Primary to mitigate the Rage crash
Pfft...don't worry about the rage crash, it's like what? 1second? lol I never noticed or knew there was a rage crash until I actually read a thread on the forums. If you're worried about not being able to survive because of a rage crash, go invulnerability or WP. Wp has regen that will keep u up and invul is just uber strong. I would suggest stone but then, I think to myself, yeah he'll be a god, but a god that just stares at the enemy and attacks once every 10 seconds lol.
MAIN: Desi Boy> Level 51 Fire/Fire Tank
Super Group: C.O.R.E.
Tanking since 05'
Vigilante
There is no -def to the rage crash if you stack it, the only part that you cant avoid is the -Damage and -End.
Ice would work well with the End recovery in Energy Absorption.
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
Here is my build for Elec/SS that is live on Virtue. Personallu I would go with Willpower/SS though. Elec can be tough and I didnt take Rage until very late in build because I wanted my resistance and recharge working well. As a 60 month vet I was able to skip combay jumping.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
ShellSHock: Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(5)
Level 1: Jab -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(42)
Level 2: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Acc/Dmg/Rchg(34)
Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11)
Level 6: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(50)
Level 8: Swift -- Run-I(A)
Level 10: Grounded -- ResDam-I(A), ResDam-I(42), ResDam-I(43)
Level 12: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15), Dct'dW-Rchg(15), RechRdx-I(17)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(43), Mrcl-Rcvry+(45), Mrcl-Heal(45), RgnTis-Regen+(46), Heal-I(46)
Level 18: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam(21)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-EndMod(23), P'Shift-End%(43)
Level 22: Lightning Field -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(23), Sciroc-Acc/Dmg(25), Sciroc-Dmg/Rchg(25), C'ngBlow-Dmg/EndRdx(29), C'ngBlow-Acc/Dmg(29)
Level 24: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(42)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Boxing -- Acc-I(A)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31)
Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(33), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Def(33)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), M'Strk-Dmg/EndRdx(40), M'Strk-Dmg/Rchg(40)
Level 41: Taunt -- RechRdx-I(A)
Level 44: Lightning Reflexes -- Run-I(A)
Level 47: Rage -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-ToHit(48), AdjTgt-Rchg(48)
Level 49: Power Surge -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
- 4.5% DamageBuff(Smashing)
- 4.5% DamageBuff(Lethal)
- 4.5% DamageBuff(Fire)
- 4.5% DamageBuff(Cold)
- 4.5% DamageBuff(Energy)
- 4.5% DamageBuff(Negative)
- 4.5% DamageBuff(Toxic)
- 4.5% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 5.5% Defense(Melee)
- 5.5% Defense(Ranged)
- 3% Defense(AoE)
- 57% Enhancement(Accuracy)
- 32.5% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 5% FlySpeed
- 105.4 HP (5.63%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 11%
- MezResist(Sleep) 1.65%
- MezResist(Terrorized) 2.2%
- 5% (0.08 End/sec) Recovery
- 60% (4.69 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 1.26% Resistance(Energy)
- 7.51% Resistance(Negative)
- 2.5% Resistance(Psionic)
- 5% RunSpeed
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The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
I've got a SS/Electric Armor brute, and it works pretty well. As an experiment I tried to maximize melee defense, but it didn't work out. It definitely helps (only 26% melee defense), but it would be much better if it were against Smash/Lethal.
I tried working out a tanker build that maximizes S/L defense, but I can't get much more than 36% without seriously compromising playability (and it's pretty pricey with all those Kinetic Combat sets, though if you use Smashing Haymaker you can easily get 26% S/L which ain't bad -- I've included that below).
Looking at your numbers, you've only got 56% resistance on S/L and Fire/Cold, and no defense to speak of. My Fire tank had similar numbers and was pretty squishy until I got Tough. A lot of attacks have some S/L component, so getting Tough makes a big difference in survivability. You might drop Power Surge and Hurl and pick up Boxing and Tough instead.
You might want to have Rage slotted with at least two recharge.
The crash in Power Surge is pretty severe. It's nice to have, but if you've got good defenses to begin with you'll rarely need it. I'd get it at 49 and just put one recharge in it.
My experience with the Brute is that I almost never get knocked back (I also have Fly). You don't need the expense of the -KB IO.
The build below has 78% S/L, 56% Fire/Cold, 90% Energy, 43% Negative, and 54% psi damage resist. It has 27% S/L defense. If you subscribe to the theory that damage resistance = 2 x defense, then this build effectively has 130% S/L damage resistance . It's relatively cheap, and could be made much better at great expense by using Kinetic Combat instead of Smashing Haymaker.
I haven't actually built a character with this, but it may give you some ideas. I got rid of all the fire attacks but kept Char: it stacks with Knockout Blow so that you can hold bosses in two shots.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Paranoid Heroine: Level 50 Mutation Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Lightning Field -- M'Strk-Acc/Dmg:30(A), M'Strk-Dmg/EndRdx:30(37), M'Strk-Dmg/Rchg:30(40), M'Strk-Acc/Dmg/EndRdx:30(43), M'Strk-Acc/EndRdx:30(43), M'Strk-Dmg/EndRdx/Rchg:35(43)
Level 1: Jab -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx/Rchg:35(15), S'ngH'mkr-Dmg/EndRdx:35(19), S'ngH'mkr-Dmg/Rchg:35(34), F'dSmite-Acc/EndRdx/Rchg:35(34), F'dSmite-Acc/Dmg/Rchg:40(37)
Level 2: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(19)
Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam:35(5), RctvArm-ResDam/Rchg:35(5), RctvArm-ResDam/EndRdx/Rchg:35(9)
Level 6: Static Shield -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam:35(7), RctvArm-ResDam/EndRdx/Rchg:35(7), RctvArm-ResDam/Rchg:35(9)
Level 8: Grounded -- ResDam-I:35(A)
Level 10: Air Superiority -- S'ngH'mkr-Dmg/EndRdx/Rchg:35(A), S'ngH'mkr-Acc/Dmg:35(11), S'ngH'mkr-Dmg/EndRdx:35(11), S'ngH'mkr-Dmg/Rchg:35(17), F'dSmite-Acc/Dmg:40(17)
Level 12: Energize -- H'zdH-Heal/Rchg:35(A), Mrcl-Heal/Rchg:35(13), Dct'dW-Heal/Rchg:35(13), Dct'dW-Heal/EndRdx/Rchg:35(15)
Level 14: Fly -- Flight-I:35(A)
Level 16: Swift -- Run-I:35(A)
Level 18: Health -- Heal-I:35(A)
Level 20: Stamina -- EndMod-I:35(A), EndMod-I:35(21), EndMod-I:35(21)
Level 22: Knockout Blow -- S'ngH'mkr-Dmg/Rchg:35(A), S'ngH'mkr-Acc/Dmg:35(23), S'ngH'mkr-Dmg/EndRdx:35(23), S'ngH'mkr-Dmg/EndRdx/Rchg:35(25), F'dSmite-Acc/Dmg/Rchg:40(25), F'dSmite-Acc/EndRdx/Rchg:40(29)
Level 24: Lightning Reflexes -- Run-I:35(A)
Level 26: Power Sink -- Efficacy-EndMod/Rchg:35(A), P'Shift-EndMod/Rchg:35(27), RechRdx-I:35(27), EndMod-I:35(29)
Level 28: Rage -- GSFC-ToHit:35(A), GSFC-ToHit/Rchg:35(33), GSFC-ToHit/Rchg/EndRdx:35(33), GSFC-Rchg/EndRdx:35(46), GSFC-ToHit/EndRdx:35(46), GSFC-Build%:35(46)
Level 30: Taunt -- Mocking-Taunt:35(A), Mocking-Taunt/Rchg:35(31), Mocking-Taunt/Rchg/Rng:35(31), Mocking-Acc/Rchg:35(31), Mocking-Taunt/Rng:35(33), Mocking-Rchg:35(34)
Level 32: Boxing -- Acc-I:35(A)
Level 35: Haymaker -- S'ngH'mkr-Dmg/EndRdx/Rchg:35(A), S'ngH'mkr-Acc/Dmg:35(36), S'ngH'mkr-Dmg/EndRdx:35(36), S'ngH'mkr-Dmg/Rchg:35(36), F'dSmite-Acc/Dmg/Rchg:40(37), F'dSmite-Acc/Dmg:40(50)
Level 38: Foot Stomp -- Oblit-Dmg:35(A), Oblit-Acc/Rchg:35(39), Oblit-Dmg/Rchg:35(39), Oblit-Acc/Dmg/Rchg:35(39), Oblit-Acc/Dmg/EndRdx/Rchg:35(40), Oblit-%Dam:35(40)
Level 41: Char -- BasGaze-Acc/Rchg:30(A), BasGaze-Acc/Hold:30(42), BasGaze-EndRdx/Rchg/Hold:30(42), BasGaze-Rchg/Hold:30(42)
Level 44: Tough -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam:35(45), RctvArm-ResDam/Rchg:35(45), RctvArm-ResDam/EndRdx/Rchg:35(45)
Level 47: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def:50(48), RedFtn-Def/Rchg:50(48), RedFtn-Def/EndRdx/Rchg:50(48)
Level 49: Hasten -- RechRdx-I:35(A), RechRdx-I:35(50), RechRdx-I:35(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:35(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
- 7.5% DamageBuff(Smashing)
- 7.5% DamageBuff(Lethal)
- 7.5% DamageBuff(Fire)
- 7.5% DamageBuff(Cold)
- 7.5% DamageBuff(Energy)
- 7.5% DamageBuff(Negative)
- 7.5% DamageBuff(Toxic)
- 7.5% DamageBuff(Psionic)
- 19.1% Defense(Smashing)
- 19.1% Defense(Lethal)
- 5.31% Defense(Fire)
- 5.31% Defense(Cold)
- 8.75% Defense(Energy)
- 8.75% Defense(Negative)
- 15.6% Defense(Melee)
- 6.25% Defense(Ranged)
- 5.94% Defense(AoE)
- 1.8% Max End
- 20% Enhancement(RechargeTime)
- 9% Enhancement(Accuracy)
- 5% FlySpeed
- 119.5 HP (6.38%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 20.4%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 3.85%
- MezResist(Terrorized) 2.2%
- 4.5% (0.08 End/sec) Recovery
- 2.21% Resistance(Fire)
- 2.21% Resistance(Cold)
- 5% RunSpeed
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Here is my build for Elec/SS that is live on Virtue. Personallu I would go with Willpower/SS though. Elec can be tough and I didnt take Rage until very late in build because I wanted my resistance and recharge working well. As a 60 month vet I was able to skip combay jumping.
|
For this specific Heroine though, I wanted a damage aura.
I've got a SS/Electric Armor brute, and it works pretty well. As an experiment I tried to maximize melee defense, but it didn't work out. It definitely helps (only 26% melee defense), but it would be much better if it were against Smash/Lethal.
I tried working out a tanker build that maximizes S/L defense, but I can't get much more than 36% without seriously compromising playability (and it's pretty pricey with all those Kinetic Combat sets, though if you use Smashing Haymaker you can easily get 26% S/L which ain't bad -- I've included that below). Looking at your numbers, you've only got 56% resistance on S/L and Fire/Cold, and no defense to speak of. My Fire tank had similar numbers and was pretty squishy until I got Tough. A lot of attacks have some S/L component, so getting Tough makes a big difference in survivability. You might drop Power Surge and Hurl and pick up Boxing and Tough instead. You might want to have Rage slotted with at least two recharge. The crash in Power Surge is pretty severe. It's nice to have, but if you've got good defenses to begin with you'll rarely need it. I'd get it at 49 and just put one recharge in it. My experience with the Brute is that I almost never get knocked back (I also have Fly). You don't need the expense of the -KB IO. The build below has 78% S/L, 56% Fire/Cold, 90% Energy, 43% Negative, and 54% psi damage resist. It has 27% S/L defense. If you subscribe to the theory that damage resistance = 2 x defense, then this build effectively has 130% S/L damage resistance . It's relatively cheap, and could be made much better at great expense by using Kinetic Combat instead of Smashing Haymaker. |
Whenever I find a Kinetic Combat recipe, I cheer because selling it will fund an entire build! I'll take a good look at those defense builds, and maybe go that way. I play Super Reflexes extensively, and figure that 25% defense is only enough to keep me alive half the time, which is why I went for +Recharge for more punches. I might have Power Sink recharging quickly enough to sap everything around me. The build had enough +recharge that Rage was perma with one recharge; I should re-order power selections to make sure I lose Rage when I lose the +recharge though... if it matters.
So far, Paranoid Heroine is going strong at 25. Low levels always suck for Tanks, but in the teens she was able to tank for the Positron and Synapse task forces; Electric Armor's capped resists to energy made her more survivable than the level 50 stone and Invuln tankers (who were exemp'd to 15 and 20 for the TFs) against all those Clockworks and energy-using Lost and Circle of Thorns.
However, she needs a handful each of blue and green inspirations to solo Snaptooth.
My first reaction; Rage has a crash?
My second reaction; Oh yeah, that little thing that I totally ignore without danger on my Ice/SS and SS/Fire (brute).
My third reaction; Why in the name of the great Carp Father would you delete toons that high level!? =@_@=
I've always been one to make the character according to an RP concept (and yet I play on Freedom, oh the irony) then worry about the min-maxing. Some concepts are inherently was than others. My Ill/Rad troller is a beast while my Fire/Fire brute is a finicky slug. But I'd never think to just delete something that wasn't working out for me. That Fire/Fire brute made it to 50 even with the frustrations.
That said; Fire/SS or Elec/SS is what I'd lean towards. The resistances aren't hit at all by the defense drop. Elec has the advantage with the built in Conserve Power variant and a decent end drain. Then there is the over-clock. Okay, Elec trumps the living snot out of Fire.
The Otter says: Elec/SS.
=. .=b
"My third reaction; Why in the name of the great Carp Father would you delete toons that high level!? =@_@="
This struck me as funny, I for one have deleted about 8 level 50's, takes me 2-3 weeks of casual play to get to 50 with decent groups, and since we have limited slots per server, if I want to roll an alt, I have to go to another server, or delete one of the ones I have. The free server transfers have been a blessing, I've moved most of my 50's off Freedom, to Virtue for roleplay, and I can roll up new alts on freedom and have satisfying groups.. not that anything is wrong with groups on uhhh virtue.. err... hmmmm /ducks
Yep, I have two pages of character slots on Victory, where my own SG is. I make a toon, play it up until I either love or dislike it, and then delete it if I dislike it. Too many possible combos to keep every failed concept!
If I wind up really missing a certain combo, I can just make a new one.
I mean, what else am I going to do? Keep playing the same toon forever? PREPOSTEROUS!
The sad tale of the Paranoid Heroine has led me through many alts and variations.
Initially a Dark/Dark scrapper, ("Quit looking at me!"), she was deleted in the 40's and replaced with a Dark/Energy Melee tank. I hoped the stacking stuns from Oppressive Gloom and the EM attacks would be uber mitigation... but herding with OG and spamming Energy Transfer seemed to kill me faster than the mobs.
I longed for the Soul Drain buff to Death Shroud, and love how auras keep ticking away when slows prevent normal attacks from recharging, and next went with Super Strength and Dark Armor. I loved being a Fluffy Glowing Cloud of Doom, but Dark Armor's hard enough on endurance as it is, and trying to Dark Regen after a Rage crash put me in the crapper quite frequently.
Plus, even as pimped out as I could manage, Dark Armor's weak energy resistance really soured me when I ran a LGTF. Sure, I tanked the Clockwork King without problem, but nearly everything else wiped me out. I got good use out of Soul Transfer, though...
But I liked Super Strength (that was my first time playing it), and decided to try it with Ice Armor. Then I'd have the health buff of Hoarfrost, endurance recovery, a sweet damage aura, and Paranoid Heroine could Hibernate when Rage crashed and everyone was out to get her. (They really are!!)
Except, I didn't anticipate the severity of the -def component. Man, that smarts when it hits if I'm not paying close attention.
So now I'm looking for an "optimal" primary to pair with Super Strength. I'd like:
- A self-heal
- A damage aura, since SS has only one AoE
- Endurance recovery, for after-crash refreshment
- Resistance-based, so the -def doesn't hurt so much
This left me with Fire, Stone, and Electric. I like Willpower and Invuln, but really want a damage aura on this specific toon. I hope to never make a Stone toon, so that left Fire and Electric. Since the pulsing of Blazing Aura gives me headaches, Electric it is!
How's this look for a semi-cheap build, focusing on recharge rather than defense? The Zephyr should prevent KB when I'm jumping around a crowd, and immobs that pull me down from flight will be canceled when I land (Grounded)... hmm, but that could make getting out of the Knives' caltrops tricky.
Level 14 so far, and going strong!
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Paranoid Heroine: Level 50 Mutation Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Lightning Field -- M'Strk-Acc/EndRdx(A), M'Strk-Dmg/EndRdx(37), Sciroc-Acc/Dmg/EndRdx(40), M'Strk-Acc/Dmg/EndRdx(43), C'ngBlow-Acc/Dmg(43)
Level 1: Jab -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(37)
Level 2: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(19)
Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(9)
Level 6: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(7), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam/Rchg(9)
Level 8: Grounded -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(43), RctvArm-ResDam(46), RctvArm-ResDam/EndRdx/Rchg(46)
Level 10: Air Superiority -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(11), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/Rchg(17)
Level 12: Energize -- H'zdH-Heal/Rchg(A), Mrcl-Heal/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(15)
Level 14: Fly -- Flight-I(A), Flight-I(15), Zephyr-ResKB(29)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Knockout Blow -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg(23), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(25)
Level 24: Lightning Reflexes -- Run-I(A)
Level 26: Power Sink -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(27), RechRdx-I(27), EndMod-I(29)
Level 28: Rage -- RechRdx-I(A)
Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(33), Mocking-Rchg(34)
Level 32: Power Surge -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 35: Haymaker -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(36), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(37)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-%Dam(40)
Level 41: Char -- BasGaze-Acc/Rchg(A), BasGaze-Acc/Hold(42), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Rchg/Hold(42)
Level 44: Hurl -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(48), Decim-Dmg/Rchg(48), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet