Evolving Sgt Invictus - The Finer Points of Slotting


cybermitheral

 

Posted

Hey all. Looking for some constructive input here on some of the finer points of slotting a level 50 Shield Defense/Energy Melee Tank. His current build has been good being capable of tanking most things you can throw at him unless he gets hit by a bunch of def debuffs. He currently has soloed a few of the easier AVs and tanked MoITFs and MoSTFs. Thing is I think he could a a fair bit better and more fun to play at the same time. So below I will post a proposed rebuild and a set of questions which I hope will engender some good discussion on slotting that will help both myself and others. (For giggles I will post my current build who has managed to solo some AVs and do quite well on a budget.)

While rebuilding Invictus I made some design decisions which I would welcome comments on. If you see powers that are missing that you think are "must haves" then feel free to chime in on how you would go about making those changes. If you see slotting choices that simply don't reflect the best practices on a certain power then let us know what changes you would make.

Details:
-He is currently built for survival and aggro management (i.e. get it and lots of it and survive it)
-I was willing to sacrifice some damage output to achieve the above. (Skipped Energy Punch and Bone Smasher)
-I was not willing to sacrifice the four big hitters (Shield Charge, Energy Transfer or Total Focus, Whirling Hands)
-I chose Energy Mastery as his Epic so I could take Physical Perfection
-I slotted to get his Melee, Ranged and AOE postional defenses over 50% to get some defuff protection.

Questions:
-Are any of the powers "overslotted" in anyway in the context of this build or best practices when it comes to slotting that particular power?
-I chose to slot Absolute Amazement in Barrage for its Set Bonuses and forgo Barrage as a good attack power. Was this a good choice?
-In Battle Agility I 3 slotted LotG and added one HO for 3% more def debuff resistance. A slot better spent else where?
-Should I move a slot from Health which is three slotted to Stamina which is also three slotted? Do I need anymore end for this build?
-Taunt, I fully slotted it for aggro management (think helping the team here) and the IO Set bonuses. Good idea?
-Is there a demonstrably better way to slot Shield Charge than I have it now? ~90%Acc, ~96%Dam, ~98%Rech
-I slotted Active Defense with two slots of HOs, best practice? Over/under slotted?
-Energy Transfer or Total Focus, which gets the Hecatomb set once I save up enough for it?
-SHOULD I take Hasten or One with the Shield? I am really torn on this one - which increases his and the team's survivability more? I lean towards Hasten as I also think it makes him more fun to play. Thoughts?

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

Click this DataLink to open the build!

Sgt Invictus: Level 50 Technology Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection

  • (A) Luck of the Gambler - Defense/Endurance
  • (3) Luck of the Gambler - Defense
  • (3) Luck of the Gambler - Recharge Speed
  • (5) Titanium Coating - Resistance/Endurance
  • (5) Titanium Coating - Resistance
  • (7) Titanium Coating - Resistance/Recharge
Level 1: Barrage
  • (A) Absolute Amazement - Chance for ToHit Debuff
  • (15) Absolute Amazement - Accuracy/Recharge
  • (15) Absolute Amazement - Accuracy/Stun/Recharge
  • (17) Absolute Amazement - Stun/Recharge
  • (17) Absolute Amazement - Stun
Level 2: Battle Agility
  • (A) Luck of the Gambler - Defense/Endurance
  • (7) Luck of the Gambler - Defense
  • (9) Luck of the Gambler - Recharge Speed
  • (34) HamiO:Enzyme Exposure
Level 4: True Grit
  • (A) Titanium Coating - Resistance/Endurance
  • (9) Titanium Coating - Resistance
  • (11) Titanium Coating - Resistance/Recharge
  • (11) Numina's Convalescence - Heal/Endurance
  • (13) Numina's Convalescence - Heal
  • (13) Regenerative Tissue - +Regeneration
Level 6: Combat Jumping
  • (A) Luck of the Gambler - Defense
  • (23) Luck of the Gambler - Defense/Endurance
  • (34) Luck of the Gambler - Recharge Speed
Level 8: Against All Odds
  • (A) Endurance Reduction IO
Level 10: Hurdle
  • (A) Jumping IO
Level 12: Phalanx Fighting
  • (A) Luck of the Gambler - Recharge Speed
Level 14: Super Jump
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (42) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 16: Health
  • (A) Numina's Convalescence - Heal/Endurance
  • (19) Numina's Convalescence - Heal
  • (19) Miracle - +Recovery
Level 18: Kick
  • (A) Force Feedback - Chance for +Recharge
Level 20: Stamina
  • (A) Performance Shifter - EndMod
  • (21) Performance Shifter - EndMod/Recharge
  • (34) Performance Shifter - Chance for +End
Level 22: Taunt
  • (A) Perfect Zinger - Taunt
  • (23) Perfect Zinger - Taunt/Recharge
  • (25) Perfect Zinger - Taunt/Recharge/Range
  • (25) Perfect Zinger - Accuracy/Recharge
  • (27) Perfect Zinger - Taunt/Range
  • (27) Perfect Zinger - Chance for Psi Damage
Level 24: Tough
  • (A) Aegis - Resistance/Endurance
  • (33) Aegis - Resistance
  • (42) Steadfast Protection - Resistance/+Def 3%
Level 26: Shield Charge
  • (A) Obliteration - Damage
  • (40) Obliteration - Accuracy/Recharge
  • (43) Obliteration - Damage/Recharge
  • (43) Obliteration - Accuracy/Damage/Recharge
  • (43) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (46) Scirocco's Dervish - Accuracy/Recharge
Level 28: Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (31) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 30: Active Defense
  • (A) HamiO:Membrane Exposure
  • (33) HamiO:Membrane Exposure
Level 32: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (33) Luck of the Gambler - Defense
  • (37) Luck of the Gambler - Recharge Speed
Level 35: Energy Transfer
  • (A) Crushing Impact - Accuracy/Damage
  • (36) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (36) Crushing Impact - Damage/Recharge
  • (36) Crushing Impact - Accuracy/Damage/Recharge
  • (37) Crushing Impact - Accuracy/Damage/Endurance
  • (37) Crushing Impact - Damage/Endurance/Recharge
Level 38: Total Focus
  • (A) Crushing Impact - Accuracy/Damage
  • (39) Crushing Impact - Damage/Recharge
  • (39) Crushing Impact - Accuracy/Damage/Endurance
  • (39) Crushing Impact - Damage/Endurance/Recharge
  • (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (40) Crushing Impact - Accuracy/Damage/Recharge
Level 41: Focused Accuracy
  • (A) Rectified Reticle - Increased Perception
  • (42) Rectified Reticle - To Hit Buff
Level 44: Whirling Hands
  • (A) Scirocco's Dervish - Accuracy/Recharge
  • (45) Scirocco's Dervish - Accuracy/Damage
  • (45) Scirocco's Dervish - Damage/Endurance
  • (45) Scirocco's Dervish - Damage/Recharge
  • (46) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (46) Recharge Reduction IO
Level 47: Physical Perfection
  • (A) Numina's Convalescence - Heal
  • (48) Numina's Convalescence - +Regeneration/+Recovery
  • (48) Numina's Convalescence - Heal/Recharge
  • (48) Efficacy Adaptor - EndMod
  • (50) Efficacy Adaptor - EndMod/Recharge
  • (50) Efficacy Adaptor - EndMod/Accuracy
Level 49: Hasten
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
  • (21) Empty
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)
  • 9.25% Defense(Smashing)
  • 9.25% Defense(Lethal)
  • 5.81% Defense(Fire)
  • 5.81% Defense(Cold)
  • 5.81% Defense(Energy)
  • 5.81% Defense(Negative)
  • 3% Defense(Psionic)
  • 8% Defense(Melee)
  • 8.63% Defense(Ranged)
  • 8.63% Defense(AoE)
  • 47% Enhancement(Accuracy)
  • 67.5% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 267.1 HP (14.3%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Immobilize) 4.4%
  • MezResist(Sleep) 4.4%
  • MezResist(Stun) 2.2%
  • MezResist(Terrorized) 2.75%
  • 20% Perception
  • 8% (0.13 End/sec) Recovery
  • 86% (6.73 HP/sec) Regeneration
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 3.13% Resistance(Negative)
  • 15% RunSpeed



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Posted

Current build - don't laugh, he has been pretty good as is.

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

Click this DataLink to open the build!

Sgt Invictus: Level 50 Technology Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: Deflection -- DefBuff-I(A), DefBuff-I(3), DefBuff-I(3), ResDam-I(5), ResDam-I(5), ResDam-I(7)
Level 1: Barrage -- Amaze-ToHitDeb%(A), Amaze-Acc/Rchg(15), Amaze-Acc/Stun/Rchg(15), Amaze-Stun/Rchg(17), Amaze-Stun(17)
Level 2: Battle Agility -- DefBuff-I(A), DefBuff-I(7), DefBuff-I(9)
Level 4: True Grit -- ResDam-I(A), ResDam-I(9), ResDam-I(11), Heal-I(11), Heal-I(13), RgnTis-Regen+(13)
Level 6: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(34)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Hurdle -- Jump-I(A)
Level 12: Phalanx Fighting -- DefBuff-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Whirling Hands -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(19), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Rchg(21), Sciroc-Acc/Dmg/EndRdx(21), RechRdx-I(23)
Level 18: Health -- Heal-I(A), Mrcl-Rcvry+(33), Numna-Regen/Rcvry+(33), Numna-Heal(33)
Level 20: Stamina -- EndMod-I(A), EndMod-I(34), EndMod-I(34)
Level 22: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(23), Zinger-Taunt/Rchg/Rng(25), Zinger-Acc/Rchg(25), Zinger-Taunt/Rng(27), Zinger-Dam%(27)
Level 24: Active Defense -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 26: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(40), Sciroc-Dmg/Rchg(43), Sciroc-Acc/Rchg(43), Sciroc-Acc/Dmg/EndRdx(43), Sciroc-Dam%(46)
Level 28: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Build%(31)
Level 30: Kick -- Empty(A)
Level 32: Tough -- ResDam-I(A), ResDam-I(37)
Level 35: Energy Transfer -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 38: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 41: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-EndRdx(42)
Level 44: Stone Prison -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(46)
Level 47: One with the Shield -- ResDam-I(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam(48), Aegis-Psi/Status(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:

  • 10% DamageBuff(Smashing)
  • 10% DamageBuff(Lethal)
  • 10% DamageBuff(Fire)
  • 10% DamageBuff(Cold)
  • 10% DamageBuff(Energy)
  • 10% DamageBuff(Negative)
  • 10% DamageBuff(Toxic)
  • 10% DamageBuff(Psionic)
  • 8.44% Defense(Smashing)
  • 8.44% Defense(Lethal)
  • 7.5% Defense(Fire)
  • 7.5% Defense(Cold)
  • 3.13% Defense(Energy)
  • 3.13% Defense(Negative)
  • 3.13% Defense(Psionic)
  • 8.44% Defense(Melee)
  • 6.25% Defense(Ranged)
  • 10.3% Defense(AoE)
  • 3% Enhancement(Immobilize)
  • 40% Enhancement(Accuracy)
  • 31.3% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 84.3 HP (4.5%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 3.3%
  • MezResist(Immobilize) 7.7%
  • MezResist(Terrorized) 2.75%
  • 6.5% (0.11 End/sec) Recovery
  • 52% (4.07 HP/sec) Regeneration
  • 3.78% Resistance(Fire)
  • 3.78% Resistance(Cold)
  • 8.13% Resistance(Negative)
  • 5.5% Resistance(Psionic)
  • 10% RunSpeed



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Posted

Taking Grant Cover in that 49 spot will give you additional defense debuff resistance and recharge debuff resistance


 

Posted

What do you plan doing with this tanker? I can see no imaginable benefit from postponing Active Defense to level 30, and plenty of downside. Active Defense = level 6. Nothing you could have taken could be of any higher priority; not if you exemp below 25 and find yourself without basic mez protection.

Your recovery is around 2.5/sec over the toggles you show running. That's generally what I aim for, myself. You may need to be on the high side, since Energy Melee is rather slow and disappointing below the top two attacks.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Quote:
-I was willing to sacrifice some damage output to achieve the above. (Skipped Energy Punch and Bone Smasher)
-I was not willing to sacrifice the four big hitters (Shield Charge, Energy Transfer or Total Focus, Whirling Hands)
I would just like to point out that Total Focus, while being a 'big hitter' is actually a pretty poor attack these days, because it has a 3.3 second animation you are much better off using several of the smaller attacks instead and will cause more damage over those 3.3 seconds. The stun is nice, but far too slow.

Energy Transfer, while having a long animation is if I recall your best attack for the damage it causes per activation time (DPA), but I find the damage it causes you to be a very bad thing on a tank, particularly a /Shield tank where one big hit slipping through your defences can kill you if you are not at full hp (IE: If you don't have the benefit of the no-1-shot rule).

So I would only ever take one of Energy Transfer/Total Focus because having that big hit is nice, but to take both means passing up a better damage power. Your next best attack is actually Energy Punch. Having Energy Punch also means you will probably get a much smoother attack chain, because it is on a very short recharge. As such this is the power I would put the Hecatomb set in, to take full advantage of the proc.

Edit:

For reference the DPA's of each single target attack (unslotted) are:

Barrage - 58.7/1.33 = 44.1
Energy Punch - 44.5/0.83 = 53.6
Bone Smasher - 73/1.5 = 48.6
Energy Transfer - 202.9/2.67 = 76.0
Total Focus - 158.4/3.3 = 48

So your best single target attacks are (In order): Energy Transfer > Energy Punch > Bone Smasher > Total Focus > Barrage.


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Posted

You definitely need Grant Cover if you want additional defense debuff resistance, and I agree with Heraclea that there's no reason to delay Active Defense so late in your build. I also think you're way too light on quick recharging ST attacks; are you planning to annoy your foes with an-unslotted-for-damage Barrage while waiting for your big guns to recharge? Boy, that sounds like fun!

If getting more defense debuff resistance is a priority, I think you should consider dropping the Energy epic pool for Grant Cover and Bone Smasher or Energy Punch. If you slot with an eye to +recovery, +end and sufficient endurance reduction you won't need Physical Perfection to keep your end bar filled.

In general, your slotting is okay, though I find the Hami-O in BA and the Force Feedback proc in an otherwise unslotted Kick to be rather strange choices. Also, I think any attack you're going to use on a regular basis should be slotted as well, an *attack*. If you really want to have those Absolute Amazement set bonuses, take Boxing instead and use it as a set mule.

Combat Jumping is overslotted and most of your toggles are underslotted for end reduction; Health and Stamina are also underslotted. Are you relying on Physical Perfection to make up for that? If so, just keep in mind you'll need to revisit that slotting if you end up skipping PP.


My Characters

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

 

Posted

Some more thoughts:

Quote:
-I chose Energy Mastery as his Epic so I could take Physical Perfection
/Shield is quite endurance heavy so Physical Perfection is a very good choice, but it would be worth monitoring your endurance and if you seem to have a surpluss it might be worth going onto the test server and seeing what happens without it.

Quote:
-I slotted to get his Melee, Ranged and AOE postional defenses over 50% to get some defuff protection.
/Shield can actually get up to 95% DDR (Defence Debuff Protection) so you don't really need to go over 45% by more than 1 or 2% imho.

Quote:
-I chose to slot Absolute Amazement in Barrage for its Set Bonuses and forgo Barrage as a good attack power. Was this a good choice?
As demonstrated above, Barrage is your worst attack, so it is as good a choice as any.

Quote:
-In Battle Agility I 3 slotted LotG and added one HO for 3% more def debuff resistance. A slot better spent else where?
I did the same thing in my build, but it didn't seem to give the DDR in game as shown in mids. Hopefully someone else can confirm this?

Quote:
-Taunt, I fully slotted it for aggro management (think helping the team here) and the IO Set bonuses. Good idea?
I definately think tanks should take a slot taunt. As long as you hit the defence caps then this should get lots of love.

Quote:
-I slotted Active Defense with two slots of HOs, best practice? Over/under slotted?
If you have enough recharge and 3 HO's in AD you can perma-double stack it, which helps you reach the 95% DDR cap. Some people use 3, others don't even bother with any.

Quote:
-Energy Transfer or Total Focus, which gets the Hecatomb set once I save up enough for it?
As shown above I would put it into Energy Punch, the Hecatomb proc is amazing and it is always best to put procs into the attacks you are going to use more often. Unless you can 5 slot the rest of Hecatomb into Energy Transfer, and put just the proc into Energy Punch.

Quote:
-SHOULD I take Hasten or One with the Shield? I am really torn on this one - which increases his and the team's survivability more? I lean towards Hasten as I also think it makes him more fun to play. Thoughts?
OWtS is the most skipped power in the /Shield set. And more recharge = more Shield Charge


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Quote:
/Shield can actually get up to 95% DDR (Defence Debuff Protection) so you don't really need to go over 45% by more than 1 or 2% imho.
Just to clarify, DDR is RESISTANCE.
95% DDR means you will suffer only 5% of the Defence Debuff you get hit with.

Im sure you meant this but some people may take 'Protection' to mean Defence - as in there is only a 5% chance the Debuff will apply.


But there is nothing worse than running your 45-50% Pos Def SD/ through whatever mish ur doing - barely getting hit then running into CIM and after 3 lucky hits ur casscading and then ur tasting the dirt... /em cry


 

Posted

Yeah thats my bad. I am normally too pedantic to make mistakes like that

On my elec/shield scrapper I haven't quite managed perma double stacking of AD, so I fall somewhere between 95% and ~75%, but I tend to just pop a purple if I see the defence dropping, by the time the purple wears off the debuffs have worn off long ago.


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Hey everyone, thanks for the good feed back.

OK I will start with the attacks, I am looking for some clarity on the DPA vs DPS. I thought DPA was Damage Per Activation and DPS was Damage Per Second. Are the stats listed above actually DPS because there is a time component there? I am assuming the second number of recharge time? Or is is the activation time? Is the best way to calculate which power is the "best" be to determine how much damage the power puts out over time? I.e. look at the attack chain and see how much damage it can put out in a sustained mannner - e.g. over 60 seconds or over one complete attack chain sequence?

According to the above numbers I am better off taking Energy Punch vs Total Focus- seemingly damn odd since I have to wait for ever to get Total Focus - you would think it would actually be better... More a comment for the devs I think

I decided to go into Mids and see how the four attack powers: Energy Punch, Bone Crusher, Energy Transfer and Total Focus compared as slotted and reported by Mids. Here is what I found:

Energy Punch: Rech+cast time = 2.02 seconds, Damage per activation = 170, DPS = 84.5
Bone Crusher: Rech+cast = 3.89 sec., DPA = 280, DPS = 70.35
Energy Transfer: Time = 8.86 sec., DPA = 778.5, DPS = 87.86
Total Focus: Time = 9.49 sec., DPA = 607.8, DPS = 64.04

So the above comments are clearly born out by Mids and it would seem that taking Energy Punch and Energy Transfer is the best choice. I will also put the damage proc in Energy Punch as it does make a good bump in DPS.

I took a slot out of Focused Accuracy and moved it into Active Defense which made having the HO slotted in Battle Agility for Defense Debuff Resistance a waste so I now have an extra slot to play with. Should I put it in Health, Stamina or Hasten?

When I respec I will make sure I take Active Defense earlier in the build. In game I had but for some random reason it took it later in Mids.

Finduilas:

I see what you are getting at with the epic choice but from past experience with it and my Fire/shield Scrapper it was a game changer in that build. She went from struggling to solo most AVs to soloing many with out insp at all. The regen and recovery offered by Physical Perfection should make this build pretty hard to kill. I will miss the Epic Immob from my last build though, it was nice being able to keep those pesky AVs from running away. Come to think of it Ghost Widow was easier to handle in the MoSTF while immobed... I could drop FA and PP to gain an attack and Grant Cover but with my DDR at 95% GC isn't really needed at all and if I were to weight PP vs any other available attack PP offers way more than any single attack could. Also since I could solo some AVs with my last build and this build will do more damage than the old one...


 

Posted

OK new build reflecting comments and changes to power selection order.

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

Click this DataLink to open the build!

Sgt Invictus: Level 50 Technology Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection

  • (A) Luck of the Gambler - Defense/Endurance
  • (3) Luck of the Gambler - Defense
  • (3) Luck of the Gambler - Recharge Speed
  • (5) Titanium Coating - Resistance/Endurance
  • (5) Titanium Coating - Resistance
  • (7) Titanium Coating - Resistance/Recharge
Level 1: Barrage
  • (A) Absolute Amazement - Chance for ToHit Debuff
  • (15) Absolute Amazement - Accuracy/Recharge
  • (15) Absolute Amazement - Accuracy/Stun/Recharge
  • (17) Absolute Amazement - Stun/Recharge
  • (17) Absolute Amazement - Stun
Level 2: Battle Agility
  • (A) Luck of the Gambler - Defense/Endurance
  • (7) Luck of the Gambler - Defense
  • (9) Luck of the Gambler - Recharge Speed
Level 4: True Grit
  • (A) Titanium Coating - Resistance/Endurance
  • (9) Titanium Coating - Resistance
  • (11) Titanium Coating - Resistance/Recharge
  • (11) Numina's Convalescence - Heal/Endurance
  • (13) Numina's Convalescence - Heal
  • (13) Regenerative Tissue - +Regeneration
Level 6: Combat Jumping
  • (A) Luck of the Gambler - Defense
  • (23) Luck of the Gambler - Defense/Endurance
  • (34) Luck of the Gambler - Recharge Speed
Level 8: Against All Odds
  • (A) Endurance Reduction IO
Level 10: Hurdle
  • (A) Jumping IO
Level 12: Active Defense
  • (A) HamiO:Membrane Exposure
  • (34) HamiO:Membrane Exposure
  • (42) HamiO:Membrane Exposure
Level 14: Super Jump
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (42) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 16: Health
  • (A) Numina's Convalescence - Heal/Endurance
  • (19) Numina's Convalescence - Heal
  • (19) Miracle - +Recovery
Level 18: Kick
  • (A) Force Feedback - Chance for +Recharge
Level 20: Stamina
  • (A) Performance Shifter - EndMod
  • (21) Performance Shifter - EndMod/Recharge
  • (34) Performance Shifter - Chance for +End
Level 22: Taunt
  • (A) Perfect Zinger - Taunt
  • (23) Perfect Zinger - Taunt/Recharge
  • (25) Perfect Zinger - Taunt/Recharge/Range
  • (25) Perfect Zinger - Accuracy/Recharge
  • (27) Perfect Zinger - Taunt/Range
  • (27) Perfect Zinger - Chance for Psi Damage
Level 24: Tough
  • (A) Aegis - Resistance/Endurance
  • (33) Aegis - Resistance
  • (42) Steadfast Protection - Resistance/+Def 3%
Level 26: Shield Charge
  • (A) Obliteration - Damage
  • (40) Obliteration - Accuracy/Recharge
  • (43) Obliteration - Damage/Recharge
  • (43) Obliteration - Accuracy/Damage/Recharge
  • (43) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (46) Scirocco's Dervish - Accuracy/Recharge
Level 28: Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (31) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 30: Hasten
  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO
Level 32: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (33) Luck of the Gambler - Defense
  • (37) Luck of the Gambler - Recharge Speed
Level 35: Energy Transfer
  • (A) Crushing Impact - Accuracy/Damage
  • (36) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (36) Crushing Impact - Damage/Recharge
  • (36) Crushing Impact - Accuracy/Damage/Recharge
  • (37) Crushing Impact - Accuracy/Damage/Endurance
  • (37) Crushing Impact - Damage/Endurance/Recharge
Level 38: Energy Punch
  • (A) Crushing Impact - Accuracy/Damage
  • (39) Crushing Impact - Damage/Recharge
  • (39) Crushing Impact - Accuracy/Damage/Endurance
  • (39) Crushing Impact - Damage/Endurance/Recharge
  • (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (40) Crushing Impact - Accuracy/Damage/Recharge
Level 41: Focused Accuracy
  • (A) Rectified Reticle - Increased Perception
  • (50) Rectified Reticle - To Hit Buff
Level 44: Whirling Hands
  • (A) Scirocco's Dervish - Accuracy/Recharge
  • (45) Scirocco's Dervish - Accuracy/Damage
  • (45) Scirocco's Dervish - Damage/Endurance
  • (45) Scirocco's Dervish - Damage/Recharge
  • (46) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (46) Recharge Reduction IO
Level 47: Physical Perfection
  • (A) Numina's Convalescence - Heal
  • (48) Numina's Convalescence - +Regeneration/+Recovery
  • (48) Numina's Convalescence - Heal/Recharge
  • (48) Efficacy Adaptor - EndMod
  • (50) Efficacy Adaptor - EndMod/Recharge
  • (50) Efficacy Adaptor - EndMod/Accuracy
Level 49: Phalanx Fighting
  • (A) Luck of the Gambler - Recharge Speed
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
  • (21) Empty
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)
  • 9.25% Defense(Smashing)
  • 9.25% Defense(Lethal)
  • 5.81% Defense(Fire)
  • 5.81% Defense(Cold)
  • 5.81% Defense(Energy)
  • 5.81% Defense(Negative)
  • 3% Defense(Psionic)
  • 8% Defense(Melee)
  • 8.63% Defense(Ranged)
  • 8.63% Defense(AoE)
  • 47% Enhancement(Accuracy)
  • 67.5% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 267.1 HP (14.3%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Immobilize) 4.4%
  • MezResist(Sleep) 4.4%
  • MezResist(Stun) 2.2%
  • MezResist(Terrorized) 2.75%
  • 20% Perception
  • 8% (0.13 End/sec) Recovery
  • 86% (6.73 HP/sec) Regeneration
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 3.13% Resistance(Negative)
  • 15% RunSpeed



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Posted

Quote:
Originally Posted by DarkInvado View Post
OK I will start with the attacks, I am looking for some clarity on the DPA vs DPS. I thought DPA was Damage Per Activation and DPS was Damage Per Second. Are the stats listed above actually DPS because there is a time component there? I am assuming the second number of recharge time? Or is is the activation time? Is the best way to calculate which power is the "best" be to determine how much damage the power puts out over time? I.e. look at the attack chain and see how much damage it can put out in a sustained mannner - e.g. over 60 seconds or over one complete attack chain sequence?
You hit the nail on the head with your last sentence, DPS is a measure of how much damage you can cause over time, whereas DPA is a measure of how much DPS each individual attack will bring every time it is used. The difference is only really symantics, they are pretty much the same thing.

Edit:

To work out DPA you divide the damage of the attack by the animation time, the recharge time is irrelevant, because you assume that somehow you will make a smooth attack chain using other attacks. The DPS of one attack is no use because you will never just use one attack without filling the gaps with something else.


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Ah! Ding, ok I get the DPA vs DPS as far as an attack chain works. OK I will look at the number again but I don't expect they will change will they...

Thanks.


 

Posted

Oh! I forgot to mention one thing about the above comment on Energy Transfer and the damage it does to you when you use it... NOT an issue at all with my previous build and will be even less so with the new builds increased regen. I have tanked multiple AVs at once in the STF and others and never come close to being one shotted. The damage from Energy Transfer is minimal and barely even noticeable. So for anyone considering taking it - DO! It hits like a Mac truck.


 

Posted

Quote:
Originally Posted by DarkInvado View Post
Oh! I forgot to mention one thing about the above comment on Energy Transfer and the damage it does to you when you use it... NOT an issue at all with my previous build and will be even less so with the new builds increased regen. I have tanked multiple AVs at once in the STF and others and never come close to being one shotted. The damage from Energy Transfer is minimal and barely even noticeable. So for anyone considering taking it - DO! It hits like a Mac truck.
I am just in the lwo 20's on my inv/nrg build and must say the self damage was a worry, but I will take your word for it that it isn't

I will probably pick up the power now, because you are right, it is by far the best weapon in the energy set.


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"