SD/SS without Hasten?


Andferne

 

Posted

I've been looking over a lot of posts and it seems I can't find a SD/SS without hasten.
I was wondering if it's that important to the standard build. And what would I lose if I don't use it?
I worry about handling the crash from that plus Rage. I keep AD on auto fire so that means I would have to manually manage Rage and Hasten. Is this wrong? Also understand that ATM I'm lvl 34 and have no IO sets, and not enough inf to buy any serious ones right now (about 35mil to my name.)

If leaving out hasten is doable, could someone post a build without it?
Lastly is there anyone who could post a good low budget IO build that works on +Def.

Thanks


 

Posted

With this build it is fairly cheap, but I hardly used any IO sets. You're three primary defenses (Melee, Range, AoE) are all well over capped at 48%. Smashing and Lethal resistances are at 38.8%. I'm not the best temp builder, by far and just recently started to toy with things myself. Obviously there is a vast amount of room for improvement, but this set up should suffice for a low end build. I would think.

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

Click this DataLink to open the build!

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

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



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Posted

Quote:
Originally Posted by Endless_Night View Post
I've been looking over a lot of posts and it seems I can't find a SD/SS without hasten.
My SD tank does not have Hasten. It's not a 'click heavy' set, so I don't see the point. Also, when I'm making a tank, my goal is to be tough. Offense is secondary. Now, a fire tank or an ice tank would be a different story.....


Paragon City Search And Rescue
The Mentor Project

 

Posted

Excuse my ignorance, but is there a way to softcap (or be darn close) without spending billions? I've managed to muster up nearly 60 million. But after looking at other build posts for SD/SS and doing some price checking, those builds seem to be so far out of reach I'd need a space shuttle to get to them.


 

Posted

Quote:
Originally Posted by Endless_Night View Post
Excuse my ignorance, but is there a way to softcap (or be darn close) without spending billions? I've managed to muster up nearly 60 million. But after looking at other build posts for SD/SS and doing some price checking, those builds seem to be so far out of reach I'd need a space shuttle to get to them.
Very easily, for Tankers.

Your SD toggles, Phalanx Fighting, Combat Jumping and Weave get you very close. Put a Steadfast +3% def in Tough or True Grit and you're only a few points off each position.

Multistrikes for cheap melee and AoE defense. Put them in Shield Charge and Footstomp. For ranged defense, Lockdowns or Thunderstrikes in an APP hold or Thunderstrikes in an APP ranged blast.

Getting softcap defense isn't expensive. Getting softcapped defense with really high levels of recharge/recovery is.


Support Guides for all Corruptor secondaries and Fortunatas
The Melee Teaming Guide for Melee Mans

 

Posted

Quote:
Originally Posted by Endless_Night View Post
Excuse my ignorance, but is there a way to softcap (or be darn close) without spending billions? I've managed to muster up nearly 60 million.
On a shield tank? Without spending billions? Easily. For under 60 million? . . . . I think so, but I'm not sure. If not, it's probably close. I think you'll need to spend about a third of that on the Steadfast +defense unique (and you'll need patience to get it that cheap).

Take every power in your primary that gives defense.
Get Weave.
Get Combat Jumping.
If cash is really at a premium, get Maneuvers. It's 2.275% defense for a tank.


Paragon City Search And Rescue
The Mentor Project

 

Posted

Quote:
Originally Posted by Ironblade View Post
On a shield tank? Without spending billions? Easily. For under 60 million? . . . . I think so, but I'm not sure. If not, it's probably close. I think you'll need to spend about a third of that on the Steadfast +defense unique (and you'll need patience to get it that cheap).

Take every power in your primary that gives defense.
Get Weave.
Get Combat Jumping.
If cash is really at a premium, get Maneuvers. It's 2.275% defense for a tank.
I believe that what you've listed puts you at around 42%... tossing the Steadfast 3% def unique into True Grit would get you there. Last time I bought one it was selling in the 15 million range. Or you can simply buy it with merits, it's around 120 merits as I recall.

I've around 50-70 million in my Shield/Fire tanker at level 40... he's about 5% short of the soft cap at the moment but I get Weave at 41 which puts him over the top. One set of Touch of Death, two sets of Scirocco's Dervish and one set of Multi-Strike are the main items, along with 2 sets of Gift of the Ancients (4 slotted) in the armors to handle the endurance issues. There's a few other miscellaneous IO's in the build but those are the highlights. Oh, add a full set of Mocking Beratement in Taunt... that set was practically free.


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

 

Posted

Here's my build now at 44. I have about 30 mil on me left and I'm taking any recommendations as to how to squeek some more DEF without lossing too much Damage.

Thanks

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 43 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(33), RedFtn-EndRdx(34)
Level 1: Jab -- EndRdx-I(A), Acc-I(3), RechRdx-I(3), Dmg-I(9), Dmg-I(34), Dmg-I(42)
Level 2: True Grit -- Heal-I(A), Heal-I(17), Heal-I(17), ResDam-I(34), S'fstPrt-ResDam/Def+(40), ResDam-I(42)
Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(11)
Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(7)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Battle Agility -- EndRdx-I(A), DefBuff-I(13), DefBuff-I(15), DefBuff-I(19)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Heal-I(A), Heal-I(19), Heal-I(33)
Level 18: Phalanx Fighting -- DefBuff-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21), Empty(37)
Level 22: Knockout Blow -- EndRdx-I(A), EndRdx-I(23), RechRdx-I(23), Acc-I(25), Dmg-I(25), Dmg-I(33)
Level 24: Boxing -- Acc-I(A)
Level 26: Shield Charge -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27), Dmg-I(31), Dmg-I(31), Dmg-I(31)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Tough -- EndRdx-I(A)
Level 32: Weave -- EndRdx-I(A), DefBuff-I(36), DefBuff-I(37), DefBuff-I(37)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
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(40)
Level 41: Conserve Power -- Empty(A), Empty(42)
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run



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Posted

Just added info: I've been mostly soloing since about 35 becuase of my play time and horid internet connection. Since 38, I run missions at +1 x8 (no bosses).

I guess I'm torn between spending on those few pricey uniques or some kind of sets. Also the damage vs def. Since this is the first toon I've ever IO'd I'm a poor judge of which sets are worth it.

Thanks for the advice.


 

Posted

I'm not a fan of using Red Fortune for Ranged defense, since normally you'd only need 4 slots to fully slot a defense power, and the two extra slots seem like a waste to me.

I do understand why you might want to use them; they're relatively cheap compared to some of the attack sets that give positional defense bonuses. However, if you are going to use them, I think you should move them to Battle Agility; slotting them in Deflection means there's no room to slot for resistance and increase your S/L resist total. While slotting for resistance isn't essential, if both Deflection and Tough are fully slotted you'll have around 45% resistance to S/L, which can be extremely helpful especially in the case of defense debuffs.

I followed an approach similar to what C_M_A describes above to soft-cap my Shield/Electric tank, though I was able to use three sets of the relatively cheap Multi Strikes for melee and AoE def since Electric has so many AoE attacks.


My Characters

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

 

Posted

Quote:
Originally Posted by Endless_Night View Post
I've been looking over a lot of posts and it seems I can't find a SD/SS without hasten.
I was wondering if it's that important to the standard build. And what would I lose if I don't use it?
I worry about handling the crash from that plus Rage. I keep AD on auto fire so that means I would have to manually manage Rage and Hasten. Is this wrong? Also understand that ATM I'm lvl 34 and have no IO sets, and not enough inf to buy any serious ones right now (about 35mil to my name.)

If leaving out hasten is doable, could someone post a build without it?
Lastly is there anyone who could post a good low budget IO build that works on +Def.

Thanks

Sure thing to both (fyi I hate having to manually click hasten, same with rage, but its less of an issue) Stinks active defense has to take that auto-power, but hasten is just a PITA personally, at least rage you know if you need it or not and when it's about to go out easier.


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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|4EE93DC672CFB15B44BD02BD164ABC115A210D71B3531C4A6F53A8DF58EE7F2A450|
|79E810E851247A0E7B00CC9E7A85183E89D6FF093D41EFA0CFA2234F615F44D68E2|
|BBD07C80C562AF61B47704ED1D417B47D0DEE41FED7593B951D3CBD101097928346|
|EFC8ECF898F89F3A005A1E48CD0026D3869369C84B929989B82B929984BC15CEA85|
|C8FCE8516ADA6C380DBF3FA84BB3E64B9CC50964F02566712CF36FE1F01DE8BD509|
|464E68CCCDC2FF9A4CF3641DC3B22B7D02DAA3E678E650EC732E43DBD66F4A347AD|
|FE1559F39E5E2AE59248DA7B7AA5FFEBF9196AD5E9B8CBF77D9D618DEFF0068F361|
|9B678BACD238B470F197678DA3C09B594462EB0A08B0C97182E331C73923F481064|
|083184193A19220C5D0C31865E8601860F0CCDDFDB15F8BD|
|-------------------------------------------------------------------|
This is about the most influence managed builds you can get too. Very good for teams (no taunt, I never seem to need it, especially on a build like this with a strong autohit aura, large radius foot stomp, that knocks down, as well as the larger radius shield charge for starting battles.

Over capped by a few percentages for defense, to combat any debuffs, in addition to granting teammates near you 16.56% defense, more than enough recovery, some good Hp bonuses, and an additional 173.4% regeneration (means you regenerate just a tidbit faster than a tic every 3.5 seconds, VERY useful)

It would be nice to fit in OWTS, but with tough, capped defenses, the resists from Deflection/true grit plus the extra HP/bonuses, and high regeneration and knockdowns, it shouldn't be needed.

If you still like that, and want taunt, if you wanted to drop tough you could pick up taunt and OWTS that way. Neither should really ever be necessary though so I'd suggest sticking with this build.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server