Seeking assistance giving SS/Fire a viable 2nd spec to tank
Avoiding purple sets, which don't give defense anyway, in mid's all I am able to seem to attain is about 21% s/l defense and a sad 48% recharge
If I take and properly slot Weave and Darkest Night, what would be the s/l defense % I should aim for? Should I be too concerned about ranged defense as well? If you couldn't tell, I really am not experienced with slotting a tank.
Thanks
My mids is wonky, so I can't post my Dm/ELA build. Here are the keys to softcapping from 0%:
- Use 4 parts of Kinetic Combat in 5 different melee attacks.
- Use 4 parts of Reactive Armor in every resistance shield.
- Use Gaussian's in Rage or 2 parts Rectified Recticle.
- Use Obliteration in PBAoE attacks.
- Take and socket Weave. Take Combat Jumping. Be sure to place LOtG recharge IOs here and other nice defense goodies here.
- Use the 3% global defense IO from Steadfast Protection.
- My tank build also took Taunt... it's really nice to have on a Brute if you run a designated Tank build in slot 2 and a SMASH build in slot 1. Perfect Zinger works great for stacking SM/L.
- I took Soul Tenticles for Enfeebled Operation and additional AoE -ToHit.
Since I'm ELA, I basically have limitless endurance and run Darkest Night as well. 45% SM/L with an additional 16% -ToHit hedges against cascade failure. You might be able to do the same with Consume, but it will be more difficult to sustain than ELA.
Villain Plan by Mids' Villain Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch
- (A) Accuracy IO
- (A) Impervium Armor - Resistance/Endurance
- (11) Impervium Armor - Resistance/Recharge
- (13) Impervium Armor - Endurance/Recharge
- (13) Impervium Armor - Resistance/Endurance/Recharge
- (23) Impervium Armor - Resistance
- (36) Impervium Armor - Psionic Resistance
- (A) Mako's Bite - Accuracy/Damage
- (3) Mako's Bite - Damage/Endurance
- (3) Mako's Bite - Damage/Recharge
- (5) Mako's Bite - Accuracy/Endurance/Recharge
- (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (7) Mako's Bite - Chance of Damage(Lethal)
- (A) Miracle - Heal/Endurance
- (15) Miracle - Heal/Endurance/Recharge
- (15) Miracle - Heal/Recharge
- (17) Harmonized Healing - Heal/Recharge
- (17) Harmonized Healing - Heal/Endurance/Recharge
- (36) Steadfast Protection - Resistance/+Def 3%
- (A) Recharge Reduction IO
- (7) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Crushing Impact - Accuracy/Damage
- (9) Crushing Impact - Damage/Endurance
- (9) Crushing Impact - Damage/Recharge
- (11) Crushing Impact - Accuracy/Damage/Recharge
- (29) Crushing Impact - Accuracy/Damage/Endurance
- (29) Crushing Impact - Damage/Endurance/Recharge
- (A) Run Speed IO
- (A) Scirocco's Dervish - Damage/Endurance
- (31) Scirocco's Dervish - Accuracy/Damage/Endurance
- (40) Multi Strike - Damage/Endurance
- (43) Multi Strike - Accuracy/Damage/Endurance
- (A) Winter's Gift - Slow Resistance (20%)
- (45) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Impervium Armor - Resistance/Endurance
- (37) Impervium Armor - Resistance/Recharge
- (37) Impervium Armor - Endurance/Recharge
- (40) Impervium Armor - Resistance/Endurance/Recharge
- (43) Impervium Armor - Resistance
- (43) Impervium Armor - Psionic Resistance
- (A) Miracle - +Recovery
- (19) Numina's Convalescence - +Regeneration/+Recovery
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (21) Performance Shifter - EndMod/Recharge
- (23) Performance Shifter - EndMod/Accuracy
- (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Performance Shifter - EndMod/Recharge
- (25) Performance Shifter - EndMod/Accuracy/Recharge
- (27) Performance Shifter - Accuracy/Recharge
- (40) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (27) Karma - Knockback Protection
- (A) Accuracy IO
- (A) Titanium Coating - Resistance/Endurance
- (31) Titanium Coating - Resistance
- (31) Titanium Coating - Endurance
- (34) Titanium Coating - Resistance/Recharge
- (50) Titanium Coating - Endurance/Recharge
- (50) Titanium Coating - Resistance/Endurance/Recharge
- (A) Obliteration - Damage
- (33) Obliteration - Chance for Smashing Damage
- (33) Obliteration - Accuracy/Damage/Endurance/Recharge
- (33) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Recharge
- (34) Obliteration - Damage/Recharge
- (A) Mocking Beratement - Taunt/Recharge
- (37) Mocking Beratement - Taunt/Recharge/Range
- (A) Red Fortune - Defense/Endurance
- (39) Red Fortune - Defense
- (39) Red Fortune - Defense/Recharge
- (39) Red Fortune - Endurance/Recharge
- (48) Red Fortune - Defense/Endurance/Recharge
- (48) Red Fortune - Endurance
- (A) Enfeebled Operation - Accuracy/Recharge
- (42) Enfeebled Operation - Immobilize/Range
- (42) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (42) Enfeebled Operation - Accuracy/Immobilize
- (A) Dark Watcher's Despair - To Hit Debuff
- (45) Dark Watcher's Despair - To Hit Debuff/Endurance
- (45) Endurance Reduction IO
- (A) Devastation - Accuracy/Damage/Endurance/Recharge
- (48) Devastation - Accuracy/Damage/Recharge
- (50) Devastation - Damage/Recharge
- (A) Recharge Reduction IO
Level 1: Brawl
- (A) Accuracy IO
- (A) Celerity - +Stealth
- (A) Recharge Reduction IO
Level 6: Ninja Run
------------
Set Bonus Totals:
- 10.5% DamageBuff(Smashing)
- 10.5% DamageBuff(Lethal)
- 10.5% DamageBuff(Fire)
- 10.5% DamageBuff(Cold)
- 10.5% DamageBuff(Energy)
- 10.5% DamageBuff(Negative)
- 10.5% DamageBuff(Toxic)
- 10.5% DamageBuff(Psionic)
- 9.88% Defense(Smashing)
- 9.88% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 7.38% Defense(Energy)
- 7.38% Defense(Negative)
- 6.75% Defense(Psionic)
- 13% Defense(Melee)
- 11.8% Defense(Ranged)
- 5.5% Defense(AoE)
- 6.3% Max End
- 22.5% Enhancement(RechargeTime)
- 16% Enhancement(Accuracy)
- 3% Enhancement(Immobilize)
- 15% FlySpeed
- 230.5 HP (15.4%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 11.6%
- MezResist(Immobilize) 7.7%
- MezResist(Sleep) 3.85%
- MezResist(Stun) 4.4%
- 14% (0.23 End/sec) Recovery
- 22% (1.38 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 1.88% Resistance(Negative)
- 14.8% Resistance(Psionic)
- 15% RunSpeed
Set Bonuses:
Impervium Armor
(Fire Shield)
- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
- 2.25% Max End
- MezResist(Held) 2.75%
- 3.13% Resistance(Psionic)
- 3% Resistance(Psionic)
(Haymaker)
- MezResist(Immobilize) 3.3%
- 22.5 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Healing Flames)
- 2.5% (0.04 End/sec) Recovery
- 28.1 HP (1.88%) HitPoints
(Healing Flames)
- 1.5% (0.03 End/sec) Recovery
(Healing Flames)
- 3% Defense(All)
(Knockout Blow)
- MezResist(Immobilize) 2.2%
- 16.9 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 2.5% Resistance(Psionic)
(Blazing Aura)
- 10% (0.63 HP/sec) Regeneration
(Blazing Aura)
- MezResist(Sleep) 1.65%
(Super Speed)
- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Super Speed)
- Knockback Protection (Mag -4)
(Plasma Shield)
- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
- 2.25% Max End
- MezResist(Held) 2.75%
- 3.13% Resistance(Psionic)
- 3% Resistance(Psionic)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
(Rage)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.1 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)
(Consume)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.1 HP (1.88%) HitPoints
(Combat Jumping)
- 7.5% Enhancement(RechargeTime)
(Combat Jumping)
- Knockback Protection (Mag -4)
(Tough)
- MezResist(Sleep) 2.2%
- 22.5 HP (1.5%) HitPoints
- MezResist(Stun) 2.2%
- MezResist(Held) 2.75%
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
(Foot Stomp)
- 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)
(Taunt)
- 1.8% Max End
(Weave)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Soul Tentacles)
- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
(Darkest Night)
- 22.5 HP (1.5%) HitPoints
(Gloom)
- 12% (0.75 HP/sec) Regeneration
- 33.7 HP (2.25%) HitPoints
I'd definitely try to softcap SM/L exclusively, following the general pattern I posted before. It's extremely potent if you want to Tank, as it's far and away the most common vector of attack, and smashing is often associated with split damage types.
I realize fire is probably one of the less good "tanking" specs for a brute. That being said, I would like to at least give my ss/fire a viable 2nd spec to tank with for non-extreme encounters. My primary build is purple'd out with 0 emphasis on defense, and 0 resistance to certain things like psi, hence the desire to have something that is good at more than a Nemesis TV farm.
I assume Soul Mastery-->Darkest Night is a given, or is it?
Is Taunt a good power to take?
Am I looking at slotting lots of Kinetic Combat sets into my attacks?
Any unique IO's I should be sure to include in the build?
Any other pointers? If someone happens to have a decent ss/fire defensive/tanking build to post that'd be awesome too. Thanks in advance.