Shield/War Mace, needing help with build.
Urk...no Active Defense?!? Oh, you definitely need AD, it's your mez protection in addition to being your KB protection. Pick that up ASAP, slot it with 2 Recharge commons and you'll be able to drop Acro plus the two KB protection IOs. You're way over the soft-cap for F/C, so losing that third BotZ won't hurt a bit and will save you a ton of influence.
You should also seriously consider getting Grant Cover; it's one of the powers in SD that provides defense debuff resistance. What to drop for it is a tough choice, but if you're set on CP/PP, I'd probably consider dropping Taunt or SJ.
The Psi resist IO in Tough is pointless, since that's the only Psi resist you have and 3% won't do anything for you. I think four slots of Imperv Armor for the +recovery and +end bonuses would be a better choice.
When you respec, I'd also recommend that you delay the Fighting Pool and take your attacks as soon as they're available. That way, you'll have them if you ever exempt down; and IME having a good attack chain is much more important than the additional mitigation of the Fighting Pool at those levels. In particular, you really don't want to be without Shield Charge if you don't have to be!
With CJ toggled, you've got 53% melee/ranged and 57% AoE, so consider pulling back on some of the defense bonuses if the attack can be slotted better. For instance, Mako's Bite has a great defense bonus, but even 6-slotted it's underslotted for damage. I'd use another CI set in Clobber instead.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Your build is weighted to heavily on defense, where you could be using the spare slots to improve in other areas.
For example, you could fix your endurance use, endurance recovery, damage boost and recharge while keeping your melee, range and AOE defense at 45%.
You also took a lot of attack powers in my opinion. I have a IOed shield/mace tanker and I survive with 4 basic attacks having at least one attack up when I cycle through. I also chose a super speed concept, so ignore the travel power if your sticking to SJ. This is an older build and I have yet to improve it, but it plays really well ingame. I completed 2 of the three master runs while tanking.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
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@Turbo_Starr
As the proud player of two /Mace tanks, I can assure you that in its current iteration, taking 6 of the 7 Mace attacks is a perfectly reasonable thing to do, and what I'd recommend to any player considering the set.
Skipping Clobber, on the other hand, is just plain nuts.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Finduilas --> Well, thinking of it like you said I really messed up by skipping AD.
Hum... Grant Cover, really? Always thought of it as being one of the skipable ones... No way I´m letting Taunt go, even with Gauntlet sometimes Taunt is just needed for when the Squishies are on the run. I was actually considering dropping SJ now that I have Ninja Run, but travelling only with it is kind of boring... I´ll see what can be done. And sorry If it´s a dumb question, but what CP/PP means? English is not main language so at times I have difficulty figuring out abbreviations...
Agree that the Psi is useless, it´s just that I already have it with me so I tought in using it. Now I´ll probably save it for my future Psi Defense toon... ;-)
Suggestions of sets for damage? I kind of like how it goes with Mako but can consider other stuff...
Turbo_Starr --> Wow... 3 almost full sets of expensive Purples, 3 LotG + Recharge and some PvP Recipes. That´s some expensive build I can NOT afford. Liked the way you slotted Build Up tough, even if I don´t have it on my build... Gotta check your build better to see what I actually could use, thanks for sharing it tough. :-)
Now, if anyone else end up wanting to help, just let me put some lines to clarify... This guy was build with RP in mind, so I actually didn´t take the the time to think on the slotting earlier... Went most of my way with SOs and just now tought on how to improve it. I created him with a Natural/Magic concept in mind, him being a Real Medieval Knight and that way having very few "powers". I don´t have that much money to spen on him, around 300 mills, but probably gonna gather some more Influ/Merits before I finish him up.
Anyway, thanks for the help guys... And still open for suggestions. :-)
"Looks can be deceiving" - Statesman (in Memoriam)
Hum... Grant Cover, really? Always thought of it as being one of the skipable ones... No way I´m letting Taunt go, even with Gauntlet sometimes Taunt is just needed for when the Squishies are on the run. I was actually considering dropping SJ now that I have Ninja Run, but travelling only with it is kind of boring... I´ll see what can be done. And sorry If it´s a dumb question, but what CP/PP means? English is not main language so at times I have difficulty figuring out abbreviations...
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CP = Conserve Power
PP = Physical Perfection
There's many ways to build your toons and you certainly do not need purples, PvP recipes to achieve some satisfaction. You can in fact, stick with 'inexpensive' sets but it comes down to where you want to be with your price range.
You can generally achieve 45% in all positionals without even using purples and pvp recipes just need to play around in Mids.
Part of that playing around is simply starting with picking the powers you want to use at its earliest level and begin putting powers around them. Then you can work on simply rearranging the powers in Mids to where you see fit to obtain them.
I worked out a sample build that uses a set of Guassians, the Steadfast Res/Def IO, one full set of Mako's, Multi-Strikes, and Erads. Here's the sample build with chunk...
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
SD/Mace: Level 50 Technology Tanker
Primary Power Set: Shield Defense
Secondary Power Set: War Mace
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(3), S'dpty-Def/EndRdx/Rchg(3), S'dpty-Def(5), ResDam-I(5), ResDam-I(7)
Level 1: Bash -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(17)
Level 2: True Grit -- Heal-I(A), Heal-I(11), ResDam-I(11), ResDam-I(13), S'fstPrt-ResDam/Def+(21)
Level 4: Jawbreaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(15), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(21)
Level 6: Combat Jumping -- DefBuff-I(A)
Level 8: Active Defense -- RechRdx-I(A), RechRdx-I(13)
Level 10: Against All Odds -- EndRdx-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Heal-I(A)
Level 18: Phalanx Fighting -- DefBuff-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(25)
Level 22: Clobber -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(23), C'ngImp-Dmg/EndRdx(27), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(29)
Level 24: Taunt -- Mocking-Taunt(A), Mocking-Rchg(25), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(33), Mocking-Taunt/Rng(33)
Level 26: Battle Agility -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(31), S'dpty-Def/Rchg(33), S'dpty-Def(46)
Level 28: Shield Charge -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(34), C'ngBlow-Dmg/EndRdx(36), C'ngBlow-Acc/Rchg(36)
Level 30: Whirling Mace -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(37), C'ngBlow-Acc/Rchg(37), C'ngBlow-Dmg/EndRdx(39)
Level 32: Boxing -- Acc-I(A)
Level 35: Shatter -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(39), M'Strk-Dmg/EndRdx(39), M'Strk-Acc/EndRdx(40), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
Level 38: Crowd Control -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(42), M'Strk-Dmg/Rchg(42), M'Strk-Acc/EndRdx(42), M'Strk-Acc/Dmg/EndRdx(43), M'Strk-Dmg/EndRdx/Rchg(43)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), GSFC-Build%(46)
Level 44: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(46), TtmC'tng-ResDam/EndRdx/Rchg(50), TtmC'tng-ResDam(50)
Level 47: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(48), S'dpty-Def/EndRdx/Rchg(48), S'dpty-Def(48)
Level 49: Physical Perfection -- Heal-I(A), EndMod-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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The Mentor Project - Because we were all new to the game at one time...
http://boards.cityofheroes.com/showthread.php?t=212083
Trialtester, as you can see from Talbein's example, it is completely feasible to put together a solid, soft-capped Shield Defense build without a single purple or billions of influence. Once you have the Steadfast +Def, Weave, and CJ, reaching the soft-cap isn't hard at all. Multistrikes and the Gaussian's set in particular are really good, inexpensive choices.
If I were to do a SD/Mace, it'd be a little different, I'd take Grant Cover & Build Up instead of Focused Accuracy and Physical Perfection, but either way is perfectly workable. FYI, Grant Cover is primarily a team buff, but it does provide the player with some additional defense debuff and recharge debuff resistance. Not essential, but very nice to have.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
On my shield/mace I managed to get away without taking the fighting pool and still got to 45% postitional def.
I put a full set of gaussians into focused accuracy for the 2,5% def to all. I skipped jawbreaker but have the rest of mace and I have all of shield plus CJ, SJ and fitness.
I have no problems tanking with him and he feels very well rounded.
Turbo_Starr --> Wow... 3 almost full sets of expensive Purples, 3 LotG + Recharge and some PvP Recipes. That´s some expensive build I can NOT afford. Liked the way you slotted Build Up tough, even if I don´t have it on my build... Gotta check your build better to see what I actually could use, thanks for sharing it tough. :-)
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@Turbo_Starr
I didn't spend a great deal of inf on mine. I really only need Weave to cap against ranged defense, or when faced with serious debuffs. The only really out of this world expensive buttons on this are the one set of Obliteration, and the Miracle and Numina uniques, both of which were bought by saving merits.
The build performs quite adequately as a tank, but lacks the recharge that I put into my electric/shield tanker. This is my first shield tanker. The electric is the second, and the one that got the expensive stuff.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Androphonissa: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: War Mace
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Deflection -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(3), GftotA-EndRdx/Rchg:40(34), GftotA-Def:40(40)
Level 1: Bash -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(3), S'ngH'mkr-Dmg/Rchg:35(11), S'ngH'mkr-Dmg/EndRdx/Rchg:35(34), F'dSmite-Acc/Dmg:40(43), F'dSmite-Acc/Dmg/Rchg:40(46)
Level 2: True Grit -- Heal-I:50(A), Heal-I:50(11), Heal-I:50(15), S'fstPrt-ResDam/Def+:30(42), S'fstPrt-ResDam/EndRdx:30(43)
Level 4: Jawbreaker -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(5), S'ngH'mkr-Dmg/Rchg:35(5), S'ngH'mkr-Dmg/EndRdx/Rchg:35(9), C'ngImp-Acc/Dmg/EndRdx:50(13), C'ngImp-Acc/Dmg:50(19)
Level 6: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)
Level 8: Against All Odds -- EndRdx-I:50(A), EndRdx-I:50(9), Taunt-I:50(13), Taunt-I:50(15)
Level 10: Combat Jumping -- Ksmt-ToHit+:30(A), Winter-ResSlow:50(46)
Level 12: Swift -- Run-I:50(A)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(17)
Level 16: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(17)
Level 18: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(19), Mocking-Taunt/Rchg/Rng:50(43), Mocking-Taunt/Rng:50(50)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-EndMod:50(21), P'Shift-End%:50(46)
Level 22: Clobber -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(23), S'ngH'mkr-Dmg/Rchg:35(23), S'ngH'mkr-Dmg/EndRdx/Rchg:35(33), C'ngImp-Acc/Dmg:50(33), C'ngImp-Acc/Dmg/EndRdx:50(33)
Level 24: Battle Agility -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(25), GftotA-Def/Rchg:40(25), GftotA-Def:40(37)
Level 26: Build Up -- RechRdx-I:50(A), RechRdx-I:50(27), RechRdx-I:50(27)
Level 28: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(29), Oblit-Dmg/Rchg:50(29), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(31)
Level 30: Phalanx Fighting -- DefBuff-I:50(A)
Level 32: Whirling Mace -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(34), Sciroc-Dmg/Rchg:50(42), Sciroc-Acc/Rchg:50(50), Sciroc-Acc/Dmg/EndRdx:50(50)
Level 35: Shatter -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(36), M'Strk-Dmg/Rchg:50(36), M'Strk-Acc/EndRdx:50(36), M'Strk-Acc/Dmg/EndRdx:50(37), M'Strk-Dmg/EndRdx/Rchg:50(37)
Level 38: Crowd Control -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(39), M'Strk-Dmg/Rchg:50(39), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(40), M'Strk-Dmg/EndRdx/Rchg:50(40)
Level 41: Boxing -- Stpfy-Acc/Rchg:50(A), Stpfy-Acc/EndRdx:50(42)
Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam:40(45), RctvArm-EndRdx:40(45)
Level 47: Weave -- GftotA-Def/EndRdx:40(A), GftotA-EndRdx/Rchg:40(48), GftotA-Def/EndRdx/Rchg:40(48), GftotA-Def:40(48)
Level 49: Grant Cover -- EndRdx-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
So, here´s the tweaked version... Still not totally happy with the end results, but here it is.
Anyway, changed a few powers (maybe not placing them in the best order), changed a few sets, changed a few procs... Even though it says "final" I´m not totally sure about anything, meaning that everything can be changed, so if you guys have any more suggestions I appreciate.
I dumped SuperJump, thinking in using Ninja Run and flight Temps. It fit well with the Story of him being without any "real" super powers, but with this build probably I´ll never get to do a Master as most of my travel powers would be Temp ones.
Placed Build Up in there... I like the bonus, and it can be activated every 30 seconds for a 10 seconds use, but not sure if it´s not overslotted. Or even necessary...
Conserve Power is kind of an "emergency" power, as I believe this build will not be that much of end draining, and is also necessary if I want to have Physical Perfection... But I´m not that sure I need any of them.
Ok, the soft Cap of the defence is 45%, but I wanted to be in the safe side... Both this one and the previous manage that, but as it restricted the slotting so harshly I´m still thinking exactly what to do...Still missing Grant Cover on this one.
And thank you all who helped. :-)
Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/
Click this DataLink to open the build!
Bahal Final: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: War Mace
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(3), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Def(5), ImpArm-ResDam(5), ImpArm-ResDam/EndRdx(7)
Level 1: Bash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(7), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), Zinger-Dam%(11)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(13), LkGmblr-Def/EndRdx/Rchg(13), LkGmblr-Def(15)
Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-Heal(15), Numna-Heal/Rchg(17), S'fstPrt-ResDam/Def+(17), S'fstPrt-ResKB(19)
Level 6: Hurdle -- Jump-I(A)
Level 8: Jawbreaker -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(21), C'ngImp-Dmg/EndRdx/Rchg(21), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(23), FrcFbk-Rechg%(25)
Level 10: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(25), Zinger-Dam%(27)
Level 12: Boxing -- Acc-I(A)
Level 14: Health -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(27), Numna-Heal(29), Numna-Regen/Rcvry+(29)
Level 16: Active Defense -- RechRdx-I(A), RechRdx-I(19)
Level 18: Against All Odds -- EndRdx-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-End%(31), P'Shift-EndMod/Acc(33)
Level 22: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(33), TtmC'tng-ResDam/EndRdx/Rchg(34)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(34), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(36)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(39)
Level 28: Clobber -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(34), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39)
Level 30: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 32: Phalanx Fighting -- Ksmt-ToHit+(A), Ksmt-Def/EndRdx(43)
Level 35: Whirling Mace -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(40), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Rchg(40), Sciroc-Acc/Dmg/EndRdx(50)
Level 38: Shatter -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(45), M'Strk-Dmg/Rchg(45), M'Strk-Acc/EndRdx(45), M'Strk-Acc/Dmg/EndRdx(46), M'Strk-Dmg/EndRdx/Rchg(46)
Level 41: Crowd Control -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Acc/Dmg(46), M'Strk-Dmg/EndRdx(48), M'Strk-Dmg/Rchg(48), M'Strk-Acc/EndRdx(48), M'Strk-Dmg/EndRdx/Rchg(50)
Level 44: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- Mrcl-Rcvry+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
"Looks can be deceiving" - Statesman (in Memoriam)
Hum... No messages after last post. Did I offend anyone? lol
Guess people are just busy with Beta to see this... Anyway, still checking out what to do with this build so... Probably taking CP/PP out of it and placing SJ back as the last power just for things like Master TFs...
"Looks can be deceiving" - Statesman (in Memoriam)
Nah, in my case, anyway, I wasn't on the boards much last night.
Overall, a good build. It's too bad you couldn't find a place for Grant Cover, but I imagine you'll survive without it.
A few tweaks:
Shield Defense does NOT need KB protection; I'd replace that Steadfast -KB with either the Steadfast Def/End or a common resist IO. (I'd go for the common, since TG doesn't need end reduction and a common would more fully slot it. For that matter, I'd find another slot for it so you could slot two commons, but your call.)
As you mentioned, your power order could use some work, too. For instance, I'd push back the whole Fighting Pool so you can take Active Defense at 10 or 12 and Clobber at 22.
Good luck with your tank!
My Characters
Knight Court--A CoH Story Complete 2/3/2012
So, did a little more tweaking in this... Changed power orders, and think that this is probably how I´ll keep them.
Traded the Epic Pool for Grant Cover and SJ... Two questions. Do you guys think I will have Endurance problems as it is (without CP/PP)? And the Kismet in GC will give ME or my Team the +6% in ACC?
Combat Jumping now has 2 Zephyrs.... More defence for me. :-) Is it in the right place? I mean, probably SJ would have more bennefits with the bonus, but the set would be lost in pretty much any exemp I make...
2 Steadfast in True Grit gives me 1,5% End/rec... Since I will have the global one I tought in plaving two of this. Not sure if it is worth it tough, since a Resistance Common would work better in the power (as it seems to be in Stamina with the Endurance Commons...)
3 Membranes in AD... Too much? I think I eventually will be able to get this build complete, but not sure if the extra Membrane is needed...
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"Looks can be deceiving" - Statesman (in Memoriam)
All of your toggles and most of your attacks are well slotted for end reduction, so you should be okay. One thing that *could* cause a problem is if you start spamming Shield Charge; the Oblit set is very high in recharge but very low in end reduction.
One thing you might want to consider to boost your endurance and recovery is to swap out one of the LotG sets for Gift of the Ancients, which has both +end and +recovery bonuses with four slots. Or you could use Imperv Armor instead of Titanium Coating in Tough, though to get the most benefit out of it you'd probably want to find a fourth slot for it.
The Kismet +Acc will give you the ToHit bonus, not your teammates; that's what it's designed to do. However, it's a "proc 120" like the regen/recovery uniques, so you want it in a passive or a toggle you use all the time to get the most benefit out of it. A click power like Grant Cover is the worst choice for it, put it in Phalanx Fighting instead.
By the way, I do think you'd be better off taking your three Mace PBAoE as soon as they're available. Crowd Control in particular is a great attack with tons of damage mitigation, so I'd take it ASAP and delay the Fighting Pool if necessary.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Kismet changed to Phalanx... Thanks for the advice, I didn´t know it worked like that, thought it was a Global "alway on". Maybe I´ll place a LoTG Recharge speed in GA if I can get my hands in one, or maybe the Speed Boost from Gift...
Is AD good enough with 2 Membranes? Mid´s give me about 110sec recharge for a 120sec use, meaning it would be pretty much perma... With that slot free I could place one more in Tough and get Impervium Armor to 4 slots.
"Looks can be deceiving" - Statesman (in Memoriam)
So, it has come the time to IO my main Tank... He was conceived for RP reasons, but I DO want him to be at least able to do his job. Anyway, here´s the goal build at this time. Not even sure I´ll be able to buy all this... I´ve been told to try to tweak Conserve and Physical a lil´, but not sure how to that with the slot options I have. BTW, with this build I have almost 50% Defense in all positional defences, so I guess it will be able to hold the beating... :-) Any toughts?
Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/
Click this DataLink to open the build!
Bahal DaVich: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: War Mace
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(3), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Def(5), ImpArm-ResDam(5), ImpArm-ResDam/EndRdx(7)
Level 1: Bash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(11), Zinger-Dam%(11)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(17), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(19)
Level 4: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(13), Numna-Heal/Rchg(13), S'fstPrt-ResDam/Def+(15), S'fstPrt-ResKB(15), ResDam-I(17)
Level 6: Hurdle -- Jump-I(A)
Level 8: Boxing -- Acc-I(A)
Level 10: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(21), Zinger-Dam%(21)
Level 12: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(23)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(50)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Heal/Rchg(25), Numna-Regen/Rcvry+(27), Mrcl-Rcvry+(27)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc(31), P'Shift-End%(31)
Level 22: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/EndRdx/Rchg(33), Aegis-Psi/Status(50)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(33), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Def(34)
Level 26: Jawbreaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Dmg/Rchg(34), C'ngImp-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36), Zinger-Dam%(36)
Level 28: Phalanx Fighting -- Ksmt-Def/EndRdx(A), Ksmt-ToHit+(29)
Level 30: Clobber -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Dam%(39), Mako-Acc/Dmg/EndRdx/Rchg(39)
Level 32: Whirling Mace -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/Rchg(40), M'Strk-Dmg/EndRdx/Rchg(40), M'Strk-Acc/EndRdx(40), M'Strk-Acc/Dmg/EndRdx(42)
Level 35: Shield Charge -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(42), M'Strk-Dmg/Rchg(42), M'Strk-Acc/EndRdx(43), M'Strk-Acc/Dmg/EndRdx(43), M'Strk-Dmg/EndRdx/Rchg(43)
Level 38: Crowd Control -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(45), M'Strk-Dmg/Rchg(45), M'Strk-Acc/EndRdx(45), M'Strk-Acc/Dmg/EndRdx(46), M'Strk-Dmg/EndRdx/Rchg(46)
Level 41: Shatter -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(46), M'Strk-Dmg/Rchg(48), M'Strk-Acc/EndRdx(48), M'Strk-Acc/Dmg/EndRdx(48), M'Strk-Dmg/EndRdx/Rchg(50)
Level 44: Acrobatics -- EndRdx-I(A)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- EndMod-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
------------
Set Bonuses:
Luck of the Gambler
(Deflection)
- 10% (0,78 HP/sec) Regeneration
- 21,1 HP (1,13%) HitPoints
- 9% Enhancement(Accuracy)
Impervium Armor(Deflection)
- 2,5% (0,04 End/sec) Recovery
Crushing Impact(Bash)
- MezResist(Immobilize) 2,2%
- 21,1 HP (1,13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
Luck of the Gambler(Battle Agility)
- 10% (0,78 HP/sec) Regeneration
- 21,1 HP (1,13%) HitPoints
- 9% Enhancement(Accuracy)
Numina's Convalescence(True Grit)
- 12% (0,94 HP/sec) Regeneration
- 35,1 HP (1,88%) HitPoints
Steadfast Protection(True Grit)
- 1,5% (0,03 End/sec) Recovery
- 3% Defense(All)
- Knockback Protection (Mag -4)
Mocking Beratement(Taunt)
- 1,8% Max End
Luck of the Gambler(Combat Jumping)
- 10% (0,78 HP/sec) Regeneration
Blessing of the Zephyr(Super Jump)
- 3,13% Defense(Ranged), 1,56% Defense(Energy), 1,56% Defense(Negative)
- 3,13% Defense(AoE), 1,56% Defense(Fire), 1,56% Defense(Cold)
- Knockback Protection (Mag -4)
Numina's Convalescence(Health)
- 12% (0,94 HP/sec) Regeneration
- 35,1 HP (1,88%) HitPoints
- 6% Enhancement(Heal)
Performance Shifter(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35,1 HP (1,88%) HitPoints
- 2,5% (0,04 End/sec) Recovery
Titanium Coating(Tough)
- MezResist(Sleep) 2,2%
- 28,1 HP (1,5%) HitPoints
Aegis(Tough)
- 3% Resistance(Psionic)
Luck of the Gambler(Weave)
- 10% (0,78 HP/sec) Regeneration
- 21,1 HP (1,13%) HitPoints
- 9% Enhancement(Accuracy)
Crushing Impact(Jawbreaker)
- MezResist(Immobilize) 2,2%
- 21,1 HP (1,13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
Kismet(Phalanx Fighting)
- 1,5% (0,03 End/sec) Recovery
Mako's Bite(Clobber)
- MezResist(Immobilize) 3,3%
- 28,1 HP (1,5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3,3%
- 3,75% Defense(Ranged), 1,88% Defense(Energy), 1,88% Defense(Negative)
Multi Strike(Whirling Mace)
- MezResist(Sleep) 1,65%
- 0,95% Resistance(Fire,Cold)
- MezResist(Stun) 1,65%
- 1,88% Defense(AoE), 0,94% Defense(Fire), 0,94% Defense(Cold)
- 1,88% Defense(Melee), 0,94% Defense(Lethal), 0,94% Defense(Smashing)
Multi Strike(Shield Charge)
- MezResist(Sleep) 1,65%
- 0,95% Resistance(Fire,Cold)
- MezResist(Stun) 1,65%
- 1,88% Defense(AoE), 0,94% Defense(Fire), 0,94% Defense(Cold)
- 1,88% Defense(Melee), 0,94% Defense(Lethal), 0,94% Defense(Smashing)
Multi Strike(Crowd Control)
- MezResist(Sleep) 1,65%
- 0,95% Resistance(Fire,Cold)
- MezResist(Stun) 1,65%
- 1,88% Defense(AoE), 0,94% Defense(Fire), 0,94% Defense(Cold)
- 1,88% Defense(Melee), 0,94% Defense(Lethal), 0,94% Defense(Smashing)
Multi Strike(Shatter)
"Looks can be deceiving" - Statesman (in Memoriam)