tank build for a friend
This is an Inv/EM build. I gather that this is a respec build, and that you never intend to face anything lower than level 27. Otherwise, you need Stamina at 20 instead of 30.
I think you'd be getting a bit more mileage out of a build like this, and skipping the Leadership pool, although I still would prefer to put a damage set into Total Focus. But if you're going exotic there Stun is more worthwhile than Taunt.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
inv/em: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam/Rchg:40(5), S'fstPrt-ResDam/Def+:30(5)
Level 1: Barrage -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9), Rope-Acc/Rchg:50(9)
Level 2: Temp Invulnerability -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx/Rchg:40(13)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx/Rchg:50(A), Dct'dW-Heal:50(11), Dct'dW-Heal/Rchg:50(25), Dct'dW-Rchg:50(37)
Level 6: Resist Elements -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(15), Aegis-ResDam/EndRdx/Rchg:50(15)
Level 8: Swift -- Run-I:50(A)
Level 10: Bone Smasher -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(19), Rope-Acc/Rchg:50(19), Rope-Acc/EndRdx:50(21)
Level 12: Taunt -- Mocking-Taunt/Rchg/Rng:50(A), Mocking-Taunt/Rchg:50(21), Mocking-Rchg:50(23), Mocking-Acc/Rchg:50(23), Mocking-Taunt:50(25)
Level 14: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(27), RctvArm-ResDam/Rchg:40(27), RctvArm-ResDam/EndRdx/Rchg:40(29)
Level 16: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(29), Numna-Heal:50(31), Numna-Heal/EndRdx:50(31)
Level 18: Boxing -- Acc-I:50(A)
Level 20: Tough -- Aegis-EndRdx/Rchg:50(A), Aegis-ResDam/EndRdx:50(31), Aegis-ResDam/EndRdx/Rchg:50(33)
Level 22: Whirling Hands -- C'ngBlow-Acc/Dmg:50(A), C'ngBlow-Dmg/Rchg:50(33), C'ngBlow-Acc/Rchg:50(33), Erad-%Dam:30(34), Erad-Acc/Rchg:30(34), Erad-Acc/Dmg/EndRdx/Rchg:30(34)
Level 24: Invincibility -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx:50(36), LkGmblr-Def/Rchg:50(36)
Level 26: Resist Energies -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(37), Aegis-ResDam/Rchg:50(37)
Level 28: Build Up -- GSFC-Rchg/EndRdx:50(A), GSFC-ToHit/Rchg/EndRdx:50(39), GSFC-ToHit/Rchg:50(39), GSFC-ToHit:50(39), GSFC-Build%:50(40), GSFC-ToHit/EndRdx:50(40)
Level 30: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(40), P'Shift-EndMod:50(42), P'Shift-EndMod/Rchg:50(42)
Level 32: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(42), LkGmblr-Def:50(43), LkGmblr-EndRdx/Rchg:50(43)
Level 35: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(43), LkGmblr-Def/EndRdx:50(45), LkGmblr-EndRdx/Rchg:50(45)
Level 38: Energy Transfer -- Mako-Acc/Dmg:35(A), Mako-Acc/Dmg/EndRdx/Rchg:35(45), Mako-Dam%:35(46), Mako-Dmg/Rchg:35(46), Mako-Dmg/EndRdx:50(46), Mako-Acc/EndRdx/Rchg:50(48)
Level 41: Total Focus -- RzDz-Acc/Rchg:30(A), RzDz-EndRdx/Stun:30(48), RzDz-Acc/EndRdx:30(48), RzDz-Stun/Rng:30(50), RzDz-Acc/Stun/Rchg:30(50), RzDz-Immob%:30(50)
Level 44: Conserve Power -- RechRdx-I:50(A)
Level 47: Physical Perfection -- P'Shift-End%:50(A)
Level 49: Hasten -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
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<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
As Heraclea noted, if this is a leveling build, the power order needs considerable work. If it's a respec build, I'd still encourage you (or your friend) to respec in leveling order so it'll be usable when exempting.
Specifically:
The resist passives can (and IMO, should be) delayed until 20 or later, so there's room to take the essentials, which includes taking Invinc at 18 at Stamina at 20.
ET and TF should also be taken when they become available; Weave can easily be delayed until 41 if necessary; Boxing and Tough should also be moved until later in the build.
The values for the Leadership pool powers frankly stink for tankers. You'd get more defense by taking Combat Jumping, at a fraction of the end cost of Manuevers. If you don't care about a travel power or epic attacks, consider taking Combat Jumping and Physical Perfection instead of Manuevers and Tactics.
Okay, slotting.
In general, if you're going to 4-slot some resist powers and 3-slot others, I'd recommend 4-slotting the toggles and 3-slotting the passives. It ends up not making a difference here since you're at the S/L resist cap, but IMO it would make more sense to put the RA set in Tough and the Aegis set in RPD.
IMO, adding the stun set slots to Barrage and Bone Smasher are a poor choice because those attacks are still underslotted for Damage. Two slots of Pounding Slugfest will give you a better regen bonus and fully slot the attack as well.
Dull Pain is terribly underslotted--you want to get as close to the ED cut-off as possible for both Heal and Recharge. I'd recommend using 5 or 6 slots of a high-recharge Heal set Doctored Wounds.
You'd get higher enhancement values in ResEl if you replaced the Res/End/Rchg with a Res/Rchg.
Whirling Hands is underslotted for damage and end reduction. Replace the CB Acc/Rchg with the Dam/End and Erad Acc/Rchg with the Dam/Rchg.
You'd get better defense enhancement values and sufficient end reduction by replacing the LotG End/Rchg in Weave and TH with a Dam/End/Rchg in Weave and Dam/Rchg in TH. Remember, TH doesn't need end red at all!
Slotting a Taunt set in a tier 9 attack is a very poor choice, IMO. TF is your most damaging attack, but with the Taunt set it has no damage enhancement at all. Since you've got plenty of S/L and F/C def (especially if you get CJ instead of Manuevers) I'd put another Mako's set in there instead.
Actually, since even 6 slots of Mako's doesn't slot fully for damage, I think I'd put the Mako's in Barrage and Haymaker and move the Kinetic Combat plus Pounding Slugfest slotting to ET and TF instead. But your call.
Here's the power order I'd recommend:
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- Empty(A)
Level 1: Barrage -- Empty(A)
Level 2: Dull Pain -- Empty(A)
Level 4: Bone Smasher -- Empty(A)
Level 6: Swift -- Empty(A)
Level 8: Unyielding -- Empty(A)
Level 10: Taunt -- Empty(A)
Level 12: Combat Jumping -- Empty(A)
Level 14: Health -- Empty(A)
Level 16: Whirling Hands -- Empty(A)
Level 18: Invincibility -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Resist Physical Damage -- Empty(A)
Level 24: Boxing -- Empty(A)
Level 26: Tough Hide -- Empty(A)
Level 28: Tough -- Empty(A)
Level 30: Build Up -- Empty(A)
Level 32: Weave -- Empty(A)
Level 35: Energy Transfer -- Empty(A)
Level 38: Total Focus -- Empty(A)
Level 41: Resist Energies -- Empty(A)
Level 44: Resist Elements -- Empty(A)
Level 47: Conserve Power -- Empty(A)
Level 49: Physical Perfection -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 2: Ninja Run
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My Characters
Knight Court--A CoH Story Complete 2/3/2012
A friend asked me to take a stab at a inv/em tank so here goes