A New question-
Why 3 heal in Rest?
Rest is normally used out of combat, and it heals you up to full quickly enough. You could put those 3 slots to better use somewhere else.
Also, all those powers you have 4 damage in, you're only getting like 2-3% from the last damage enhancement, those slots could prolly be put to better use elsewhere as well (or put something in them other than another damage).
As for the tanker part, sorry, never played a tanker, prolly never will.
Ok, general comments on your build:
1. As Neko said slotting rest is a mistake since it's only used out of combat
2. You might want to read up on Enhancement Diversification, the short version is that adding more than 3 of the same type of enhancement to a power is a waste
3. You don't need any Accuracy enhancements in Taunt unless you want to PvP, it auto hits against PvE enemies
4. I'd slot Dull Pain for recharge more than heal at first but YMMV
n answer to the question you did ask yes picking up Rage is an excellent idea as is slotting is with 3 recharges (which makes it almost permanent).
Also as a side note, if you want to experiment with builds Mids' is an excellent tool:
http://www.cohplanner.com/
Get Rage ASAP. You may want to consider a respec to recoup a couple of slots out of Resist Physical Damage, which definitely doesn't need 4 slots, as well as the 3 slots in Rest.
For now, follow the plan to add Rage and slot it up at your next two levels and change the enhancements in your powers more like this...
Get basic Acc and EndRdx into each attack then go for Damage. It looks like you have enough attacks to not need a lot of Recharge in them. Especially without Stamina. I'd even consider swapping a 2nd EndRdx into Haymaker and KO Blow in place of the Rech I have there-
Jab: Acc, EndRdx, Dam (add a 2nd Dam soon)
Punch: The same
Air Superiority: Acc, EndRdx, 3 Dam
Haymaker: Acc, EndRdx, Rech and 3 Dam
KO Blow: Acc, EndRdx, 3 Dam, Rech
Taunt: Rech, Taunt
Hover is sort of a misfit for Super Strength because of the requirement to be on the ground for Foot Stomp. But if you use Hover for Defense or want it thematically then you probably will want a 2nd slot in it soon so you can get around better. Make sure Swift has a Fly Speed in it, not a Run Speed, if you intend to use Hover in combat. If Hover is just a place holder, then never mind; and also, respec out of it later.
As for your defenses, Invincibility, Temp Invuln, Unyielding, Dull Pain and Tough Hide are the core powers for Invuln. I'd agree with Recharge in DP before Heal. The only thing I'd really say should be changed is RPD. Beg, borrow or steal a Steadfast Res/Def IO. Without slotting a special IO of some type that 4th slot in RPD is wasted and the Steadfast globals are the most cost effective single IO in the game for an Invulnerability character. It's worth the money and if you don't have the INF you can do AE missions and make Bronze ticket rolls in the 10-14 range until you get one (or make the money needed for it off your rolls).
Lastly, get Health and Stamina ASAP. Since Rage and Foot Stomp are musts that puts Health at 35 and Stamina at 41. But I'd respec before then myself to shuffle those slots around. At that time I'd lose Hover to get Stamina earlier. I'd also consider dropping one of Punch or Haymaker to get Hasten to help cycle Rage, Foot Stomp and Dull Pain faster.
Kosmos
Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)
In addition to what the posters above have said, I would move the extra slots in Resist Physical Damage to Temp Invulnerability and Unyielding. TI and Unyielding have higher base values than RPD, and generally the stronger a power is when it is unslotted, the more bang for your buck you get when you invest a slot in it.
I would move the three extra slots in Rest over to Dull Pain to max out the recharge on that power, and I'd drop one damage in Haymaker and KO Blow in favour of an Endurance Reduction.
I can't tell if Swift has a Running Speed or a Flight Speed enhancement in it, but I thought I'd mention that it will take both.
At level 32, you're probably going to want to take Unstoppable, which is your god-mode power. You'll also want Rage, which will dramatically boost your damage. You may have to drop a power to get both. I would probably drop Hover, but that may depend on what you want the character to be doing.
Check the Guides section of the forums for more info. Invuln/SS is a fairly popular combo, and there are several good guides written for it.
Well, I see the OP posted in the thread for Vox's Inv/SS/Fly guide a couple of weeks back. Stick to that plan. Personally, I'd make it a priority to do a respec TF and iron out the kinks. If you've already burned all your respecs you can get another in just a few levels (34).
Kosmos
Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)
I am a level 31 tanker, soon to jump to level 32. Here is my build:
TANKER, LEVEL 31 Resist Physical Damage 4 Damage Resistance Temp. Invulnerability 2 Damage resistance Dull Pain 2 Heal Resist Elements 1 Damage Resistance Unyielding 2 Damage Resistance Resist Energies 1 Damage Resistance Invincibility 1 Red. Endurance, 2 Damage resistance Tough Hide 1 Damage Resistance Jab 1 Accuracy, 2 Damage Punch 1 Accuracy, 1 Increase Knockback, 1 Damage Haymaker 1 Accuracy, 1 Increase Recharge, 4 Damage Taunt 1 Accuracy, 1 Increase Recharge Knockout Blow 1 Accuracy,, I Increase Recharge, 4 Damage Brawl Sprint 1 Speed Rest 1 Increase recharge, 3 Heal Hover 1 Speed Air Superiority 1 Accuracy, 4 Damage Fly 2 Speed Swift 1 Speed I am thinking of adding Rage with three recharges and a hasten. Any comments? |
You've made some questionable power choices and your slotting is, frankly, terrible. Resist Elements is highly skippable, Resist Energies is useful but should be delayed until much later, Temp. Invuln is three times as effective as Resist Physical Damage yet you're underslotting it and completely wasting slots in RPD due to the ED cap, you don't have Stamina, you're slotting past the ED cap for damage and of all things you're slotting for KNOCKBACK?
Please read my first 20 levels guide and then plan out your build using Mid's Hero Designer. Later on, once you've absorbed the basics you may want to think about an effective IO build but for now just learn the basics. I cannot stress enough how important it is to have a good foundation for your build.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
What Call_Me_Awesome said; your build is in dire need of a respec and some very basic knowledge of how slotting works in CoH.
Once you've got your build in Mid's, post it in the tanker forum; there are lots of experienced tanks there that can give you suggestions on how to improve your build.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Resist Physical Damage 4 Damage Resistance You only need 2 resist, MAYBE 3. Never 4.
Temp. Invulnerability 2 Damage resistance This needs 3. It's a HUGE amount of resistance.
Dull Pain 2 Heal This is a KEY power. You should have AT LEAST 4 slots (2 recharge, 2 heal), maybe six (3 and 3).
Resist Elements 1 Damage Resistance
Resist Energies 1 Damage Resistance Most people take these much later (in the 40's).
Invincibility 1 Red. Endurance, 2 Damage resistance I assume you mean DEFENSE.
Tough Hide 1 Damage Resistance Same here - this is a DEFENSE power.
Haymaker 1 Accuracy, 1 Increase Recharge, 4 Damage No power should have more than 3 damage - waste of slots.
Taunt 1 Accuracy, 1 Increase Recharge Taunt doesn't need *ANY* accuracy except in PvP.
Knockout Blow 1 Accuracy,, I Increase Recharge, 4 Damage 3 damage.
Rest 1 Increase recharge, 3 Heal Rest never needs any slots. Ever.
Air Superiority 1 Accuracy, 4 Damage 3 damage.
I would have suggested some to-hit buff in Invincibility, except you're going to be taking Rage, so that's okay. Respec and take Resist Energies or Resist Elements (or both) later so you can get Rage sooner. Also, I assume you have Stamina and just didn't list the Fitness pool?
Oh, and why do you have Hover? You're not a range specialist, so you can't 'hoversnipe' and Footstomp will require you to be on the ground.
Paragon City Search And Rescue
The Mentor Project
Call Me Awesome has me see the silver lining: Oh my... yeah, you ABSOLUTELY need a respec on that character. I'd STRONGLY recommend looking at my Invuln first 20 levels guide (in my signature), your build is in desperate need of help. Just by respec'ing into a better build you'll increase your effectiveness by at least three times, possibly more. |
Dec out.
I am a level 31 tanker, soon to jump to level 32. Here is my build:
TANKER, LEVEL 31 Resist Physical Damage 4 Damage Resistance Temp. Invulnerability 2 Damage resistance Dull Pain 2 Heal Resist Elements 1 Damage Resistance Unyielding 2 Damage Resistance Resist Energies 1 Damage Resistance Invincibility 1 Red. Endurance, 2 Damage resistance Tough Hide 1 Damage Resistance Jab 1 Accuracy, 2 Damage Punch 1 Accuracy, 1 Increase Knockback, 1 Damage Haymaker 1 Accuracy, 1 Increase Recharge, 4 Damage Taunt 1 Accuracy, 1 Increase Recharge Knockout Blow 1 Accuracy,, I Increase Recharge, 4 Damage Brawl Sprint 1 Speed Rest 1 Increase recharge, 3 Heal Hover 1 Speed Air Superiority 1 Accuracy, 4 Damage Fly 2 Speed Swift 1 Speed I am thinking of adding Rage with three recharges and a hasten. Any comments? |
The main thing you're missing is use of Invention Origin enhancements. Many people wait and use SOs, but I think that's a waste of money and time. Slot a few IOs here and there as you level up and don't replace them until you get to higher levels. When you get to about 30, start re-slotting low IOs for better efficiency and once you make 50, rebuild into a perfect build
You can see what I mean in this guide (all about IOs):
http://www.jordans-town.com/invention-origin
And examples of builds that you can download in Mid's:
http://www.jordans-town.com/gale-32
I am a level 31 tanker, soon to jump to level 32. Here is my build:
TANKER, LEVEL 31
Resist Physical Damage 4 Damage Resistance
Temp. Invulnerability 2 Damage resistance
Dull Pain 2 Heal
Resist Elements 1 Damage Resistance
Unyielding 2 Damage Resistance
Resist Energies 1 Damage Resistance
Invincibility 1 Red. Endurance, 2 Damage resistance
Tough Hide 1 Damage Resistance
Jab 1 Accuracy, 2 Damage
Punch 1 Accuracy, 1 Increase Knockback, 1 Damage
Haymaker 1 Accuracy, 1 Increase Recharge, 4 Damage
Taunt 1 Accuracy, 1 Increase Recharge
Knockout Blow 1 Accuracy,, I Increase Recharge, 4 Damage
Brawl
Sprint 1 Speed
Rest 1 Increase recharge, 3 Heal
Hover 1 Speed
Air Superiority 1 Accuracy, 4 Damage
Fly 2 Speed
Swift 1 Speed
I am thinking of adding Rage with three recharges and a hasten. Any comments?