Shield/SS Opinions please


Andferne

 

Posted

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Contego: Level 50 Technology Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Fitness
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection

  • (A) Luck of the Gambler - Recharge Speed
  • (11) Shield Wall - +Res (Teleportation), +3% Res (All)
  • (13) Shield Wall - Defense
  • (40) Shield Wall - Defense/Endurance
  • (42) Shield Wall - Defense/Endurance/Recharge
Level 1: Jab
  • (A) Hecatomb - Chance of Damage(Negative)
  • (3) Hecatomb - Damage
  • (3) Hecatomb - Damage/Recharge
  • (5) Hecatomb - Accuracy/Recharge
  • (5) Hecatomb - Damage/Endurance
Level 2: True Grit
  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (13) Gladiator's Armor - Resistance
  • (15) Gladiator's Armor - End/Resist
  • (46) Gladiator's Armor - Recharge/Resist
Level 4: Haymaker
  • (A) Gladiator's Strike - Chance for Smashing Damage
  • (7) Gladiator's Strike - Accuracy/Damage
  • (7) Gladiator's Strike - Damage/Recharge
  • (9) Gladiator's Strike - Damage/Endurance/Recharge
  • (9) Gladiator's Strike - Accuracy/Damage/End/Rech
Level 6: Super Jump
  • (A) Unbounded Leap - Jumping
  • (11) Unbounded Leap - Endurance
Level 8: Against All Odds
  • (A) Endurance Reduction IO
  • (34) Endurance Reduction IO
  • (37) Endurance Reduction IO
Level 10: Battle Agility
  • (A) Luck of the Gambler - Recharge Speed
  • (37) Gift of the Ancients - Run Speed +7.5%
  • (37) Gift of the Ancients - Defense
  • (42) Gift of the Ancients - Defense/Endurance
  • (50) Gift of the Ancients - Defense/Recharge
Level 12: Boxing
  • (A) Kinetic Combat - Knockdown Bonus
Level 14: Swift
  • (A) Run Speed IO
  • (15) Run Speed IO
Level 16: Tough
  • (A) Impervium Armor - Psionic Resistance
  • (17) Impervium Armor - Resistance
  • (17) Impervium Armor - Resistance/Endurance
Level 18: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (19) Numina's Convalescence - Heal/Endurance
  • (19) Numina's Convalescence - Endurance/Recharge
  • (21) Numina's Convalescence - Heal/Recharge
  • (21) Numina's Convalescence - Heal/Endurance/Recharge
  • (23) Numina's Convalescence - Heal
Level 20: Stamina
  • (A) Performance Shifter - Chance for +End
  • (23) Performance Shifter - EndMod
  • (25) Performance Shifter - EndMod/Recharge
  • (25) Performance Shifter - EndMod/Accuracy
  • (27) Performance Shifter - EndMod/Accuracy/Recharge
Level 22: Knockout Blow
  • (A) Gladiator's Strike - Chance for Smashing Damage
  • (27) Gladiator's Strike - Accuracy/Damage
  • (29) Gladiator's Strike - Damage/Recharge
  • (29) Gladiator's Strike - Damage/Endurance/Recharge
  • (31) Gladiator's Strike - Accuracy/Damage/End/Rech
Level 24: Active Defense
  • (A) Recharge Reduction IO
Level 26: Shield Charge
  • (A) Fury of the Gladiator - Chance for Res Debuff
  • (31) Fury of the Gladiator - Accuracy/Damage
  • (31) Fury of the Gladiator - Damage/Recharge
  • (33) Fury of the Gladiator - Damage/Endurance/Recharge
  • (33) Fury of the Gladiator - Accuracy/Endurance/Recharge
  • (46) Fury of the Gladiator - Accuracy/Damage/End/Rech
Level 28: Grant Cover
  • (A) Luck of the Gambler - Recharge Speed
  • (43) Kismet - Accuracy +6%
  • (43) Kismet - Defense/Endurance
  • (43) Kismet - Defense/Recharge
  • (46) Kismet - Defense/Endurance/Recharge
Level 30: Phalanx Fighting
  • (A) Luck of the Gambler - Recharge Speed
  • (33) Red Fortune - Endurance
  • (34) Red Fortune - Defense
  • (34) Red Fortune - Defense/Endurance
Level 32: One with the Shield
  • (A) Aegis - Psionic/Status Resistance
  • (40) Aegis - Resistance
  • (40) Aegis - Resistance/Endurance
  • (42) Aegis - Resistance/Recharge
Level 35: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (36) Luck of the Gambler - Defense
  • (36) Luck of the Gambler - Defense/Endurance
  • (36) Karma - Knockback Protection
Level 38: Foot Stomp
  • (A) Armageddon - Chance for Fire Damage
  • (39) Armageddon - Damage
  • (39) Armageddon - Damage/Recharge
  • (39) Armageddon - Damage/Endurance
Level 41: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 44: Hurl
  • (A) Apocalypse - Chance of Damage(Negative)
  • (45) Apocalypse - Damage
  • (45) Apocalypse - Damage/Recharge
  • (45) Apocalypse - Damage/Endurance
Level 47: Conserve Power
  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO
  • (48) Recharge Reduction IO
  • (48) Recharge Reduction IO
Level 49: Physical Perfection
  • (A) Performance Shifter - Chance for +End
  • (50) Performance Shifter - EndMod
  • (50) Performance Shifter - EndMod/Recharge
------------
Level 1: Brawl
  • (A) Mako's Bite - Chance of Damage(Lethal)
Level 1: Sprint
  • (A) Unbounded Leap - +Stealth
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Gauntlet
Level 0: Ninja Run
------------
Set Bonus Totals:
  • 14% DamageBuff(Smashing)
  • 14% DamageBuff(Lethal)
  • 14% DamageBuff(Fire)
  • 14% DamageBuff(Cold)
  • 14% DamageBuff(Energy)
  • 14% DamageBuff(Negative)
  • 14% DamageBuff(Toxic)
  • 14% DamageBuff(Psionic)
  • 9.25% Defense(Smashing)
  • 9.25% Defense(Lethal)
  • 9.25% Defense(Fire)
  • 9.25% Defense(Cold)
  • 4.88% Defense(Energy)
  • 4.88% Defense(Negative)
  • 4.88% Defense(Psionic)
  • 6.13% Defense(Melee)
  • 6.75% Defense(Ranged)
  • 6.13% Defense(AoE)
  • 6.3% Max End (in PvP)
  • 55% Enhancement(RechargeTime)
  • 6% Enhancement(Heal)
  • 37% Enhancement(Accuracy)
  • 10% FlySpeed
  • 309.2 HP (16.5%) HitPoints
  • 14% JumpHeight
  • 14% JumpSpeed
  • Knockback (Mag -10)
  • Knockup (Mag -10)
  • MezResist(Confused) 21.7% (in PvP)
  • MezResist(Held) 23.3% (in PvP)
  • MezResist(Immobilize) 22.2% (in PvP)
  • MezResist(Repel) 5000% (10% chance, in PvP)
  • MezResist(Sleep) 20% (in PvP)
  • MezResist(Stun) 20% (in PvP)
  • MezResist(Terrorized) 20% (in PvP)
  • 29% (0.48 End/sec) Recovery (in PvP)
  • 48% (3.76 HP/sec) Regeneration
  • 10% ResEffect(FlySpeed) (in PvP)
  • 10% ResEffect(RechargeTime) (in PvP)
  • 10% ResEffect(RunSpeed) (in PvP)
  • 6.78% Resistance(Smashing)
  • 6.78% Resistance(Lethal)
  • 13.7% Resistance(Fire)
  • 11.2% Resistance(Cold)
  • 4.89% Resistance(Energy)
  • 4.89% Resistance(Negative)
  • 6.15% Resistance(Toxic)
  • 12.2% Resistance(Psionic)
  • 22.5% RunSpeed
  • 4% XPDebtProtection
------------
Set Bonuses:
Luck of the Gambler
(Deflection)
  • 7.5% Enhancement(RechargeTime)
Shield Wall
(Deflection)
  • 10% (0.78 HP/sec) Regeneration, 2.5% (0.04 End/sec) Recovery (in PvP)
  • 42.2 HP (2.25%) HitPoints, MezResist(Repel) 1000% (10% chance, in PvP)
  • 1.89% Resistance(Energy,Negative)Status Resistance 5% (in PvP)
  • 3% Resistance(All)
Hecatomb
(Jab)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Gladiator's Armor
(True Grit)
  • 2.5% (0.04 End/sec) Recovery, 2.5% (0.04 End/sec) Recovery (in PvP)
  • Knockback Protection (Mag -3), MezResist(Repel) 1000% (10% chance, in PvP)
  • 1.58% Resistance(Toxic,Psionic)Status Resistance 5% (in PvP)
  • 3% Defense(All)
Gladiator's Strike
(Haymaker)
  • 2.5% (0.04 End/sec) Recovery, 2.25% Max End (in PvP)
  • 21.1 HP (1.13%) HitPointsStatus Resistance 5% (in PvP)
  • 2.5% DamageBuff(All)3.13% Defense(Smashing,Lethal) (in PvP), 1.56% Defense(Melee) (in PvP)
  • 1.89% Resistance(Smashing,Lethal), MezResist(Repel) 1000% (10% chance, in PvP)
Unbounded Leap
(Super Jump)
  • 4% JumpSpeed, 4% JumpHeight
Luck of the Gambler
(Battle Agility)
  • 7.5% Enhancement(RechargeTime)
Gift of the Ancients
(Battle Agility)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Resistance(Fire)
  • 1.8% Max End
  • 7.5% RunSpeed
Impervium Armor
(Tough)
  • 2.5% (0.04 End/sec) Recovery
  • 1.88% Defense(Psionic)
  • 3% Resistance(Psionic)
Numina's Convalescence
(Health)
  • 12% (0.94 HP/sec) Regeneration
  • 35.1 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 35.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
Gladiator's Strike
(Knockout Blow)
  • 2.5% (0.04 End/sec) Recovery, 2.25% Max End (in PvP)
  • 21.1 HP (1.13%) HitPointsStatus Resistance 5% (in PvP)
  • 2.5% DamageBuff(All)3.13% Defense(Smashing,Lethal) (in PvP), 1.56% Defense(Melee) (in PvP)
  • 1.89% Resistance(Smashing,Lethal), MezResist(Repel) 1000% (10% chance, in PvP)
Fury of the Gladiator
(Shield Charge)
  • 1.89% Resistance(Fire,Cold), 10% ResEffect(RunSpeed) (in PvP), 10% ResEffect(RechargeTime) (in PvP), 10% ResEffect(FlySpeed) (in PvP)
  • Knockback Protection (Mag -3), MezResist(Repel) 1000% (10% chance, in PvP)
  • 2.5% DamageBuff(All)3.13% Defense(Fire,Cold) (in PvP), 1.56% Defense(AoE) (in PvP)
  • 1.58% Resistance(Toxic,Psionic), 42.2 HP (2.25%) HitPoints (in PvP)
  • 7% Enhancement(Accuracy), 7.5% Enhancement(RechargeTime) (in PvP)
Luck of the Gambler
(Grant Cover)
  • 7.5% Enhancement(RechargeTime)
Kismet
(Grant Cover)
  • 1.5% (0.03 End/sec) Recovery
  • MezResist(Confused) 1.65%
  • 1.5% XPDebtProtection
Luck of the Gambler
(Phalanx Fighting)
  • 7.5% Enhancement(RechargeTime)
Red Fortune
(Phalanx Fighting)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
Aegis
(One with the Shield)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 2.5% XPDebtProtection
  • 3% Resistance(Psionic)
Luck of the Gambler
(Weave)
  • 10% (0.78 HP/sec) Regeneration
  • 21.1 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Karma
(Weave)
  • Knockback Protection (Mag -4)
Armageddon
(Foot Stomp)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
Luck of the Gambler
(Combat Jumping)
  • 7.5% Enhancement(RechargeTime)
Apocalypse
(Hurl)
  • 16% (1.25 HP/sec) Regeneration
  • 56.2 HP (3%) HitPoints
  • 4% DamageBuff(All)
Performance Shifter
(Physical Perfection)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 35.1 HP (1.88%) HitPoints



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1. Going to church doesn't make you a Christian any more than
standing in a garage makes you a car
2. Artificial intelligence is no match for natural stupidity
3. Someone who thinks logically provides a nice contrast to the
real world

 

Posted

My first reaction is that you're spending an INCREDIBLE amount of inf and ending up with a substandard build... your defenses aren't soft capped, your attacks generally aren't very well slotted, you aren't slotting True Grit for heals which directly increases your HP and you haven't even taken Rage.

I'd hate to even guess just how many Billions of inf that would cost but the Gladiator Armor 3% def unique sells off market for over 2 billion all by itself... you're buying that and not getting the FAR less expensive Steadfast 3% def unique.

For a tiny fraction of what you're spending on that build you could have something MUCH more effective.

Looking deeper into the build it just gets worse, you're slotting NO accuracy at all in Foot Stomp; you're slotting a Kinetic Combat proc all by itself in Boxing, you're slotting for knockback protection of all things on a tanker that already has all the KB protection you'll need in the primary, if you every exemp down below 19 you won't have status protection and your slotting in general is all over the place without any real theme.

If this is a serious build then please rethink things here; it wouldn't surprise me for that build to cost you over 6 billion inf... you could have a far more effective build for less than 150 million.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

To be honest, this was quite simply a very rough draft. I've never spent time researching into what sets are the best or how to slot certain powers properly. If it wouldn't be too much trouble, could you put together a much more suitable build so I can understand my shortcomings? (Afterall, who wouldn't want to save billions of inf)

I thank you in advance for your help in making him a much stronger build.


1. Going to church doesn't make you a Christian any more than
standing in a garage makes you a car
2. Artificial intelligence is no match for natural stupidity
3. Someone who thinks logically provides a nice contrast to the
real world

 

Posted

Well, first off you definately want Rage, and you'll want it to be perma (recharging before the buff expires).

For another, do you have the 60 month vet badge? If you don't then you cannot take super jump before combat jumping, and SJ doesn't come available before level 14.

On power order, pick up Active Defense much earlier, it's your status protection. You'll want to slot 3 recharge into it to get overlap and a cushion for slow debuffs. Against All Odds is good with a single endred unless you want to add 1-2 taunt duration to it. I'd move the fighting pool back in the build; my Shield/Fire tanker is picking it up at 30, 32 and 41. I'd definitely pick Hurdle over Swift on any jumper... hurdle stacks very nicely with jump for added speed and distance.

Grant Cover doesn't give you any added defense, just those teammates within 15' of you. It's useful because of the debuff resistance it gives you but it can wait until later in the build. Phalanx does give you a 5% defense bonus, but that's unenhanceable. The extra def you get for teammates within 8' of you is the only part that's enhanceable... for that reason most players leave it with the default slot unless they're using it as an IO mule.

Hurl is a power many tankers feel is aptly named because of the lengthy animation. Most players in my experience skip it, although some enjoy having it. Personally I'd skip it and pick up something like Fire Blast or Laser Beam Eyes from the APP for a ranged attack but if you enjoy the power then by all means get it.

Now, some thoughts on enhancements.

I like to slot 4 Gift of the Ancients into all my defense toggles for the added endurance and recovery bonuses... they make a big difference in your staying power. For Deflection I round things out with two common resistance IO's.

True Grit should, at minimum, have 3 common heals in it and is a great place to drop in the Steadfast Protection resistance/3% defense unique. I generally tend to leave it at that, or if slots are available add a couple of resistance IO's. You can toss the Numina or Miracle uniques in here as well, just make sure you keep ~90%+ heal enhancement.

I'm a firm believer that Taunt is a good tool for anyone playing a tanker; it isn't something you need constantly but when the unexpected happens it's very nice to have in your toolbox. As a bonus it's a great place to slot some really cheap IO bonuses from Mocking Beratement or Perfect Zinger.

Health I generally leave with the default slot... I find that slots are more valuable elsewhere most of the time. Stamina I just toss 3 common endmod IO's in and call good; most of the better IO bonuses require too much slot investment for the return.

Shield Charge and Foot Stomp both benefit strongly from accuracy, damage & recharge... on a tanker I slot the full Multi-Strike set, it offers good enhancement numbers and a small AOE & Melee defense bonus for very little cost. Another good option is the Scirocco's Dervish set... it's more expensive and offers considerably more AOE defense bonus but as a tanker you won't need all that much added defense to soft cap.

Tough I really like to 4 slot with Impervium Armor for the bonuses... it's an expensive option though. For basic enhancement you might consider frankenslotting Res/End IO's from several inexpensive sets.

For your single target attacks you've a lot of choices. You can slot Crushing Impact for a recharge bonus relatively inexpensively. You can slot a set of Mako's Bite for a damage bonus and a ranged defense bonus, which could be useful. You can slot Touch of Death for a damage buff and a large melee defense bonus. Your best choice is probably to mix and match your slotting for what your build needs; once you've reached the 45% defense soft cap for melee/ranged/aoe you won't really need more defense bonuses and can start thinking about recharge.

Sets you should avoid unless you're very rich would be any of the purple IO sets and any of the PvP IO sets... many of these sell for 200-500 million per IO and some sell for more than the 2 billion inf cap... the Gladiator's Armor 3% defense unique comes to mind here. The Luck of the Gambler 7.5% recharge IO is also expensive... in the 50-150 million range last time I bought one. The Numina Regen/Recovery unique is another pricey one in the 50-100 million range as is the Miracle Recovery unique.

The Touch of Death set will cost 50-60 million for the complete set and be fairly hard to find below it's level cap of 40. A set of Mako's Bite should be obtainable for 30 million or so and Crushing Impact should be under 10 million for the full set.

The Steadfast 3% defense unique should be in the 15-20 million range, although since it's a standard enemy drop in the 10-30 level range you may well get one that way... or you could roll tickets on Bronze rolls in that range.

I don't know Super Strength that well; it's a set I've never played myself. I do know that you'll want Rage for a massive damage & tohit buff... at a minimum slot 3 recharge in it. For IO bonuses many Super Strength tankers slot 6 Gausian's Syncronized Fire Control IOs into it.

Well, I hope I've given you some ideas; you can pretty much spend whatever you want on your tanker... at level 50 a pure SO build will cost around 5-6 million; the suggestions I've given will probably come in around 150 - 200 million depending on which sets you choose for your attacks. Adding things like the Numina & Miracle uniques, the Luck of the Gambler 7.5% recharge and other high ticket items will of course increase the cost significantly. On the other hand, influence is really easy to come by now... my level 34 Shield/Fire tanker has already bought most of the sets I can currently use out of his earnings leveling up and has roughly 60 million in cash on hand. Just playing the game and selling your unwanted drops at Wentworths or the vendor (whichever pays more) should get you plenty to outfit yourself. You're likely to get one or two "I Win" drops that will sell for 50 million+ in your career as well as a constant stream of 1-5 million drops.


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
My first reaction is that you're spending an INCREDIBLE amount of inf and ending up with a substandard build... your defenses aren't soft capped, your attacks generally aren't very well slotted, you aren't slotting True Grit for heals which directly increases your HP and you haven't even taken Rage.

I'd hate to even guess just how many Billions of inf that would cost but the Gladiator Armor 3% def unique sells off market for over 2 billion all by itself... you're buying that and not getting the FAR less expensive Steadfast 3% def unique.

For a tiny fraction of what you're spending on that build you could have something MUCH more effective.

Looking deeper into the build it just gets worse, you're slotting NO accuracy at all in Foot Stomp; you're slotting a Kinetic Combat proc all by itself in Boxing, you're slotting for knockback protection of all things on a tanker that already has all the KB protection you'll need in the primary, if you every exemp down below 19 you won't have status protection and your slotting in general is all over the place without any real theme.

If this is a serious build then please rethink things here; it wouldn't surprise me for that build to cost you over 6 billion inf... you could have a far more effective build for less than 150 million.
I agree with everything said here. Unless It's a farm build I never bother with purples, or PVP IOs Unless going for recharge for things like perma-hasten there is really not much reason to use them (or with certain rare things like pets or ranged damage for the regen). My builds I would generally guess are about 200mil, and never have much of any problems. I made a build for my friends Shield/SS, but I'm at work so can't access it now but can show you later. Capping defense (which can be done without weave on a tank, but i'm assuming you're doing so for more recharge) is the first priority. Personally regeneration and then max HP for something like shields would be the second.

Not to mention, you don't even have resistance enhancements in your deflection.

Also look at AAO, IIRC its base end cost is only .16end/sec, which is a very low cost toggle. The base slot as an end reduction is all it will ever need, certainly not 3.

Conserve power: 4 recharge reductions? Not with ED. With *proper* slotting and bonuses, with the addition of physical perfection you should definitely not be needing the power at all for the most part, certainly not needing to slot it. Only because SS gets rage (which yes get asap) would I suggest getting CP instead of FA on a shielder (otherwise FA is used to house Gaussians, while of course helping with acc and to hit debuffs in the process).

So yes, sorry, but so many things wrong, I'll post the build for you when I get home later tonight.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
Well, first off you definately want Rage, and you'll want it to be perma (recharging before the buff expires).

On power order, pick up Active Defense much earlier, it's your status protection. You'll want to slot 3 recharge into it to get overlap and a cushion for slow debuffs.
Wrong, somewhat. Never more than 2 slot recharge in this power (PVE) when picking up grant cover as well. Without hasten, 2 recharge, plus the slow resist from grant cover, plus the fact, that you should be avoiding most of the -recharge attacks on you by large to begin with, you'll have more than enough cushion with the 2 recharges. With moderate recharge bonuses as well giving an even larger cushion.

You can even put a Winter's Gift in SJ to further that cushion. With all these in play in PVE you honestly probably only need the one slot but due to leveling up you'll want the 2nd at least for that, and can maybe respec it out later when you get the powers/bonuses for this. I'd still love if they made it perma with the base slot, which i think they should regarding other sets are perma out of the box as toggles, but that's another thread.

Quote:
Against All Odds is good with a single endred unless you want to add 1-2 taunt duration to it. I'd move the fighting pool back in the build; my Shield/Fire tanker is picking it up at 30, 32 and 41. I'd definitely pick Hurdle over Swift on any jumper... hurdle stacks very nicely with jump for added speed and distance.
Most definitely agree here.

Quote:
Grant Cover doesn't give you any added defense, just those teammates within 15' of you. It's useful because of the debuff resistance it gives you but it can wait until later in the build. Phalanx does give you a 5% defense bonus, but that's unenhanceable. The extra def you get for teammates within 8' of you is the only part that's enhanceable... for that reason most players leave it with the default slot unless they're using it as an IO mule.
Agree here too, can't open the build to see the bonuses here though so for now was assuming that's why they slotted it and figured they knew that, but otherwise maybe I shouldn't have lol. I just pop a defense SO in them until I can get a LOTG 7.5% global to put in each of them. If its a heavy "keep team alive" build, then i can see slotting grant cover for that, but as a tanker you certainly won't need to slot phalanx fighting, maybe a 2nd slot for the 10% regen bonus with LOTG, but IIRC this build can already get all 5 10% regen bonuses without doing that.

Quote:
True Grit should, at minimum, have 3 common heals in it and is a great place to drop in the Steadfast Protection resistance/3% defense unique. I generally tend to leave it at that, or if slots are available add a couple of resistance IO's. You can toss the Numina or Miracle uniques in here as well, just make sure you keep ~90%+ heal enhancement.
I mostly agree here, with a few things otherwise. You'll still want to get close to 90% heal yes, but resistances are just as important. Max hp bonuses work, basically as exact resistance to all, only the % max hp you increase, diminishes the more you get. So look at it like this, with a base 100% hp for any battle, in survival outcome:

Extra 10% hp from true grit = 10%/110% = 9.09% resistance basically, because you you can take that much more damage before faceplanting, however, thats for the first set of max hp. If we fully slot it, so 19.5%ish max hp, look what happens:

19.5/119.5 = 16.32%

So even though we added 9.5% more hp than before, we only gained a little over 7% "resistance"

So begin by assuming you'll get the accolades starting you off at 20% plus base true grit's 10%, and for this thread I always have at least about 10% max hp from bonuses, so we start with:

40/140 = 28.57% "resistance"

Adding the slots for max:

49.5/149.5 = 33.11% "resistance" So from not slotting, to slotting for it (looking at end game here, on the way up, definitely slot 3 heal SOs in it) we gain about 5% "resistance" So even if you only slot it by 70%, thats like dropping about 1% "resistance". Now its to all, so thats still nice but the point of me talking about this is when you figure, what's more important, heals, or resistances. Which is why I suggest this slotting:

Numina: heal, heal/end, heal/rech (granting depending on the level IIRC 85%ish) and with the other 3 slots 2 common level 50 resistance IOs, and the steadfast unique. Pretty much maxing both heal and resistance values. So normally I'd like to fully enhance the heal, but 85% in this circumstance is more than enough.


Quote:
I'm a firm believer that Taunt is a good tool for anyone playing a tanker; it isn't something you need constantly but when the unexpected happens it's very nice to have in your toolbox. As a bonus it's a great place to slot some really cheap IO bonuses from Mocking Beratement or Perfect Zinger.
I'm on the opposite end, after the nerf especially to taunt, and the actual power taunt, with a strong autohit aura like AAO, and gauntlet, and a very larger radius shield charge which should get their attention, and in this case foot stomp which has a decent radius as well, you shouldn't be having problems keeping aggro. As far as, lets say an outlier attacking a teammate, there are two situations here. One, the team isn't caring enough, you have most aggro, and its not going to matter.

Or two change your tactics, if its TOO difficult, that's where things like herding, and better teamwork come in. I'm not going to worry about that one guy out of such a large reach of shield charge/foot stomp/general aggro that is not doing much. If its a boss, you jump over, hit them, and jump back, mob still stays together, and you get the boss, if its a minnion or lt, like usual, if they can't take care of themselves by moving on the other side of you or taking care of it themselves, something is terribly terribly wrong, and I don't feel needing to take taunt in this situation is worth it.

Quote:
Hurl is a power many tankers feel is aptly named because of the lengthy animation. Most players in my experience skip it, although some enjoy having it. Personally I'd skip it and pick up something like Fire Blast or Laser Beam Eyes from the APP for a ranged attack but if you enjoy the power then by all means get it.
Agreed, and here though is a reason back to taunt. For that rare outlier chance, a ranged attack works much better, actually damaging as it taunts that lone guy.

Quote:
Health I generally leave with the default slot... I find that slots are more valuable elsewhere most of the time. Stamina I just toss 3 common endmod IO's in and call good; most of the better IO bonuses require too much slot investment for the return.
WAY WAY disagree, especially on shielders who have no self heal, regeneration is your key aspect outside of defense that's going to keep you alive. Always at least 3 heal this one, I usually do a minimum of 4 on a build with no self heal or a rare one with a numina unique, numina heal, numina heal/end, and heal IO, capping heal enhance value, and getting a bonus 32% regenation and 1.88% max hp bonus in the process. On a shielder, i'll usually 5 slot for the regen tissue unique eventually as well.

Stamina, again, if something like shields, I 4 slot it with efficacy adaptors. Maxing end mod enhance values, and granting 1.5% recovery bonus, 1.13% max hp bonus and 10% regeneration bonus, for pretty darn cheap.

Quote:
Shield Charge and Foot Stomp both benefit strongly from accuracy, damage & recharge... on a tanker I slot the full Multi-Strike set, it offers good enhancement numbers and a small AOE & Melee defense bonus for very little cost. Another good option is the Scirocco's Dervish set... it's more expensive and offers considerably more AOE defense bonus but as a tanker you won't need all that much added defense to soft cap.
I go dervish, again 10% regen bonus, 9% accuracy bonus. Or Obliteration for the recharge bonus, accuracy, and melee defense bonus. Even if not going for the defense bonus, Its perfect for shield charge as it has good acc/dam/rech stats for the 5 enhancments minus the proc, and the power really doesn't need much end reduction, so its good there. I suggest dervish, minus proc for foot stomp, with a multi strike dam/end/rech in the 6th slot, and 5-6 obliterations for shield charge. Also, with slotted rage, you won't need much accuracy slotting in anything.

Quote:
The Touch of Death set will cost 50-60 million for the complete set and be fairly hard to find below it's level cap of 40. A set of Mako's Bite should be obtainable for 30 million or so and Crushing Impact should be under 10 million for the full set.
TOD is very easy for find for MUCH cheaper at level 35, for mostly the same values. Mako's bite are VERY common at level 50, 12 mil per Mako's Bite set at level 50 last I bought a few months ago.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Windenergy21 View Post
Wrong, somewhat. Never more than 2 slot recharge in this power (PVE) when picking up grant cover as well. Without hasten, 2 recharge, plus the slow resist from grant cover, plus the fact, that you should be avoiding most of the -recharge attacks on you by large to begin with, you'll have more than enough cushion with the 2 recharges. With moderate recharge bonuses as well giving an even larger cushion.
Ah, but with enough recharge you have a window of double stacked AD, which adds a bunch to your debuff resistance. I've found it quite valuable on my BS/Shield scrapper, and while I haven't yet faced Cimerora on my Shield/Fire tanker (still only 34) I found that with my debuff resistance maxed out my scrapper was basically unaffected by any cascade defense failure.

And now about True Grit:
Quote:
I mostly agree here, with a few things otherwise. You'll still want to get close to 90% heal yes, but resistances are just as important. Max hp bonuses work, basically as exact resistance to all, only the % max hp you increase, diminishes the more you get. So look at it like this, with a base 100% hp for any battle, in survival outcome:

Extra 10% hp from true grit = 10%/110% = 9.09% resistance basically, because you you can take that much more damage before faceplanting, however, thats for the first set of max hp. If we fully slot it, so 19.5%ish max hp, look what happens:

19.5/119.5 = 16.32%

So even though we added 9.5% more hp than before, we only gained a little over 7% "resistance"

So begin by assuming you'll get the accolades starting you off at 20% plus base true grit's 10%, and for this thread I always have at least about 10% max hp from bonuses, so we start with:

40/140 = 28.57% "resistance"

Adding the slots for max:

49.5/149.5 = 33.11% "resistance" So from not slotting, to slotting for it (looking at end game here, on the way up, definitely slot 3 heal SOs in it) we gain about 5% "resistance" So even if you only slot it by 70%, thats like dropping about 1% "resistance". Now its to all, so thats still nice but the point of me talking about this is when you figure, what's more important, heals, or resistances. Which is why I suggest this slotting:

Numina: heal, heal/end, heal/rech (granting depending on the level IIRC 85%ish) and with the other 3 slots 2 common level 50 resistance IOs, and the steadfast unique. Pretty much maxing both heal and resistance values. So normally I'd like to fully enhance the heal, but 85% in this circumstance is more than enough.
I agree that resist is useful here; although it is resist to exotic damage. On my scrapper I slotted the Miracle unique, Miracle Heal, Miracle Heal/End, common Heal, common resist and Steadfast unique. I think we're debating fine points here; your slotting gets more exotic resist and regen, mine gets more HP and recovery.

The Taunt issue:
Quote:
I'm on the opposite end, after the nerf especially to taunt, and the actual power taunt, with a strong autohit aura like AAO, and gauntlet, and a very larger radius shield charge which should get their attention, and in this case foot stomp which has a decent radius as well, you shouldn't be having problems keeping aggro. As far as, lets say an outlier attacking a teammate, there are two situations here. One, the team isn't caring enough, you have most aggro, and its not going to matter.

Or two change your tactics, if its TOO difficult, that's where things like herding, and better teamwork come in. I'm not going to worry about that one guy out of such a large reach of shield charge/foot stomp/general aggro that is not doing much. If its a boss, you jump over, hit them, and jump back, mob still stays together, and you get the boss, if its a minnion or lt, like usual, if they can't take care of themselves by moving on the other side of you or taking care of it themselves, something is terribly terribly wrong, and I don't feel needing to take taunt in this situation is worth it.
I can only think of one nerf that's been applied to Taunt... the 5 target cap that went in back in what, issue 5? It's still a great attention-getter, zero endurance cost, auto-hit and grabs 5 mobs. True, I don't use it all the time, but when a situation comes up it's very nice to have. For one thing, just try range tanking an AV without it... or tanking an AV in any case... auras aren't autohit against AV's and I've had them turn away from a tanker who didn't have taunt. Don't forget that Taunt also has a pretty significant -range debuff to get mobs to come in close to you.

On slotting Health
Quote:
WAY WAY disagree, especially on shielders who have no self heal, regeneration is your key aspect outside of defense that's going to keep you alive. Always at least 3 heal this one, I usually do a minimum of 4 on a build with no self heal or a rare one with a numina unique, numina heal, numina heal/end, and heal IO, capping heal enhance value, and getting a bonus 32% regenation and 1.88% max hp bonus in the process. On a shielder, i'll usually 5 slot for the regen tissue unique eventually as well.
While adding a little more regen is a desirable thing I find that the slots are still more useful elsewhere. If I had slots available after taking care of everything else then yes, I'd probably toss another into Health... but you're not talking about all that much extra survivability from the minor increase in the regen. Health just ends up lower priority than many other powers.

Quote:
Stamina, again, if something like shields, I 4 slot it with efficacy adaptors. Maxing end mod enhance values, and granting 1.5% recovery bonus, 1.13% max hp bonus and 10% regeneration bonus, for pretty darn cheap.
I see the point here, and if slots are available then this isn't a bad choice. I just seem to always find somewhere else that can use that 4th slot more.


Quote:
I go dervish, again 10% regen bonus, 9% accuracy bonus. Or Obliteration for the recharge bonus, accuracy, and melee defense bonus. Even if not going for the defense bonus, Its perfect for shield charge as it has good acc/dam/rech stats for the 5 enhancments minus the proc, and the power really doesn't need much end reduction, so its good there. I suggest dervish, minus proc for foot stomp, with a multi strike dam/end/rech in the 6th slot, and 5-6 obliterations for shield charge. Also, with slotted rage, you won't need much accuracy slotting in anything.
No argument here, my BS/Shield scrapper uses the Sirocco's Dervish minus proc in all the AOE's, with a common recharge in the 6th slot. On the other hand, a scrapper needs more defense bonuses to soft cap making that slotting more desirable. I may reslot later on in the tanker's career; the Multi-Strikes were cheap, available, and gave a decent boost to defense when I originally slotted them in the 20's.

Quote:
TOD is very easy for find for MUCH cheaper at level 35, for mostly the same values. Mako's bite are VERY common at level 50, 12 mil per Mako's Bite set at level 50 last I bought a few months ago.
I wouldn't say ToD is easy to find... I've been acquiring a set of it for my Shield/Fire for the last 2 weeks looking in the 30-35 range. I STILL haven't found a Damage/End recipe or IO below 40, and I've had going rate bids covering the 30-35 range. As of last night they still hadn't filled.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Ah, but with enough recharge you have a window of double stacked AD, which adds a bunch to your debuff resistance. I've found it quite valuable on my BS/Shield scrapper, and while I haven't yet faced Cimerora on my Shield/Fire tanker (still only 34) I found that with my debuff resistance maxed out my scrapper was basically unaffected by any cascade defense failure.
True but I woudln't consider it reliable enough to plan for, too random.

Quote:
I agree that resist is useful here; although it is resist to exotic damage. On my scrapper I slotted the Miracle unique, Miracle Heal, Miracle Heal/End, common Heal, common resist and Steadfast unique. I think we're debating fine points here; your slotting gets more exotic resist and regen, mine gets more HP and recovery.
You're looking at, well just looked at my 50IO build which is about 19.2% max hp versus about 19.6%, .4% difference if you're using level 50s, more recovery, only cause you're putting the miracles into true grit, I woudln't suggest, when you see my build you'll see the recovery is a non-issue. Meanwhile you're missing out on 6.5% exotic resistnace, nothing to ignore compared to .4% max hp difference.

Quote:
While adding a little more regen is a desirable thing I find that the slots are still more useful elsewhere. If I had slots available after taking care of everything else then yes, I'd probably toss another into Health... but you're not talking about all that much extra survivability from the minor increase in the regen. Health just ends up lower priority than many other powers.
After making multiple shield farm builds, i can tell you this simply is not true. The extra regen makes so much of a difference for healing back the damage that actually does make it through.

Quote:
I can only think of one nerf that's been applied to Taunt... the 5 target cap that went in back in what, issue 5? It's still a great attention-getter, zero endurance cost, auto-hit and grabs 5 mobs. True, I don't use it all the time, but when a situation comes up it's very nice to have. For one thing, just try range tanking an AV without it... or tanking an AV in any case... auras aren't autohit against AV's and I've had them turn away from a tanker who didn't have taunt. Don't forget that Taunt also has a pretty significant -range debuff to get mobs to come in close to you.
I've build scrappers that take aggro off tanks WITH taunt. If you attack enough you should not be losing it that much on your tank, if you do, nothing will help. Forget which AV we fought (not diabolique) but my elec/shield scrap was taking full aggro over 3 tanks on the team, two of which had/used taunt.

Quote:
I see the point here, and if slots are available then this isn't a bad choice. I just seem to always find somewhere else that can use that 4th slot more.
Its just one slot difference, for the 1.5% recovery, 1.13% max hp, and 10% regen, that i slot in at 32 and never have to change, pretty good investment. Mind you the build I'm about to show, heals a tic every 3.5 Seconds. SO'd regen with integration and FH is just under a tic every 3 seconds, for reference.

Quote:
I wouldn't say ToD is easy to find... I've been acquiring a set of it for my Shield/Fire for the last 2 weeks looking in the 30-35 range. I STILL haven't found a Damage/End recipe or IO below 40, and I've had going rate bids covering the 30-35 range. As of last night they still hadn't filled.
Perhaps it chagned in the past couple months. I know the last 40 TOD dam/end cost me 40 mil, a level 35th one was i think under 5 mil.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Here's the build I was talking about:

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

Click this DataLink to open the build!

Shield SS Team AV: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Def(5), LkGmblr-Rchg+(15), ResDam-I(19), ResDam-I(42)
Level 1: Jab -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(25), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(45)
Level 2: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(25), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(45)
Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(9), Numna-Heal(9), ResDam-I(15), ResDam-I(19), S'fstPrt-ResDam/Def+(37)
Level 6: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def(7), LkGmblr-Rchg+(46)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(43)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Active Defense -- RechRdx-I(A), RechRdx-I(17)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Heal-I(34), RgnTis-Regen+(46)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(33)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 26: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(33), RechRdx-I(43)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(36)
Level 30: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(43)
Level 32: Kick -- Acc-I(A)
Level 35: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(36), Aegis-ResDam(36), TtmC'tng-ResDam/EndRdx(37)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), KinCrsh-Rechg/EndRdx(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(45), Numna-Heal(46), P'Shift-EndMod(50), P'Shift-EndMod/Rchg(50), P'Shift-EndMod/Acc(50)
Level 47: Maneuvers -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(48), S'dpty-Def/EndRdx/Rchg(48), S'dpty-Def(48)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:

  • 13.5% DamageBuff(Smashing)
  • 13.5% DamageBuff(Lethal)
  • 13.5% DamageBuff(Fire)
  • 13.5% DamageBuff(Cold)
  • 13.5% DamageBuff(Energy)
  • 13.5% DamageBuff(Negative)
  • 13.5% DamageBuff(Toxic)
  • 13.5% DamageBuff(Psionic)
  • 8% Defense(Smashing)
  • 8% Defense(Lethal)
  • 10.5% Defense(Fire)
  • 10.5% Defense(Cold)
  • 8% Defense(Energy)
  • 8% Defense(Negative)
  • 3% Defense(Psionic)
  • 13% Defense(Melee)
  • 13% Defense(Ranged)
  • 13.3% Defense(AoE)
  • 39% Enhancement(Accuracy)
  • 37.5% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 365.4 HP (19.5%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Held) 12.1%
  • MezResist(Immobilize) 12.1%
  • 4% (0.07 End/sec) Recovery
  • 90% (7.04 HP/sec) Regeneration
  • 6.25% Resistance(Negative)
  • 15% RunSpeed



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Technically Boxing is more DPA than jab, but I like the animations better for jab, its not that big of a difference in all honesty. Went maneuvers to mix with grant cover for teams, otherwise if you think cascadine defense is that big of an issue solo, when you are controlling yourself the herds of the groups, and knocking them down most of the time between shield charge and foot stomp, then, well I can't help you lol. Well, i could, but I just don't see it necessary enough :P


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

I'm currently leveling up a Tanker and would like some feedback on the temp planned out for him. The character concept is based around a mixture of Captain America and Cyclops. So the Leadership pool (Debating on fitting in Tactics somewhere) and Laser Eye Beams are a must.

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(46)
Level 1: Jab -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(15)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(46)
Level 4: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(11)
Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(7)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Swift -- Run-I(A)
Level 12: Phalanx Fighting -- Ksmt-ToHit+(A)
Level 14: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(15), Mrcl-Heal/EndRdx(17), Mrcl-Heal/Rchg(17), Mrcl-Heal/EndRdx/Rchg(19)
Level 16: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(21), Numna-EndRdx/Rchg(21), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(23)
Level 18: Against All Odds -- EndRdx-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(40), P'Shift-EndMod/Acc(43), P'Shift-End%(45)
Level 22: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(37)
Level 24: Boxing -- T'Death-Acc/Dmg(A)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam/Rchg(31), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(33), Aegis-Psi/Status(33)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(46)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(48)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Laser Beam Eyes -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(48), Dev'n-Dmg/Rchg(48), Dev'n-Hold%(50)
Level 49: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod/Acc(50), P'Shift-EndMod(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run


 

Posted

Ok everyone, I can't thank you all enough for the help and advice you have given me. I guess I was just jumping into Mid's blindly and slotting whatever seemed the "coolest" without giving much thought to the enhancements themselves or their relative costs. After reading all of your suggestions I have retooled the build. Please let me know if I'm heading in the right direction.

P.S. Thank you Windenergy21 for the build. It gave me a huge jumping off point.

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Contego: Level 50 Technology Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection -- DefBuff-I(A), DefBuff-I(11), DefBuff-I(13), DefBuff-I(17), DefBuff-I(34), ResDam-I(37)
Level 1: Jab -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(33)
Level 2: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(13), Numna-Heal/Rchg(15), ResDam-I(19), ResDam-I(19), S'fstPrt-ResDam/Def+(46)
Level 4: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Dam%(17)
Level 6: Super Jump -- Jump-I(A)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Battle Agility -- DefBuff-I(A), DefBuff-I(11), DefBuff-I(34), DefBuff-I(37), EndRdx-I(37)
Level 12: Active Defense -- RechRdx-I(A), RechRdx-I(15)
Level 14: Hurdle -- Jump-I(A)
Level 16: Combat Jumping -- DefBuff-I(A), DefBuff-I(34)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Numna-Heal/Rchg(23), Heal-I(42)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc(25), Efficacy-EndMod/EndRdx(25)
Level 22: Knockout Blow -- Mako-Dam%(A), Mako-Acc/Dmg(27), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(50)
Level 24: Phalanx Fighting -- DefBuff-I(A)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-%Dam(27), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Rchg/EndRdx(45), GSFC-Build%(46)
Level 30: Boxing -- Acc-I(A)
Level 32: One with the Shield -- ResDam-I(A), ResDam-I(40), ResDam-I(40), EndMod-I(42)
Level 35: Tough -- ResDam-I(A), ResDam-I(36), ResDam-I(36), EndRdx-I(36)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Acc/Rchg(40), M'Strk-Dmg/EndRdx/Rchg(42)
Level 41: Weave -- DefBuff-I(A), DefBuff-I(45), DefBuff-I(45), EndRdx-I(46)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(48), Numna-Heal/Rchg(48), P'Shift-EndMod(48), P'Shift-EndMod/Rchg(50), P'Shift-EndMod/Acc(50)
Level 49: Grant Cover -- DefBuff-I(A)
------------
Level 1: Brawl -- Mako-Dam%(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 0: Ninja Run
------------
Set Bonus Totals:

  • 14% DamageBuff(Smashing)
  • 14% DamageBuff(Lethal)
  • 14% DamageBuff(Fire)
  • 14% DamageBuff(Cold)
  • 14% DamageBuff(Energy)
  • 14% DamageBuff(Negative)
  • 14% DamageBuff(Toxic)
  • 14% DamageBuff(Psionic)
  • 8% Defense(Smashing)
  • 8% Defense(Lethal)
  • 5.81% Defense(Fire)
  • 5.81% Defense(Cold)
  • 8% Defense(Energy)
  • 8% Defense(Negative)
  • 3% Defense(Psionic)
  • 13% Defense(Melee)
  • 13% Defense(Ranged)
  • 8.63% Defense(AoE)
  • 18% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 6% Enhancement(Heal)
  • 10% FlySpeed
  • 281.1 HP (15%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Held) 9.35%
  • MezResist(Immobilize) 9.35%
  • MezResist(Stun) 2.2%
  • 4% (0.07 End/sec) Recovery
  • 56% (4.38 HP/sec) Regeneration
  • 3.13% Resistance(Negative)
  • 10% RunSpeed
------------
Set Bonuses:
Touch of Death
(Jab)
  • MezResist(Immobilize) 2.75%
  • 28.1 HP (1.5%) HitPoints
  • 2.5% DamageBuff(All)
  • MezResist(Held) 2.75%
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Numina's Convalescence
(True Grit)
  • 12% (0.94 HP/sec) Regeneration
  • 35.1 HP (1.88%) HitPoints
Steadfast Protection
(True Grit)
  • 3% Defense(All)
Mako's Bite
(Haymaker)
  • 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)
Numina's Convalescence
(Health)
  • 12% (0.94 HP/sec) Regeneration
  • 35.1 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
Efficacy Adaptor
(Stamina)
  • 21.1 HP (1.13%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.78 HP/sec) Regeneration
Mako's Bite
(Knockout Blow)
  • 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)
Obliteration
(Shield Charge)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Gaussian's Synchronized Fire-Control
(Rage)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 35.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Scirocco's Dervish
(Foot Stomp)
  • 10% (0.78 HP/sec) Regeneration
  • 3.13% Resistance(Negative)
  • 9% Enhancement(Accuracy)
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Numina's Convalescence
(Physical Perfection)
  • 12% (0.94 HP/sec) Regeneration
  • 35.1 HP (1.88%) HitPoints
Performance Shifter
(Physical Perfection)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 35.1 HP (1.88%) HitPoints



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1. Going to church doesn't make you a Christian any more than
standing in a garage makes you a car
2. Artificial intelligence is no match for natural stupidity
3. Someone who thinks logically provides a nice contrast to the
real world

 

Posted

Lots of good avice between CMA and Wind here, so I don't need to add much commentary. I had this build lying around and thought it might help the OP. It's pretty cheap with the lone exception of the Oblits and the Numina unique. I'm sure it can be optimized a bit but may give you something else to look at for a pretty cheap alternative.

Cheers
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection -- RedFtn-EndRdx(A), RedFtn-Def/EndRdx(3), RedFtn-Def(7), RedFtn-Def/EndRdx/Rchg(15), ResDam-I(34), ResDam-I(43)
Level 1: Jab -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg(5), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(37)
Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(34), RedFtn-EndRdx(46)
Level 4: True Grit -- Heal-I(A), Heal-I(5), Numna-Regen/Rcvry+(11), S'fstPrt-ResDam/Def+(17), ResDam-I(42), ResDam-I(43)
Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(7)
Level 8: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Dmg/EndRdx/Rchg(19)
Level 10: Against All Odds -- EndRdx-I(A)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A), Heal-I(19)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(21), Efficacy-EndMod/Acc(42)
Level 22: Knockout Blow -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(23), S'ngH'mkr-Dmg/Rchg(23), S'ngH'mkr-Dmg/EndRdx/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(25), F'dSmite-Acc/EndRdx/Rchg(46)
Level 24: Boxing -- Acc-I(A)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(50)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(50)
Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(31), Aegis-EndRdx/Rchg(31), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(43)
Level 32: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(33), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(37), RedFtn-EndRdx(46)
Level 35: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(50)
Level 38: Foot Stomp -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/Rchg(39), M'Strk-Acc/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(42)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(45), Heal-I(45), Heal-I(45)
Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48)
Level 49: Phalanx Fighting -- DefBuff-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 2: Ninja Run


[B] GUARDIAN 50s:[/B] [B]Tank[/B]: Ice/Fire, Fire/Fire, DA/SS, Inv/WM, SD/Elec...[B]Scrap[/B]: BS/Reg, Spin/DA, DM/SD, Fire/WP, Claws/SR....[B]Troller[/B]: Ill/Rad, Fire/Kin...[B]Blaster[/B]: Fire/EM....[B]Defender[/B]: D3...[B]Brute[/B]: Elm/ElA...[B]EPIC[/B]: Widow, PB, Crab...CURRENTLY: 45 Stone/Stone Tank...38 AR/Rad Corr...21 Ice^3 Dom