Inv/SS build hasten or unstoppable???


Call Me Awesome

 

Posted

Here's my inv/ss build, just wondering if you guys and girls think its worth having hasten or unstoppable instead?, any help will be very helpful. thanks johnny.

Hero Plan by Mids' Hero Designer 1.601
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hero101: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam(3), RctvArm-EndRdx/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(36)
Level 1: Jab -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(13), S'ngH'mkr-Dmg/EndRdx/Rchg(15)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-EndRdx(7), RctvArm-ResDam/Rchg(9)
Level 4: Haymaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(11), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(13)
Level 6: Dull Pain -- Mrcl-Heal(A), Mrcl-Heal/Rchg(15), Mrcl-Heal/EndRdx/Rchg(17), Mrcl-Heal/EndRdx(17), Numna-Heal/Rchg(19), Numna-EndRdx/Rchg(19)
Level 8: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(21), RctvArm-ResDam/Rchg(21), RctvArm-EndRdx(23), RctvArm-ResDam/EndRdx/Rchg(27)
Level 10: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(27)
Level 12: Boxing -- Acc-I(A)
Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-EndRdx/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(37)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A), Heal-I(31), Mrcl-Rcvry+(31), Numna-Regen/Rcvry+(50)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc/Rchg(33), P'Shift-EndMod/Acc(48), P'Shift-End%(50)
Level 22: Resist Energies -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(33), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam/EndRdx(34)
Level 24: Invincibility -- GftotA-Def(A), GftotA-Def/EndRdx(34), S'dpty-Def(36), S'dpty-Def/EndRdx(36)
Level 26: Knockout Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(37), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dam%(39)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 30: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
Level 32: Combat Jumping -- GftotA-Def(A), S'dpty-Def(42)
Level 35: Taunt -- Taunt-I(A)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(46)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(46)
Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(50)
Level 49: Super Jump -- Jump-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
------------

Set Bonus Totals:

  • 8% DamageBuff(Smashing)
  • 8% DamageBuff(Lethal)
  • 8% DamageBuff(Fire)
  • 8% DamageBuff(Cold)
  • 8% DamageBuff(Energy)
  • 8% DamageBuff(Negative)
  • 8% DamageBuff(Toxic)
  • 8% DamageBuff(Psionic)
  • 16.8% Defense(Smashing)
  • 16.8% Defense(Lethal)
  • 6.13% Defense(Fire)
  • 6.13% Defense(Cold)
  • 9.25% Defense(Energy)
  • 9.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 15.5% Defense(Melee)
  • 6.13% Defense(Ranged)
  • 9.25% Defense(AoE)
  • 27% Enhancement(Accuracy)
  • 20% Enhancement(RechargeTime)
  • 5% Enhancement(Heal)
  • 5% FlySpeed
  • 182.7 HP (9.75%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 12.7%
  • MezResist(Stun) 2.2%
  • 11% (0.18 End/sec) Recovery
  • 36% (2.82 HP/sec) Regeneration
  • 5% RunSpeed
Code:
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Johnnycash-''Morning bright eyes!!''
Mrs johnnycash-''P*****F im sleeping''

 

Posted

If I had to choose, I'd choose Hasten. And get it much earlier, switch it with Resist Elements.

I'd also recommend trying to get Invincibility earlier, maybe switch it with Health?


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

 

Posted

I'd agree with getting Hasten since you've soft-capped S/L defense.

A few other things:

Definitely move Invinc to 18. ResEl and Boxing/Tough can easily be moved until after Stamina, which would allow you to get CJ and SJ in earlier, too. I'd also move RPD later to take Taunt sooner, but that's more personal preference.

The attacks slotted with Smashing Haymaker are underslotted for accuracy and damage, they need at least one more slot from another set.

The Reactive Armor sets are definitely overslotted; all you are getting for the fifth slot is more endurance reduction--which you don't need--and a measly .63 F/C def bonus. You can make up for the lost F/C def by simply 3-slotting ResEn with Aegis, and have 5 slots to use elsewhere.

Using sets like ToD and Oblit that have primarily positional defense bonuses is an expensive way to get small amounts of S/L def. In KoB, I would put another set of Smashing Haymaker and fill in with IOs from another set, but that's your call. For Footstomp, I think a better option would be 3 Eradication for the E/NE bonus and 3 set IOs to fill out the slotting.

There is absolutely no point in using single-aspect set IOs in CJ. You're not getting a set bonus, and they're giving the same enhancement value as a common IO of that level. Just slot common IOs instead, or better yet, slot two BotZ for the E/NE bonus. The same can be done for SJ. If you've got an extra slot, you could also drop a common defense IO in CJ, but the base value of CJ is so low you won't miss much if you don't.

The loss of the S/L def from the Oblit in Footstomp can be made up in several ways; probably the simplest is to 5-slot Taunt with Mocking Beratement, which also gives a nice F/C bonus.


My Characters

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

 

Posted

thx for the replys guys, im denfintly going to switch a few things round thanks.


Johnnycash-''Morning bright eyes!!''
Mrs johnnycash-''P*****F im sleeping''

 

Posted

adone a new build, my tank is currently 38, so moving invince around i dnt think will make a difference, unless i exmp dwn to there but i wont be.
tell me wat you think.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
hero101: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Speed
Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam(3), RctvArm-EndRdx/Rchg(5)
Level 1: Jab -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(13), S'ngH'mkr-Dmg/EndRdx/Rchg(15)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-EndRdx(7)
Level 4: Haymaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(11), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(13)
Level 6: Dull Pain -- Mrcl-Heal(A), Mrcl-Heal/Rchg(15), Mrcl-Heal/EndRdx/Rchg(17), Mrcl-Heal/EndRdx(17), Numna-Heal/Rchg(19), Numna-EndRdx/Rchg(19)
Level 8: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(21), RctvArm-ResDam/Rchg(21), RctvArm-EndRdx(23)
Level 10: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(25)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34)
Level 14: Boxing -- Acc-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A), Numna-Regen/Rcvry+(27), Heal-I(31), Mrcl-Rcvry+(31)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(27), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc/Rchg(33), P'Shift-EndMod/Acc(48)
Level 22: Resist Energies -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx/Rchg(29), Aegis-ResDam/EndRdx(33), Aegis-ResDam(34)
Level 24: Invincibility -- GftotA-Def(A), GftotA-Def/EndRdx(34), S'dpty-Def(36), S'dpty-Def/EndRdx(36)
Level 26: Knockout Blow -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(37), S'ngH'mkr-Dmg/Rchg(37), S'ngH'mkr-Dmg/EndRdx/Rchg(39)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 30: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(40)
Level 32: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(37), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam/Rchg(42)
Level 35: Taunt -- Mocking-Taunt/Rng(A), Mocking-Taunt/Rchg(39), Mocking-Taunt/Rchg/Rng(39), Mocking-Rchg(42), Mocking-Acc/Rchg(45)
Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(43), Erad-Dmg/Rchg(43), M'Strk-Acc/Dmg/EndRdx(45), M'Strk-Dmg/EndRdx/Rchg(45), Acc-I(50)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(46)
Level 44: Unstoppable -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(46)
Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(50)
Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(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)
  • 9.25% Defense(Fire)
  • 9.25% Defense(Cold)
  • 15.5% Defense(Energy)
  • 15.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 10.2% Defense(Melee)
  • 13.9% Defense(Ranged)
  • 6.13% Defense(AoE)
  • 3.6% Max End
  • 15% Enhancement(RechargeTime)
  • 5% Enhancement(Heal)
  • 18% Enhancement(Accuracy)
  • 5% FlySpeed
  • 175.7 HP (9.38%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 12.1%
  • MezResist(Sleep) 1.65%
  • 7% (0.12 End/sec) Recovery
  • 36% (2.82 HP/sec) Regeneration
  • 10% RunSpeed
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Forgot to move sj, il move that around before i respec!


Johnnycash-''Morning bright eyes!!''
Mrs johnnycash-''P*****F im sleeping''

 

Posted

The only serious problem I see is that the attacks slotted with Smashing Haymaker are underslotted for accuracy and damage. I think you need four slots, 1 each for Jab and Haymaker, and 2 for KoB. The build as posted has two unassigned slots, so you'll need to reassign two more. I'd recommend that you either take the third slot from Hasten and Unstop (the recharge lost shouldn't be significant considering your global recharge bonuses) or take a slot each from Tough Hide and Stamina. An Acc/Dam or Acc/Dam/End from Crushing Impact will do the job for Jab and Haymaker, and for KoB, try the CI Acc/Dam/End and Acc/Dam/Rchg.

Some slotting refinements you might consider:

Gift of the Ancients has a nice +end bonus for four slots, so think about replacing the Serendipitys in Invinc with two more GotA.

For Footstomp, Scirocco's Dervish has good 2 and 3 slot bonuses, so try replacing the MS and the Acc common with 3 SD. (Make sure you include sufficient end reduction, the Erad set has very little.)

Good luck with your tank!

EDIT: I just noticed that some of the Reactive Armor sets still have an End or End/Rchg IO slotted. Make sure all of them are slotted Res, Res/End, Res/Rchg and Res/Rchg/End. If you're going to 4-slot them, you might as well slot them to the ED cap!


My Characters

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

 

Posted

I did what You said fin, I did notice the accuracy was reall low on kob and haymaker and I think I put in crushing impacts to make up for it, I'm not the pc at the mo so il check later. Thanks for help.

I did notice though the the reactive armours are still not cheap on the Market, don't know about the other sets, but looks like il have to save a few bucks first


Johnnycash-''Morning bright eyes!!''
Mrs johnnycash-''P*****F im sleeping''

 

Posted

Quote:
Originally Posted by jonnycash View Post
I did notice though the the reactive armours are still not cheap on the Market, don't know about the other sets, but looks like il have to save a few bucks first
Eh, when I started slotting RA they only gave Energy and Smashing defense, and were barely above vendor trash in price. Once they paired the defense types and people discovered how useful defense bonuses can be they've only gone up.

One thing that might help is to remember that you don't need to use all 40s to slot resistance to the ED cut-off; level 35s will do. There are usually one or two enhancements cheaper than the rest, so I buy them at the highest level I can, which gives me more room to buy the remaining IOs at a lower level. Play around with Mid's to see what levels will get you to 56%.

As for the others, Smashing Haymaker and Mocking Beratement are both quite inexpensive. Erad isn't too bad either, as long as you stay away from the Acc/End/Dam/Rchg IO. (I rarely use it for that reason.) BotZ are a little pricey, but fortunately you don't need many of them. And you probably know that the Numina and Miracle uniques and the LotG +Recharge are *very* expensive, but you can work those in as you can afford them.


My Characters

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

 

Posted

Quote:
Originally Posted by Finduilas View Post
One thing that might help is to remember that you don't need to use all 40s to slot resistance to the ED cut-off; level 35s will do. There are usually one or two enhancements cheaper than the rest, so I buy them at the highest level I can, which gives me more room to buy the remaining IOs at a lower level. Play around with Mid's to see what levels will get you to 56%.
I did some playing around and found that slotting level 25 Reactive Armor only cost me about 2% total resistance over slotting 35's. It's under the ED cap sure, but the loss is minimal enough that you'll never notice it in the game. Allowing yourself to dip down into the 20's to find the IO's will significantly cut your costs; lots of players have the "must have it at max level" mindset.


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
I did some playing around and found that slotting level 25 Reactive Armor only cost me about 2% total resistance over slotting 35's. It's under the ED cap sure, but the loss is minimal enough that you'll never notice it in the game. Allowing yourself to dip down into the 20's to find the IO's will significantly cut your costs; lots of players have the "must have it at max level" mindset.
I know that, intellectually, and sometimes will allow less important res/def powers to go underslotted. But I just can't convince myself that less than 56% enhancement is good enough for my main shields!

But yes, it should be noted that falling under the magic 56% is unlikely to seriously affect your build.


My Characters

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

 

Posted

Unstoppable is an OH ?!?BLEEP!?! button, if you feel comfortable with how you game now, go with hasten, but the nice thing about unstoppable lasts quite a bit for an OH !?!BLEEP?!? button. I can't really tell you which one is better because it depends on how well you play your toon, think of hasten as giving you that upperhand in trying to kill the enemies before they can even touch you.

Also if you have dull pain nicely specc'd out you can cancel out the crash of unstoppable.


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