Character Concept SD/SS Help


Andferne

 

Posted

First I guess that I need to explain the concept part of the build. The character idea is based off of someone who I have rpg'd as for 3+ years now. He is a mixture of Captain America and Cyclops from Marvel Comics (two if its greatest leaders). I've based the Cap version more on the Ultimate counterpart, hence why I have opted for the Super Strength power. Laser Eye beams is a must in the build, as well as the Leadership power pool. Besides that I am pretty open to ideas to help max him to the best of his abilities.

I have a level 50 Scrapper DM/SD that I will use to help fund this guys build. Saying that however I don't have a huge budget. So PvP and most Purple recipes are out of the question. Save a few that I have accumulated over time with my Scrapper. Right now I have two builds that I am working on and not sure which is better. As well as anything I might be missing that would be 'oh this would work well, add this here and that there'. I've only recently began playing with MID's (2-3 weeks now) and am addicted to it. lol

If there are any questions please feel free to ask. I'll post the two builds I have created so far so that people can tear them apart and tell me what needs fixings.

Thanks =D


 

Posted

First few thoughts on both builds. I suspect you'll find yourself going through endurance quite quickly. That much recharge with not nearly enough end recovery and not enough end redux in a few of your attacks.

Personally I'm not a big fan of using the leadership pool on tanks, but I can see how Maneuvers is helping you soft cap. First of all, I'd switch out Taunt for Tactics and slot it with Mocking Beratement.

I'd also take a few slots from a few places and 6 slot rage with the Gaussian's.

I think you've over slotted your earlier defenses on your first build, and under slotted them on your second build.

Although Oblit's are great for damage/recharge and are perfect for Shield Charge I think you need better end redux on a power like Foot Stomp. I'd 5 slot it with Scirroco's to get the 3.13 % AoE defense set bonus and then find a Damage/End IO from another set.


This is taking what you've got in both builds and making a bit of a mash up between the two and throwing in my "two cents". I'm still not sure that you'll avoid endurance problems even with this build, but you'll stay soft capped and I think do more damage. If nothing else it might give you a few ideas.

Hero Plan by Mids' Hero Designer 1.703
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(11), LkGmblr-Def/EndRdx/Rchg(25), ResDam-I(25), LkGmblr-Def/EndRdx(46)
Level 1: Jab -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(3), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(46)
Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7)
Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(27)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 10: Hurdle -- Jump-I(A)
Level 12: Phalanx Fighting -- Ksmt-ToHit+(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15), Numna-EndRdx/Rchg(21), Numna-Heal/Rchg(36), Numna-Heal/EndRdx/Rchg(37)
Level 16: True Grit -- Mrcl-Rcvry+(A), RgnTis-Regen+(17), ImpArm-ResDam(17), ImpArm-ResDam/EndRdx(19), ImpArm-ResDam/Rchg(19), ImpArm-ResDam/EndRdx/Rchg(21)
Level 18: Against All Odds -- EndRdx-I(A), Taunt-I(50)
Level 20: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23), P'Shift-End%(27)
Level 22: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(29), Hectmb-Acc/Dmg/Rchg(29), Hectmb-Acc/Rchg(31), Hectmb-Dmg/EndRdx(31)
Level 24: Boxing -- C'ngImp-Acc/Dmg(A)
Level 26: Shield Charge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(31), Oblit-Dmg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
Level 30: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(37), ImpArm-ResDam/EndRdx/Rchg(37), ImpArm-ResDam(40), S'fstPrt-ResDam/Def+(43)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 35: Maneuvers -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(36), GftotA-Def/EndRdx(45)
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), M'Strk-Dmg/EndRdx/Rchg(40)
Level 41: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(42), Mocking-Taunt/Rchg/Rng(42), Mocking-Acc/Rchg(42), Mocking-Taunt/Rng(43), Mocking-Rchg(43)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 47: Grant Cover -- LkGmblr-Rchg+(A)
Level 49: Laser Beam Eyes -- Dev'n-Acc/Dmg(A)
------------
Level 1: Brawl -- Mako-Dam%(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Thanks for the feedback. ^_^
Would you mind posting up the data chunk so I can feed straight into MID's?


 

Posted

Sorry. I hadn't noticed that this wasn't included. Glad I hadn't closed down the rebuild.


Code:
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Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Nice. I like the build. I have a question about Rage being slotted the way it is. Will I be able to keep Perma Rage with the recharge value I have?


 

Posted

Rage lasts 120 seconds. According to Mids, with the build I suggested as a starting place, Rage should recharge in about 102 sec's without hasten up. So yes, you should have perma rage. Hasten will make the recharge much quicker. Some where in the high 70 to low 80 seconds.


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Nice build, Rangle, though I have a couple of additional recommendations.

As currently slotted, the +HP aspect of True Grit isn't being enhanced at all. So I'd drop the End/Rchg and Heal/End/Rchg from Health and put the RT and Miracle uniques there. That will free up space for 2 lv 50 common Heal IOs in TG, which will give the OP an additional 165 HP--a lot more than bonuses and accolades.

The current build is well above the soft-cap for Ranged, so the defense bonus in Health wasn't really needed, but the OP can always put a full set of Mako's in Jab or Haymaker to make up that lost defense if desired. (I'd recommend pulling a slot from CP if necessary.)

Also, I'd take the Taunt slot from AAC (which isn't necessary, IMO) and put a second resist IO in Deflection for a little more S/L resistance.

Here's what it would look like with the Mako's set and the other changes.

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(11), LkGmblr-Def/EndRdx/Rchg(25), ResDam-I(25), LkGmblr-Def/EndRdx(46), ResDam-I(50)
Level 1: Jab -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(3), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(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(7), Mako-Dam%(37)
Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(27)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 10: Hurdle -- Jump-I(A)
Level 12: Phalanx Fighting -- Ksmt-ToHit+(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15), Numna-Heal/Rchg(21), RgnTis-Regen+(36), Mrcl-Rcvry+(50)
Level 16: True Grit -- Heal-I(A), Heal-I(17), ImpArm-ResDam(17), ImpArm-ResDam/EndRdx(19), ImpArm-ResDam/Rchg(19), ImpArm-ResDam/EndRdx/Rchg(21)
Level 18: Against All Odds -- EndRdx-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23), P'Shift-End%(27)
Level 22: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(29), Hectmb-Acc/Dmg/Rchg(29), Hectmb-Acc/Rchg(31), Hectmb-Dmg/EndRdx(31)
Level 24: Boxing -- C'ngImp-Acc/Dmg(A)
Level 26: Shield Charge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(31), Oblit-Dmg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
Level 30: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(37), ImpArm-ResDam/EndRdx/Rchg(37), ImpArm-ResDam(40), S'fstPrt-ResDam/Def+(43)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 35: Maneuvers -- LkGmblr-Def/EndRdx(A), RedFtn-Def(36), GftotA-Def/EndRdx(45)
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), M'Strk-Dmg/EndRdx(40)
Level 41: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(42), Mocking-Taunt/Rchg/Rng(42), Mocking-Acc/Rchg(42), Mocking-Taunt/Rng(43), Mocking-Rchg(43)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
Level 47: Grant Cover -- LkGmblr-Rchg+(A)
Level 49: Laser Beam Eyes -- Dev'n-Acc/Dmg(A)
------------
Level 1: Brawl -- Mako-Dam%(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 8.5% DamageBuff(Smashing)
  • 8.5% DamageBuff(Lethal)
  • 8.5% DamageBuff(Fire)
  • 8.5% DamageBuff(Cold)
  • 8.5% DamageBuff(Energy)
  • 8.5% DamageBuff(Negative)
  • 8.5% DamageBuff(Toxic)
  • 8.5% DamageBuff(Psionic)
  • 8.63% Defense(Smashing)
  • 8.63% Defense(Lethal)
  • 8.94% Defense(Fire)
  • 8.94% Defense(Cold)
  • 6.13% Defense(Energy)
  • 6.13% Defense(Negative)
  • 6.75% Defense(Psionic)
  • 10.5% Defense(Melee)
  • 9.25% Defense(Ranged)
  • 10.2% Defense(AoE)
  • 6.3% Max End
  • 67% Enhancement(Accuracy)
  • 57.5% Enhancement(RechargeTime)
  • 6% Enhancement(Heal)
  • 5% FlySpeed
  • 182.7 HP (9.75%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 6.05%
  • MezResist(Immobilize) 5.5%
  • MezResist(Stun) 2.2%
  • 11.5% (0.19 End/sec) Recovery
  • 52% (4.07 HP/sec) Regeneration
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 3.13% Resistance(Negative)
  • 5% RunSpeed

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My Characters

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

 

Posted

Quote:
Originally Posted by Rangle M. Down View Post
Rage lasts 120 seconds. According to Mids, with the build I suggested as a starting place, Rage should recharge in about 102 sec's without hasten up. So yes, you should have perma rage. Hasten will make the recharge much quicker. Some where in the high 70 to low 80 seconds.
Alright thanks. Which tab/section do I look at in MID's to find this sort of information? I've only recently started using it so I am still learning a lot about the program.

Quote:
Originally Posted by Finduilas View Post
Nice build, Rangle, though I have a couple of additional recommendations.

As currently slotted, the +HP aspect of True Grit isn't being enhanced at all. So I'd drop the End/Rchg and Heal/End/Rchg from Health and put the RT and Miracle uniques there. That will free up space for 2 lv 50 common Heal IOs in TG, which will give the OP an additional 165 HP--a lot more than bonuses and accolades.

The current build is well above the soft-cap for Ranged, so the defense bonus in Health wasn't really needed, but the OP can always put a full set of Mako's in Jab or Haymaker to make up that lost defense if desired. (I'd recommend pulling a slot from CP if necessary.)

Also, I'd take the Taunt slot from AAC (which isn't necessary, IMO) and put a second resist IO in Deflection for a little more S/L resistance.
Thanks for the build. I have a question regarding both of yalls builds. On Stamina you both just placed one performance enhancer then left the rest to be normal enhancements. Which puts my Recovery at 187 and Regeneration at 3.62. With the four slots there all going to the Performance enhancer I would get the same Recovery, but my Regeneration would be a slight higher with 3.63. But then I would also get the HP bonus from the set.


 

Posted

Quote:
Originally Posted by Andferne View Post
Alright thanks. Which tab/section do I look at in MID's to find this sort of information? I've only recently started using it so I am still learning a lot about the program.
Never mind this. I found it. >_> Now I feel stupid. >_<


 

Posted

Quote:
Thanks for the build. I have a question regarding both of yalls builds. On Stamina you both just placed one performance enhancer then left the rest to be normal enhancements. Which puts my Recovery at 187 and Regeneration at 3.62. With the four slots there all going to the Performance enhancer I would get the same Recovery, but my Regeneration would be a slight higher with 3.63. But then I would also get the HP bonus from the set.
Either way is viable. You'd need to decide if that small of a bonus is worth the extra time, expense, and effort to achieve. I'll work in those minor bits if it doesn't harm the overall build. Eventually those small bits can add up.


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Quote:
Originally Posted by Rangle M. Down View Post
Either way is viable. You'd need to decide if that small of a bonus is worth the extra time, expense, and effort to achieve. I'll work in those minor bits if it doesn't harm the overall build. Eventually those small bits can add up.
Right now the character is only level 20. Looted an Apocalypse on him last night while with a friend who is helping me level as we go through his missions. Which I will end up selling. Also looted another Apocalypse recipe last night when I got on my 50 Scrapper. Another one I will end up selling. Which happens frequently for me. lol

So while I don't have a huge bank account, like I've seen some people here for their builds. I'm currently sitting at 1.2bil or so on my main. Which is who will be used to help buy everything for this guy.


 

Posted

Edited


 

Posted

New take. My biggest concern is my Endurance management.

Edited


 

Posted

Hmm, your slotting is rather baffling; the base defense for Weave is almost twice as much as for Manuevers, yet you've devoted 5 slots to Manuevers and only two to Weave--and no end reduction. Manuevers' defense is small compared to BA, Deflection and Weave, and they should be slotted as close to the ED cut-off as possible. I strongly recommend that you drop Manuevers entirely and pick up CJ instead. CJ has slightly more defense than Weave at a fraction of the endurance cost. CJ needs 2 slots at most--3 if you can spare them.

Hasten is overslotted, I take at one, if not two, slots and use them elsewhere. Active Defense needs two slots, at least until you have all your global recharge bonuses in place.

Drop the Psi resistance slot from Tough and use it elsewhere. You don't have enough Psi resist to do you any good, and both Deflection and True Grit could use some resist slotting. Believe me, slotting for S/L resistance will be MUCH more worthwhile than the piddly amount of Psi resist you're getting. (Be sure to slot the Res/End and Res/End/Rchg in Tough so you have enough end reduction.)

IMO, both True Grit and Stamina are overslotted; they don't need more than 4 slots apiece. I really don't think the bonuses you're getting from them are worth not slotting Deflection and TG for resistance.

I'd do something like this; the Recharge and Regen are very slightly lower than in your build, but the resist values and end usage are much better.

Hero Plan by Mids' Hero Designer 1.704
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: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(25), ResDam-I(46), ResDam-I(50)
Level 1: Jab -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Acc/Dmg(5), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(7)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Def/EndRdx(25)
Level 4: Haymaker -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg(9), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(11)
Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(15)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 10: Hurdle -- Jump-I(A)
Level 12: Phalanx Fighting -- Ksmt-ToHit+(A), LkGmblr-Rchg+(13)
Level 14: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(15)
Level 16: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(19), ResDam-I(45), ResDam-I(50)
Level 18: Against All Odds -- EndRdx-I(A)
Level 20: Stamina -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(21), Efficacy-EndMod(23), Efficacy-EndMod/Rchg(23)
Level 22: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/EndRdx(27), Hectmb-Dmg/Rchg(27), Hectmb-Acc/Dmg/Rchg(29), Hectmb-Acc/Rchg(29)
Level 24: Boxing -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(33)
Level 26: Shield Charge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(33), Oblit-Dmg(33), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 30: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(43), ImpArm-ResDam(45), S'fstPrt-ResDam/Def+(45)
Level 32: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(40), GftotA-Def/EndRdx/Rchg(46), GftotA-Def(46)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(37), Zephyr-Travel/EndRdx(40)
Level 38: Foot Stomp -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg(39), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(40)
Level 41: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(42), Mocking-Taunt/Rchg/Rng(42), Mocking-Acc/Rchg(42), Mocking-Taunt/Rng(43), Mocking-Rchg(43)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Laser Beam Eyes -- Apoc-Dmg/EndRdx(A), Apoc-Dmg(48), Apoc-Dmg/Rchg(48), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(50)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Mako-Dam%(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 9.5% DamageBuff(Smashing)
  • 9.5% DamageBuff(Lethal)
  • 9.5% DamageBuff(Fire)
  • 9.5% DamageBuff(Cold)
  • 9.5% DamageBuff(Energy)
  • 9.5% DamageBuff(Negative)
  • 9.5% DamageBuff(Toxic)
  • 9.5% DamageBuff(Psionic)
  • 8.63% Defense(Smashing)
  • 8.63% Defense(Lethal)
  • 7.38% Defense(Fire)
  • 7.38% Defense(Cold)
  • 4.88% Defense(Energy)
  • 4.88% Defense(Negative)
  • 4.88% Defense(Psionic)
  • 10.5% Defense(Melee)
  • 6.75% Defense(Ranged)
  • 7.06% Defense(AoE)
  • 3.6% Max End
  • 78% Enhancement(Accuracy)
  • 6% Enhancement(Heal)
  • 95% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 231.9 HP (12.4%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 6.6%
  • MezResist(Stun) 2.2%
  • 16.5% (0.28 End/sec) Recovery
  • 58% (4.54 HP/sec) Regeneration
  • 7.54% Resistance(Fire)
  • 5.04% Resistance(Cold)
  • 5% RunSpeed

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My Characters

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

 

Posted

Oops, forgot you wanted Manuevers for concept reasons. Personally, I'd go with RP for Cap's leadership qualities and skip Manuevers, but if you definitely still want it you can swap it in for CJ. You'll lose the BotZ bonus, unfortunately.


My Characters

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

 

Posted

Quote:
Originally Posted by Finduilas View Post
Oops, forgot you wanted Manuevers for concept reasons. Personally, I'd go with RP for Cap's leadership qualities and skip Manuevers, but if you definitely still want it you can swap it in for CJ. You'll lose the BotZ bonus, unfortunately.
Thanks for the build and tips. Like the higher resistances on your build over what mine was. The Defenses are all still capped too. I have a couple of questions though. Would I be better off slotting Stamina with Performance Shifters instead of the Efficiency Adapters? The only reason I had used them over the PS were for the bonus at 6 slotting them to recharge. So I could maintain a perma Hasten state. Without that extra 5% I fall short.

One of the other reasons I prefer Maneuvers over Combat Jumping is that I use Ninja Run + Hurdle for traveling around. Any time I toggle on Ninja Run Combat Jumping stops and vice versa. I hate having to toggle that power on and off each time. Again though it's just a minor pet peeve type of thing. lol

I still have some concern over End drain, and if I will be able to maintain all these toggles along with the attack chain with just Stamina fueling it. My Scrapper DM/SD also has physical perfection so I can't really compare the two. Which is why I ended up double slotting Conserve Power over Activate Defense, to help that power come around faster.


 

Posted

Newest take on the build.


 

Posted

I have a few question if someone could help me clarify them.

1) What's considered a good Regen for Tankers in general?
2) Same as above but for Recovery.
3) With Rage being double stacked for a good bit, does it benefits stack? (accuracy and +damage) or will it just always be in affect?


 

Posted

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Posted

Think I've finally fixed the end drains I was having for this guy. Got a few more recipes to get to complete everything list above. But so far he plays a lot better. Stacking Rage way too much led End problems, and then trying to solve that with picking up OwtS and using it as a End 'recovery' was not working too well. Since the crash gave as much as it gives. imo Not to mention when that OwtS end crash happens along with the Rage crash it hurts.

Bright side is I've been stocking up on those End temp powers. lol Hopefully now though I won't need them..