Totals:
  • 6.5% DamageBuff(Smashing)
  • 6.5% DamageBuff(Lethal)
  • 6.5% DamageBuff(Fire)
  • 6.5% DamageBuff(Cold)
  • 6.5% DamageBuff(Energy)
  • 6.5% DamageBuff(Negative)
  • 6.5% DamageBuff(Toxic)
  • 6.5% DamageBuff(Psionic)
  • 19.9% Defense(Smashing)
  • 19.9% Defense(Lethal)
  • 6.13% Defense(Fire)
  • 6.13% Defense(Cold)
  • 13.9% Defense(Energy)
  • 13.9% Defense(Negative)
  • 3% Defense(Psionic)
  • 11.4% Defense(Melee)
  • 10.8% Defense(Ranged)
  • 4.56% Defense(AoE)
  • 1.8% Max End
  • 4% Enhancement(Heal)
  • 9% Enhancement(Accuracy)
  • 15% Enhancement(RechargeTime)
  • 119.5 HP (6.38%) HitPoints
  • MezResist(Immobilize) 16.5%
  • MezResist(Terrorized) 4.95%
  • 1% (0.02 End/sec) Recovery
  • 32% (2.5 HP/sec) Regeneration
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 5% RunSpeed



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Posted

Quote:
Originally Posted by Oxades View Post
Finduilas, Thank you for the help but I do have some questions. In Mids all my attack are showing at over 100% in accuracy, wouldn’t Dam/end be better? Is there a certain number in accuracy I should try to hit? I understand LotG but why GotA over Red Fortune?

Considering KOB slow recharge time and that Box/Kick is as good as jab I thought I would us it in my attack change. What about using boxing instead of jab?
Most experienced SS players recommend that you enhance attacks with one SOs worth of accuracy in addition to Rage. That's 33%, and currently your attacks have 23% or less, so I'd definitely say that accuracy is more important than additional end reduction for you. With IOs, for most attacks I aim for end red in the 40% range.

Keep in mind that those "over 100%" accuracy numbers are with the base ToHit of 75% that you have against even-level foes. The base player ToHit goes down dramatically when you're fighting higher level foes--for instance, with +3 foes, you start with a base ToHit of 48%, and that makes a big difference.

The reason I like GotA is that it not only has a +recovery bonus, but also a +end bonus, which is even better. Recovery bonuses just help you get your endurance back faster; +end bonuses actually increase the maximum amount of end you can have. Some of the most desirable accolades have +end bonuses, and this is another way to get the same type of effect.

Jab vs Boxing? They're very, very similar. Both have a 10% chance to Stun; Jab is slightly less damaging, but uses less endurance and recharges a bit faster. Given that, the reason I'd slot Jab is simple--you get it at level 1, and in your current build you won't get Boxing until level 30!

Hope that helps!

EDIT: A good compromise regarding the Accuracy slotting would be to look for a set that has a Acc/Dam/End IO as a fifth slot. The Crushing Impact Acc/Dam/End would be a good choice for your ST attacks; for Footstomp, I'd replace the Dam/Rchg Scirocco's with a Acc/Dam/End also.


My Characters

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

 

Posted

33% ACC and 40% END, cool that gives me a clear understanding of what to look for. I’ll make some more changes and see what I can come up with. I’ll also take a second look at GotA.

Again thank you for your help.


 

Posted

Re: your second build.

Hasten, Stamina and Tough Hide are WAAAAAAAAY into ED territory. Three level 50 IO's is way overkill for those particular powers.

To see this in mids, on the window where it says "Info" "Effects" "Totals" "Enhance" click "Enhance." Now, hover your mouse cursor over Hasten, Stamina, and Tough Hide. See how the Enhancement values are all red? That shows you're way into ED territory.

Of course, you can keep it that way if you want. But what I would do is take a slot out of each of them to put into other powers. (or put something else in there instead of Level 50 IO's.)


"Everybody wants to change the world, but nobody wants to change themselves." -Tolstoy

 

Posted

Endurence is a troubling thing for INV/SS...not all the time...but say when you run against things that drain the end. or you get long combats....

My own solution tot he problem in volved slotting my stamina so i could slot in 4 enhancements....
I slotted one enhancement IO that would give energy back every so often....then with the other three i put the endurence modifiaction ones fromthe same set. This was due to the fact that some of them had lesser stamina recovery then a normal IO...but i wanted to keep it one set so i could get all the bonus things.

In the end i am satisfied with how it worked out.

I disgree that having too much energy recovery is a bad thing....normaly i notice i use alot of energy..and i find when my rage goes off or i am in prolonged fights i start losing alot of energy even faster and if i am too low i end up sitting around not doing much....and sometimes not doing anything wont help...and this is with a 4 slotted stamina maximizing my energy recovery.

edited in:
Oh yeah one other thing..i personaly suggest you 6 slot your rage with the entire adjusted targeting set...so that way you can keep it up more...it will give bigger adjustments to hit...and give you more set bonus abilities. Go figure....thats what i did....


 

Posted

Quote:
Originally Posted by GATE-keeper View Post
Hasten, Stamina and Tough Hide are WAAAAAAAAY into ED territory. Three level 50 IO's is way overkill for those particular powers.
Three slotting those powers is not overkill. I have those powers slotted that way for my Invul.


 

Posted

Quote:
Originally Posted by Atheism View Post
Three slotting those powers is not overkill. I have those powers slotted that way for my Invul.
Well, since two 50 IOs doesn't quite reach the ED cap, an argument can be made for devoting three slots to those powers if you're planning to slot them with common IOs. However, I agree that the benefit from slotting them with 3 level 50s is very small; using level 30 or 35 IOs would work just as well at a much lower cost.


My Characters

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

 

Posted

Would putting Performance Shifter - Chance for +End into Unstoppable be a good idea?


 

Posted

Quote:
Originally Posted by Oxades View Post
Would putting Performance Shifter - Chance for +End into Unstoppable be a good idea?
Sounds like a terrible idea. Unstoppable has a huge recovery buff to it. Your blue bar will get refilled quickly enough.


Global = Hedgefund (or some derivation thereof)

 

Posted

Quote:
Originally Posted by Deacon_NA View Post
Sounds like a terrible idea. Unstoppable has a huge recovery buff to it. Your blue bar will get refilled quickly enough.
So how does the “Chance for +End” work and where would it activate the most?


 

Posted

Quote:
Originally Posted by Oxades View Post
So how does the “Chance for +End” work and where would it activate the most?
I'd toss it into Stamina and forget it, it'll have a chance to fire every 10 seconds so on average it'll fire once per minute. I believe mathematically it's very slightly better than a 3rd end mod IO in Stamina, if you have slots it can go into a 4th slot.


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

 

Posted

Ok, I’ve re-slotted for more accuracy and made changes to Boxing, Stamina and Tough Hide. Also I using SO in Hasten to more closely resemble the lvl 35esh IOs I plan to use. How’s it looking now?

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

Click this DataLink to open the build!

TempUS: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting

Hero Profile:
Level 1: Resist Physical Damage

  • (A) Reactive Armor - Resistance: Level 40
  • (3) Reactive Armor - Resistance/Endurance: Level 40
  • (3) Reactive Armor - Resistance/Recharge: Level 40
  • (5) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 1: Jab
  • (A) Smashing Haymaker - Accuracy/Damage: Level 35
  • (5) Smashing Haymaker - Damage/Endurance: Level 35
  • (36) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
  • (36) Smashing Haymaker - Damage/Recharge: Level 35
  • (46) Bruising Blow - Accuracy/Damage: Level 30
Level 2: Temp Invulnerability
  • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
  • (7) Reactive Armor - Resistance: Level 40
  • (7) Reactive Armor - Resistance/Endurance: Level 40
  • (9) Reactive Armor - Resistance/Recharge: Level 40
  • (9) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 4: Haymaker
  • (A) Smashing Haymaker - Accuracy/Damage: Level 35
  • (34) Smashing Haymaker - Damage/Endurance: Level 35
  • (34) Smashing Haymaker - Damage/Recharge: Level 35
  • (36) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
  • (50) Bruising Blow - Accuracy/Damage: Level 30
Level 6: Air Superiority
  • (A) Smashing Haymaker - Accuracy/Damage: Level 35
  • (31) Smashing Haymaker - Damage/Endurance: Level 35
  • (31) Smashing Haymaker - Damage/Recharge: Level 35
  • (34) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
  • (50) Bruising Blow - Accuracy/Damage: Level 30
Level 8: Unyielding
  • (A) Reactive Armor - Resistance: Level 40
  • (11) Reactive Armor - Resistance/Endurance: Level 40
  • (11) Reactive Armor - Resistance/Recharge: Level 40
  • (13) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 10: Dull Pain
  • (A) Doctored Wounds - Recharge: Level 50
  • (13) Doctored Wounds - Heal: Level 50
  • (15) Doctored Wounds - Heal/Recharge: Level 50
  • (15) Doctored Wounds - Heal/Endurance: Level 50
  • (17) Doctored Wounds - Endurance/Recharge: Level 50
Level 12: Taunt
  • (A) Perfect Zinger - Taunt: Level 50
  • (17) Perfect Zinger - Taunt/Recharge: Level 50
  • (19) Perfect Zinger - Taunt/Recharge/Range: Level 50
  • (19) Perfect Zinger - Accuracy/Recharge: Level 50
  • (21) Perfect Zinger - Taunt/Range: Level 50
  • (21) Perfect Zinger - Chance for Psi Damage: Level 50
Level 14: Fly
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
  • (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
Level 16: Swift
  • (A) Run Speed IO: Level 50
Level 18: Invincibility
  • (A) HamiO:Cytoskeleton Exposure
  • (23) HamiO:Cytoskeleton Exposure
  • (25) HamiO:Cytoskeleton Exposure
  • (25) Taunt Duration IO: Level 50
Level 20: Health
  • (A) Numina's Convalescence - Heal/Endurance: Level 50
  • (43) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (46) Numina's Convalescence - Heal: Level 50
Level 22: Stamina
  • (A) Efficacy Adaptor - EndMod: Level 50
  • (39) Efficacy Adaptor - EndMod/Recharge: Level 50
  • (40) Efficacy Adaptor - EndMod/Accuracy: Level 50
Level 24: Knockout Blow
  • (A) Smashing Haymaker - Accuracy/Damage: Level 35
  • (29) Smashing Haymaker - Damage/Endurance: Level 35
  • (29) Smashing Haymaker - Damage/Recharge: Level 35
  • (31) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
  • (37) Bruising Blow - Accuracy/Damage: Level 30
Level 26: Tough Hide
  • (A) Luck of the Gambler - Defense: Level 50
  • (27) Luck of the Gambler - Defense/Endurance: Level 50
  • (27) Luck of the Gambler - Defense/Recharge: Level 50
  • (50) Luck of the Gambler - Recharge Speed: Level 50
Level 28: Rage
  • (A) Adjusted Targeting - To Hit Buff: Level 50
  • (37) Adjusted Targeting - Recharge: Level 50
  • (37) Adjusted Targeting - To Hit Buff/Recharge: Level 50
  • (46) Adjusted Targeting - Endurance/Recharge: Level 50
Level 30: Hasten
  • (A) Recharge Reduction
  • (39) Recharge Reduction
  • (39) Recharge Reduction
Level 32: Resist Energies
  • (A) Reactive Armor - Resistance: Level 40
  • (33) Reactive Armor - Resistance/Endurance: Level 40
  • (33) Reactive Armor - Resistance/Recharge: Level 40
  • (33) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 35: Boxing
  • (A) Accuracy IO: Level 50
Level 38: Foot Stomp
  • (A) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
  • (40) Eradication - Damage/Recharge: Level 30
  • (40) Eradication - Accuracy/Damage/Recharge: Level 30
  • (43) Scirocco's Dervish - Damage/Endurance: Level 50
  • (43) Scirocco's Dervish - Accuracy/Damage: Level 50
Level 41: Tough
  • (A) Reactive Armor - Resistance: Level 40
  • (42) Reactive Armor - Resistance/Endurance: Level 40
  • (42) Reactive Armor - Endurance/Recharge: Level 40
  • (42) Reactive Armor - Endurance: Level 40
Level 44: Weave
  • (A) Red Fortune - Defense: Level 50
  • (45) Red Fortune - Defense/Endurance: Level 50
  • (45) Red Fortune - Defense/Recharge: Level 50
  • (45) Red Fortune - Defense/Endurance/Recharge: Level 50
  • (48) Red Fortune - Endurance: Level 50
Level 47: Resist Elements
  • (A) Aegis - Resistance: Level 50
  • (48) Aegis - Resistance/Endurance: Level 50
  • (48) Aegis - Resistance/Recharge: Level 50
Level 49: Unstoppable
  • (A) Recharge Reduction IO: Level 50
------------
Level 1: Brawl
  • (A) Accuracy IO: Level 50
Level 1: Sprint
  • (A) Run Speed IO: Level 50
Level 2: Rest
  • (A) Healing IO: Level 50
Level 1: Gauntlet
------------
Set Bonus Totals:
  • 6.5% DamageBuff(Smashing)
  • 6.5% DamageBuff(Lethal)
  • 6.5% DamageBuff(Fire)
  • 6.5% DamageBuff(Cold)
  • 6.5% DamageBuff(Energy)
  • 6.5% DamageBuff(Negative)
  • 6.5% DamageBuff(Toxic)
  • 6.5% DamageBuff(Psionic)
  • 19.9% Defense(Smashing)
  • 19.9% Defense(Lethal)
  • 6.13% Defense(Fire)
  • 6.13% Defense(Cold)
  • 13.9% Defense(Energy)
  • 13.9% Defense(Negative)
  • 3% Defense(Psionic)
  • 11.4% Defense(Melee)
  • 10.8% Defense(Ranged)
  • 4.56% Defense(AoE)
  • 1.8% Max End
  • 18% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 22.5% Enhancement(RechargeTime)
  • 140.6 HP (7.5%) HitPoints
  • MezResist(Immobilize) 16.5%
  • MezResist(Terrorized) 4.95%
  • 1.5% (0.03 End/sec) Recovery
  • 42% (3.29 HP/sec) Regeneration
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 5% RunSpeed



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Posted

Look like I now have a “blueprint” in place and look forward to seeing how well it will work. Thank you all for you help, it was fun and I learned a lot.


 

Posted

Here is an interesting build.

It doesn't reach 45% exactly, but it does do a good job of maxing defense for different situations/villains. Keep in mind, you couldn't solo with it.

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

Click this DataLink to open the build!

Sgt Fallujah: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-EndRdx(31)
Level 1: Jab -- RzDz-Acc/EndRdx(A), RzDz-Immob%(9), RzDz-Acc/Stun/Rchg(39), RzDz-Acc/Rchg(39), RzDz-EndRdx/Stun(46)
Level 2: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 6: Combat Jumping -- DefBuff-I(A)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-EndRdx(34)
Level 10: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-Heal(13), Dct'dW-Heal/EndRdx(15), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(17)
Level 12: Punch -- Mocking-Rchg(A), Mocking-Taunt/Rng(17), Mocking-Acc/Rchg(19), Mocking-Taunt/Rchg/Rng(19), Mocking-Taunt/Rchg(34)
Level 14: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(31)
Level 16: Swift -- Run-I(A)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(25), HO:Cyto(25)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Mrcl-Rcvry+(21)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-End%(23), P'Shift-Acc/Rchg(27), P'Shift-EndMod/Acc(43), P'Shift-EndMod/Acc/Rchg(50)
Level 24: Knockout Blow -- Lock-EndRdx/Rchg/Hold(A), Lock-Rchg/Hold(29), Lock-Acc/Rchg(29), Lock-Acc/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(46)
Level 26: Tough Hide -- S'dpty-EndRdx(A), S'dpty-Def/EndRdx/Rchg(27), S'dpty-Def/Rchg(31), S'dpty-Def(36), S'dpty-Def/EndRdx(39)
Level 28: Rage -- AdjTgt-Rchg(A), AdjTgt-ToHit(37), AdjTgt-ToHit/Rchg(37)
Level 30: Hasten -- RechRdx-I(A)
Level 32: Resist Energies -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam(33), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(33), RctvArm-EndRdx(34)
Level 35: Boxing -- Acc-I(A)
Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(40), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Dmg(43)
Level 41: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42)
Level 44: Weave -- S'dpty-Def/EndRdx/Rchg(A), S'dpty-Def/Rchg(45), S'dpty-Def/EndRdx(45), S'dpty-Def(45), S'dpty-EndRdx(48)
Level 47: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/Rchg(48), Aegis-Psi/Status(50), Aegis-ResDam/EndRdx/Rchg(50)
Level 49: Unstoppable -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet


 

Posted

Quote:
Originally Posted by Erin Go Braugh View Post
Here is an interesting build.

It doesn't reach 45% exactly, but it does do a good job of maxing defense for different situations/villains. Keep in mind, you couldn't solo with it.
That is an interesting build. The defenses look good, but how is it at holding agro?


 

Posted

Quote:
Originally Posted by Oxades View Post
That is an interesting build. The defenses look good, but how is it at holding agro?
Since that point, I made some minor changes.

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Aggro holds well. You can easily swap out Punch for Taunt and achieve the same defenses, which I did above.

The fifth set of Reactive pushes the defenses just slightly past soft cap (new build) and, in tough, pushes the Resistance to max.

I've taken this guy out for a spin and have him up to Level 47. Should be at 50 within a week or so. Ultimately, I'm looking to build a solid multi-level tank for TFs that can also tank AVs. The Psionic ***** in the armor bugs me, but whutchagonnado?


 

Posted

Took him out against AVs last night in the Jenkins arc.

Although aggro was good, I think the suggestion earlier is a good one. This tank is not a damage-dealer, but it so hard to hit. Since the damage from Punch is light, it makes sense to pull it and slot Taunt in the same spot.

Also took the tank into an Arena fight with a MA/Regen scrapper. After about five minutes of me taking breaks for Endurance to return and him hitting once every ten times for 50 points of damage, we called it a draw.

He hit level 48 last night during the missions. At Level 50, I'm going to run my own Maria Jenkins arc for a full run down of how the build does against various AVs and then, of course, an STF.

I did battle Mother Mayhem. Psionics, as expected, cut through like a chainsaw. Died once between the two Psionic AVs, but didn't pop a purple during the fight either (again, wanted to see how he does without inspirations against AVs).


 

Posted

The thing is, with IOs and set bonuses, you don't need to give up fully slotting your attacks for survivability.

Granted, it may be difficult for Invul to soft-cap F/C as well as S/L/E/NE without using no-damage sets, but considering how infrequently players run into pure F/C damage, I'll choose well-slotted attacks before soft-capped F/C def any day of the week.


My Characters

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

 

Posted

Just to see if it could be done, I took your build and reslotted it so it's soft-capped to S/L/E/NE/F/C (well, F/C is at 44.9) and has fully slotted attacks.

Yes, it can be done, and here's what it looks like. I think you'd do a heck of a lot better going against AVs with this than the build you have.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Sgt Fallujah: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(7)
Level 1: Jab -- S'ngH'mkr-Acc/Dmg:30(A), S'ngH'mkr-Dmg/EndRdx:30(9), S'ngH'mkr-Dmg/Rchg:30(39), S'ngH'mkr-Dmg/EndRdx/Rchg:30(39), C'ngImp-Acc/Dmg/EndRdx:50(46)
Level 2: Temp Invulnerability -- S'fstPrt-ResDam/Def+:30(A), RctvArm-ResDam:40(5), RctvArm-ResDam/EndRdx:40(5), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(9)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(31), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), C'ngImp-Acc/Dmg/EndRdx:50(46)
Level 6: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(39), DefBuff-I:50(48)
Level 8: Unyielding -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam/EndRdx/Rchg:40(13)
Level 10: Dull Pain -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(13), Dct'dW-Heal/EndRdx:50(15), Dct'dW-EndRdx/Rchg:50(15), Dct'dW-Heal/Rchg:50(17)
Level 12: Taunt -- Mocking-Rchg:50(A), Mocking-Taunt/Rng:50(17), Mocking-Acc/Rchg:50(19), Mocking-Taunt/Rchg/Rng:50(19), Mocking-Taunt/Rchg:50(34)
Level 14: Super Jump -- Zephyr-Travel/EndRdx:50(A), Zephyr-Travel:50(31)
Level 16: Swift -- Run-I:50(A)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(25), HO:Cyto(25)
Level 20: Health -- Numna-Regen/Rcvry+:40(A), Numna-Heal:50(21), Mrcl-Rcvry+:40(21)
Level 22: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(23), P'Shift-End%:50(23)
Level 24: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(27), C'ngImp-Dmg/Rchg:50(29), C'ngImp-Acc/Dmg/EndRdx:50(29), BasGaze-Acc/Rchg:30(37), BasGaze-Acc/EndRdx/Rchg/Hold:30(43)
Level 26: Tough Hide -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(27), GftotA-Def/EndRdx/Rchg:40(31), GftotA-Def:40(36)
Level 28: Rage -- GSFC-Rchg/EndRdx:50(A), GSFC-ToHit/EndRdx:50(34), GSFC-ToHit/Rchg/EndRdx:50(37), GSFC-ToHit/Rchg:50(37), GSFC-ToHit:50(43), GSFC-Build%:50(46)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34)
Level 32: Resist Energies -- Aegis-ResDam/EndRdx:40(A), Aegis-ResDam/Rchg:40(33), Aegis-ResDam:40(33), Aegis-ResDam/EndRdx/Rchg:50(33)
Level 35: Boxing -- Acc-I:50(A)
Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg/Rchg:30(40), Erad-Acc/Dmg/Rchg:30(40), Sciroc-Dmg/EndRdx:50(40), Sciroc-Acc/Dmg:50(43)
Level 41: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(42), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(42)
Level 44: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(45), GftotA-Def/EndRdx/Rchg:40(45), GftotA-Def:40(45)
Level 47: Resist Elements -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(48), Aegis-ResDam/Rchg:50(48), Aegis-ResDam/EndRdx/Rchg:50(50)
Level 49: Unstoppable -- Aegis-ResDam/Rchg:40(A), Aegis-ResDam/EndRdx/Rchg:50(50), Aegis-EndRdx/Rchg:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:

  • 2.5% DamageBuff(Smashing)
  • 2.5% DamageBuff(Lethal)
  • 2.5% DamageBuff(Fire)
  • 2.5% DamageBuff(Cold)
  • 2.5% DamageBuff(Energy)
  • 2.5% DamageBuff(Negative)
  • 2.5% DamageBuff(Toxic)
  • 2.5% DamageBuff(Psionic)
  • 17.4% Defense(Smashing)
  • 17.4% Defense(Lethal)
  • 16.8% Defense(Fire)
  • 16.8% Defense(Cold)
  • 18% Defense(Energy)
  • 18% Defense(Negative)
  • 3% Defense(Psionic)
  • 12.1% Defense(Melee)
  • 17.1% Defense(Ranged)
  • 11.8% Defense(AoE)
  • 7.2% Max End
  • 7% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 140.6 HP (7.5%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 11.6%
  • MezResist(Terrorized) 2.2%
  • 6.5% (0.11 End/sec) Recovery
  • 22% (1.72 HP/sec) Regeneration
  • 6.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 25% RunSpeed
  • 5% XPDebtProtection

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


My Characters

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

 

Posted

That's a fantastic suggestion/change. Thanks.

I also noticed that you (I) could save some serious Influence without giving much up by slotting L50 Defense IOs and a L50 End Red in Invincibility.