Electric/Fire


Ael Rhiana

 

Posted

Greetings. I wanted to ask for your advice on my build. I recently got this toon to 50 and its honestly been the *only* tanker (in 5 years) that I have honestly enjoyed. Also my first lvl 50 tank. Anyways, here is the build I managed to come up with. I admit that I am not very good with making builds, although I do try. The build is below. Don't be too hard on me!

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: Electric Armor
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Charged Armor

  • (A) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance
  • (3) Reactive Armor - Resistance/Endurance/Recharge
  • (5) Reactive Armor - Endurance
  • (19) Reactive Armor - Resistance/Recharge
Level 1: Scorch
  • (A) Kinetic Combat - Accuracy/Damage
  • (23) Kinetic Combat - Damage/Endurance
  • (25) Kinetic Combat - Damage/Recharge
  • (25) Kinetic Combat - Damage/Endurance/Recharge
  • (27) Accuracy IO
Level 2: Fire Sword
  • (A) Kinetic Combat - Accuracy/Damage
  • (11) Kinetic Combat - Damage/Endurance
  • (13) Kinetic Combat - Damage/Recharge
  • (13) Kinetic Combat - Damage/Endurance/Recharge
  • (15) Accuracy IO
Level 4: Conductive Shield
  • (A) Reactive Armor - Resistance/Endurance
  • (5) Reactive Armor - Resistance
  • (9) Reactive Armor - Endurance
  • (11) Reactive Armor - Resistance/Endurance/Recharge
  • (23) Reactive Armor - Resistance/Recharge
Level 6: Static Shield
  • (A) Reactive Armor - Resistance/Endurance
  • (7) Reactive Armor - Resistance
  • (7) Reactive Armor - Resistance/Endurance/Recharge
  • (9) Reactive Armor - Endurance
  • (17) Reactive Armor - Resistance/Recharge
Level 8: Grounded
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 10: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 12: Energize
  • (A) Doctored Wounds - Heal/Endurance
  • (15) Doctored Wounds - Heal
  • (27) Doctored Wounds - Endurance/Recharge
  • (42) Doctored Wounds - Heal/Endurance/Recharge
  • (42) Doctored Wounds - Heal/Recharge
Level 14: Swift
  • (A) Run Speed IO
Level 16: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (17) Numina's Convalescence - Heal
  • (19) Miracle - +Recovery
Level 18: Combustion
  • (A) Obliteration - Accuracy/Recharge
  • (45) Obliteration - Damage
  • (45) Obliteration - Accuracy/Damage/Recharge
  • (46) Obliteration - Damage/Recharge
  • (46) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (46) Obliteration - Chance for Smashing Damage
Level 20: Stamina
  • (A) Endurance Modification IO
  • (21) Endurance Modification IO
  • (21) Endurance Modification IO
Level 22: Lightning Field
  • (A) Obliteration - Damage
  • (40) Obliteration - Accuracy/Recharge
  • (43) Obliteration - Damage/Recharge
  • (43) Obliteration - Accuracy/Damage/Recharge
  • (43) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (45) Obliteration - Chance for Smashing Damage
Level 24: Super Jump
  • (A) Jumping IO
  • (33) Jumping IO
Level 26: Power Sink
  • (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (50) Efficacy Adaptor - Accuracy/Recharge
  • (50) Efficacy Adaptor - EndMod/Accuracy
Level 28: Fire Sword Circle
  • (A) Obliteration - Damage
  • (29) Obliteration - Accuracy/Recharge
  • (29) Obliteration - Damage/Recharge
  • (31) Obliteration - Accuracy/Damage/Recharge
  • (31) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (31) Obliteration - Chance for Smashing Damage
Level 30: Taunt
  • (A) Perfect Zinger - Accuracy/Recharge
  • (33) Perfect Zinger - Taunt/Recharge/Range
  • (33) Perfect Zinger - Taunt/Recharge
  • (34) Perfect Zinger - Taunt
  • (34) Perfect Zinger - Chance for Psi Damage
  • (34) Perfect Zinger - Taunt/Range
Level 32: Boxing
  • (A) Kinetic Combat - Accuracy/Damage
  • (37) Kinetic Combat - Damage/Endurance
  • (37) Kinetic Combat - Damage/Recharge
  • (37) Kinetic Combat - Damage/Endurance/Recharge
Level 35: Tough
  • (A) Reactive Armor - Resistance/Endurance/Recharge
  • (36) Reactive Armor - Resistance/Endurance
  • (36) Reactive Armor - Resistance
  • (36) Reactive Armor - Endurance
Level 38: Greater Fire Sword
  • (A) Kinetic Combat - Accuracy/Damage
  • (39) Kinetic Combat - Damage/Endurance
  • (39) Kinetic Combat - Damage/Recharge
  • (39) Kinetic Combat - Damage/Endurance/Recharge
  • (40) Hecatomb - Accuracy/Damage/Recharge
  • (40) Hecatomb - Damage/Endurance
Level 41: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (42) Luck of the Gambler - Defense
Level 44: Conserve Power
  • (A) Recharge Reduction IO
Level 47: Laser Beam Eyes
  • (A) Decimation - Accuracy/Damage
  • (48) Decimation - Damage/Endurance
  • (48) Decimation - Damage/Recharge
  • (48) Decimation - Accuracy/Endurance/Recharge
  • (50) Decimation - Accuracy/Damage/Recharge
Level 49: Lightning Reflexes
  • (A) Run Speed IO
------------
Level 1: Brawl
  • (A) Damage Increase IO
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Gauntlet
Level 2: Ninja Run



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"Certain it is and sure: love burns, ale burns, fire burns, politics burns, but cold were life without them." - Romulan proverb

My Characters

 

Posted

Here's my recommendation: don't take an APP, respec out of it. There's often a mindset on the boards like APPs are an automatic choice, but they're really not - APP's are not all that great for tanks, (particularly electric tanks, which don't need endurance) especially in comparison to what you're passing up.

If you want laser eyes for theme reasons, go for it and love it.

But if you want the best powers, scrap laser eyes and conserve power (no need for an electric tank) and take really useful stuff like Hasten, Build Up, and Incinerate. There's no way I'd pass up Incinerate, unless you're going to fight solo/no bosses all the time.

Your general power choices/slotting seems otherwise fine, though I might quibble with a few minor points - I might take a slot less in Static Shield and Super Jump, perhaps adding them to Combat Jumping, Weave and/or Health. I'd also take Lightning Reflexes a lot earlier than 49 if you're going to exemp down much.


 

Posted

I mainly took the APP for themeatic reasons. She is 'cybernetic' after all. I don't plan to exemp down more than a few more times max. I only have two more TF's to do before I earn the TFC accolade and after that, I probably won't be exemping down. I actually tend to shy away from hasten. I like it on some toons, but I don't like how many people make hasten seem nearly mandatory.

Yeah, I wanted incenerate and BU (have them now), but I couldn't make them fit. I admit that I have a terrible time with mids and number crunching - especially with building tanks.

I'll tweak the build slightly and repost later this evening. Thanks for the comments!

EDIT: Here is the revised...

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

Click this DataLink to open the build!

Cybernetic Cinder: Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed

Hero Profile:
Level 1: Charged Armor

  • (A) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance
  • (3) Reactive Armor - Endurance
  • (5) Reactive Armor - Endurance/Recharge
  • (5) Reactive Armor - Resistance/Endurance/Recharge
Level 1: Scorch
  • (A) Kinetic Combat - Accuracy/Damage
  • (7) Kinetic Combat - Damage/Endurance
  • (7) Kinetic Combat - Damage/Recharge
  • (9) Kinetic Combat - Damage/Endurance/Recharge
  • (9) Accuracy IO
Level 2: Fire Sword
  • (A) Kinetic Combat - Accuracy/Damage
  • (11) Kinetic Combat - Damage/Endurance
  • (11) Kinetic Combat - Damage/Recharge
  • (13) Kinetic Combat - Damage/Endurance/Recharge
  • (13) Accuracy IO
Level 4: Conductive Shield
  • (A) Reactive Armor - Resistance/Endurance
  • (15) Reactive Armor - Endurance
  • (15) Reactive Armor - Endurance/Recharge
  • (17) Reactive Armor - Resistance/Endurance/Recharge
  • (17) Reactive Armor - Resistance
Level 6: Static Shield
  • (A) Reactive Armor - Resistance/Endurance
  • (19) Reactive Armor - Resistance
  • (19) Reactive Armor - Endurance
  • (21) Reactive Armor - Resistance/Endurance/Recharge
Level 8: Grounded
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 10: Swift
  • (A) Run Speed IO
Level 12: Energize
  • (A) Doctored Wounds - Heal/Endurance
  • (23) Doctored Wounds - Endurance/Recharge
  • (23) Doctored Wounds - Heal/Recharge
  • (25) Doctored Wounds - Heal/Endurance/Recharge
  • (25) Doctored Wounds - Heal
Level 14: Combat Jumping
  • (A) Luck of the Gambler - Defense/Endurance
  • (21) Luck of the Gambler - Recharge Speed
Level 16: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (27) Numina's Convalescence - Heal
  • (27) Miracle - +Recovery
  • (29) Miracle - Heal
Level 18: Super Jump
  • (A) Jumping IO
Level 20: Stamina
  • (A) Endurance Modification IO
  • (29) Endurance Modification IO
  • (31) Endurance Modification IO
Level 22: Lightning Reflexes
  • (A) Run Speed IO
Level 24: Lightning Field
  • (A) Obliteration - Damage
  • (31) Obliteration - Accuracy/Recharge
  • (31) Obliteration - Damage/Recharge
  • (33) Obliteration - Accuracy/Damage/Recharge
  • (33) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (33) Obliteration - Chance for Smashing Damage
Level 26: Power Sink
  • (A) Efficacy Adaptor - EndMod/Accuracy
  • (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (37) Efficacy Adaptor - Accuracy/Recharge
Level 28: Fire Sword Circle
  • (A) Obliteration - Damage
  • (34) Obliteration - Accuracy/Recharge
  • (34) Obliteration - Damage/Recharge
  • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (36) Obliteration - Accuracy/Damage/Recharge
  • (36) Obliteration - Chance for Smashing Damage
Level 30: Build Up
  • (A) Recharge Reduction IO
  • (37) Recharge Reduction IO
  • (37) Recharge Reduction IO
Level 32: Taunt
  • (A) Perfect Zinger - Taunt
  • (39) Perfect Zinger - Taunt/Recharge
  • (39) Perfect Zinger - Taunt/Recharge/Range
  • (39) Perfect Zinger - Accuracy/Recharge
  • (40) Perfect Zinger - Taunt/Range
  • (40) Perfect Zinger - Chance for Psi Damage
Level 35: Incinerate
  • (A) Kinetic Combat - Accuracy/Damage
  • (43) Kinetic Combat - Damage/Endurance
  • (45) Kinetic Combat - Damage/Recharge
  • (45) Kinetic Combat - Damage/Endurance/Recharge
  • (46) Hecatomb - Damage/Endurance
  • (50) Hecatomb - Accuracy/Damage/Recharge
Level 38: Greater Fire Sword
  • (A) Kinetic Combat - Accuracy/Damage
  • (40) Kinetic Combat - Damage/Endurance
  • (43) Kinetic Combat - Damage/Recharge
  • (43) Kinetic Combat - Damage/Endurance/Recharge
  • (48) Accuracy IO
  • (50) Endurance Reduction IO
Level 41: Boxing
  • (A) Kinetic Combat - Accuracy/Damage
  • (42) Kinetic Combat - Damage/Endurance
  • (42) Kinetic Combat - Damage/Recharge
  • (42) Kinetic Combat - Damage/Endurance/Recharge
Level 44: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (45) Reactive Armor - Endurance
  • (46) Reactive Armor - Resistance
  • (46) Reactive Armor - Resistance/Endurance/Recharge
Level 47: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (48) Luck of the Gambler - Defense
  • (48) Luck of the Gambler - Recharge Speed
Level 49: Hasten
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Damage Increase IO
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Gauntlet
Level 4: Ninja Run



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"Certain it is and sure: love burns, ale burns, fire burns, politics burns, but cold were life without them." - Romulan proverb

My Characters

 

Posted

If I can make just a couple of observations, you're really not gaining all that much from the 5th slot of Reactive Armor... you may well be better off using that slot elsewhere. I'd drop the endurance IO and leave all 4 of the resist IO's in the set. As a suggestion you could use another slot or two in Weave, and it wouldn't hurt to toss a couple more into Power Sink

I'd also change Swift for Hurdle, particularly since you're a jumper. Hurdle stacks nicely for jump speed and distance. In the same vein I'd skip the 2nd slot in Super Jump unless you want to toss a couple Blessing of the Zephyr in there; slots are more valuable elsewhere.

I don't know the Electric set well enough to offer a lot of thoughts, but I'd consider trying to move Lightning Reflexes earlier. Looking things over I think I'd probably move a few powers around to be more exemplar friendly... you're going to have a lot of trouble holding aggro below level 22... the new Positron will be tough to do with that build.

I'm not sure just how much bang for the buck you're getting with those two Hecatomb in GFS... that's a lot of inf for a 4% recovery bonus. If I were spending that kind of inf I'd either go to 5 slots of Hecatomb or not slot it at all.

I do have to disagree with MaxLongstreet about the APP... a ranged attack is a very helpful power for a tanker to have and very few secondaries provide you with one. The secondaries that do provide you with a moderately poor one at that so I always try to find at least two slots for an APP on all my tanker builds.

Anyway, I hope you've some pretty deep pockets as your build won't be cheap... unfortunately to get meaningful amounts of defense the Kinetic Combat set is your best choice as expensive as it is.


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

 

Posted

I actually have an Elec/Shield scrap that can farm X8 +4 pretty easily, so influence is not an issue.

I am almost right at the softcap for a couple of things, isn't that what I want to shoot for usually? Not being sarcastic, seriously asking. I don't usually slot with sets like this. I've only ever done it twice before now, and the first build was a frankenslot.

Like I told Max, I do not plan to exemp. I have already done Posi and have no need to run it again. The lowest I'll be exemping down anytime soon will be for a Manti and Numi. After that, I honestly am not planning to ever exemp down again.


"Certain it is and sure: love burns, ale burns, fire burns, politics burns, but cold were life without them." - Romulan proverb

My Characters

 

Posted

I came up with this build, I like how it looks on paper, I just don't have a lot of experience with getting defense on non defense builds. Perhaps this would be a viable option?

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: Electric Armor
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/EndRdx/Rchg(3), Aegis-EndRdx/Rchg(5)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), Mako-Acc/EndRdx/Rchg(50)
Level 2: Conductive Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(9), Aegis-ResDam/EndRdx/Rchg(11)
Level 4: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(13)
Level 6: Static Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(15), Aegis-ResDam/EndRdx/Rchg(15), Aegis-ResDam/Rchg(17)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(17)
Level 10: Grounded -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(19), Aegis-Psi/Status(19), Aegis-ResDam/EndRdx(21)
Level 12: Energize -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(21), Dct'dW-Rchg(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(25)
Level 14: Super Jump -- Jump-I(A), Jump-I(40)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(37), Numna-Heal/EndRdx(37)
Level 20: Stamina -- EndMod-I(A), EndMod-I(25), EndMod-I(37)
Level 22: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(46), GSFC-Build%(48)
Level 24: Lightning Reflexes -- Run-I(A)
Level 26: Power Sink -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(27), P'Shift-EndMod/Acc/Rchg(27), P'Shift-Acc/Rchg(33), P'Shift-EndMod/Acc(34), P'Shift-End%(36)
Level 28: Fire Sword Circle -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(29), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-%Dam(48)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
Level 32: Power Surge -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam/Rchg(50)
Level 35: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/EndRdx/Rchg(36)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Acc/EndRdx/Rchg(40)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
Level 44: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
Level 49: Physical Perfection -- EndMod-I(A), RgnTis-Regen+(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run


MAYBE.. if you wanted, removed PP or Lightning Reflexes for Taunt, but thats a bit of AoE damage to manage the agro


Combat Kangaroos, Justice Server. First 50's
Jirra Roo Plant/Storm/Stone/Musculature Controller
Combat Kangaroo Rifle/Energy/Mace/Spiritual Blaster
Kung Fu Kangaroo Martial Arts/Reflexes/Body/Spiritual Scrapper
Tribal Arc Shield/Elec/Mu/Spiritual Tanker

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
If I can make just a couple of observations, you're really not gaining all that much from the 5th slot of Reactive Armor... you may well be better off using that slot elsewhere. I'd drop the endurance IO and leave all 4 of the resist IO's in the set. As a suggestion you could use another slot or two in Weave, and it wouldn't hurt to toss a couple more into Power Sink

I'd also change Swift for Hurdle, particularly since you're a jumper. Hurdle stacks nicely for jump speed and distance. In the same vein I'd skip the 2nd slot in Super Jump unless you want to toss a couple Blessing of the Zephyr in there; slots are more valuable elsewhere.

I don't know the Electric set well enough to offer a lot of thoughts, but I'd consider trying to move Lightning Reflexes earlier. Looking things over I think I'd probably move a few powers around to be more exemplar friendly... you're going to have a lot of trouble holding aggro below level 22... the new Positron will be tough to do with that build.

I'm not sure just how much bang for the buck you're getting with those two Hecatomb in GFS... that's a lot of inf for a 4% recovery bonus. If I were spending that kind of inf I'd either go to 5 slots of Hecatomb or not slot it at all.

I do have to disagree with MaxLongstreet about the APP... a ranged attack is a very helpful power for a tanker to have and very few secondaries provide you with one. The secondaries that do provide you with a moderately poor one at that so I always try to find at least two slots for an APP on all my tanker builds.

Anyway, I hope you've some pretty deep pockets as your build won't be cheap... unfortunately to get meaningful amounts of defense the Kinetic Combat set is your best choice as expensive as it is.
This is a serious question - why on earth is a ranged attack a very helpful power? Can't fathom it.


 

Posted

Just want to reiterate some of the comments C_M_A made. Currently, all your resist toggles are overslotted for end reduction and underslotted for resistance. The amount of additional end you save by overslotting for end reduction is absolutely trivial, and there is some benefit to slotting to the ED cut-off. Each toggle should get the RA Res, Res/End, Res/Rchg, Res/End/Rchg, and drop the fifth slot in CA and CS. One of those slots can be used to put a LotG Res/End/Rchg in Weave, which is currently underslotted for both end reduction and defense.

Also, replace the Heal/End/Rchg in Energize with a DW Recharge, so you'll be close to the ED cut-off for both Heal and Recharge.

The Kinetic Combat sets need additional damage as well as accuracy, so if you're going to add one additional slot, use a set IO that has both accuracy and damage. Both Crushing Impact and Mako's Bite have IOs with a combination of accuracy, damage, end reduction and recharge, so you can pick according to your preference. And I agree with C_M_A that the Hecatombs in Incinerate are a lot of influence for relatively little benefit.

An Obliteration set is a very poor choice for Lightning Field; LF is a very high end-cost toggle and Oblit has less than 20% end reduction in 6 slots. A much better choice would be to use 3 or 4 Eradication for the E/NE bonus and then add Scirocco's Dervish Dam/End and Acc/Dam/End to finish out the slotting and give you a 10% regen bonus. If you wish, you can replace the lost S/L bonus from the Oblits by slotting 2 Rectified Reticle in Build Up.

Some pieces of Kinetic Combat are scarce as well as expensive. If you're going to use Boxing purely as a set mule, consider using the KD proc instead of one of the more hard-to-find IOs.

Lastly, CJ is a very low cost toggle, so use a Defense IO instead of a Def/End to squeeze a little more defense out of it. That change, and the additional slot in Weave is enough to inch you up to the soft-cap for S/L without losing any of the other bonuses.


My Characters

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

 

Posted

Here is another try. I think LR is fine where it is. Especially since I will never be exemping down, ya know? I have no idea where I could even fit in an APP now... Laser beam eyes was thematic, but I don't really need it. I wouldn't know what to even sacrafice for it, to be honest with you. I think I'm okay without it. Changed a little of the slotting on maybe 3 or 4 things.

edit: Read another reply and I am getting frustrated with this...hence why I usually don't go all out with builds like this. I'm a couple of ticks away from the softcap on a couple of things...not sure what else to do.

Would any of you mind posting your own builds? Again, I plan to never exemp down so I don't really need an exemp build.

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

Click this DataLink to open the build!

Cybernetic Cinder: Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed

Hero Profile:
Level 1: Charged Armor

  • (A) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance
  • (3) Reactive Armor - Resistance/Endurance/Recharge
  • (5) Reactive Armor - Endurance
Level 1: Scorch
  • (A) Kinetic Combat - Accuracy/Damage
  • (11) Kinetic Combat - Damage/Endurance
  • (19) Kinetic Combat - Damage/Recharge
  • (23) Kinetic Combat - Damage/Endurance/Recharge
  • (23) Accuracy IO
Level 2: Fire Sword
  • (A) Kinetic Combat - Accuracy/Damage
  • (43) Kinetic Combat - Damage/Endurance
  • (46) Kinetic Combat - Damage/Recharge
  • (46) Kinetic Combat - Damage/Endurance/Recharge
  • (46) Accuracy IO
Level 4: Conductive Shield
  • (A) Reactive Armor - Resistance/Endurance
  • (5) Reactive Armor - Resistance
  • (7) Reactive Armor - Endurance
  • (7) Reactive Armor - Resistance/Endurance/Recharge
Level 6: Static Shield
  • (A) Reactive Armor - Resistance/Endurance
  • (9) Reactive Armor - Resistance
  • (9) Reactive Armor - Endurance
  • (11) Reactive Armor - Resistance/Endurance/Recharge
Level 8: Grounded
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 10: Hurdle
  • (A) Jumping IO
Level 12: Energize
  • (A) Doctored Wounds - Heal/Endurance
  • (13) Doctored Wounds - Endurance/Recharge
  • (13) Doctored Wounds - Heal/Recharge
  • (15) Doctored Wounds - Heal/Endurance/Recharge
  • (15) Doctored Wounds - Heal
Level 14: Combat Jumping
  • (A) Luck of the Gambler - Defense/Endurance
  • (50) Luck of the Gambler - Recharge Speed
  • (50) Luck of the Gambler - Defense
Level 16: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (17) Numina's Convalescence - Heal
  • (17) Miracle - +Recovery
  • (19) Miracle - Heal
Level 18: Super Jump
  • (A) Jumping IO
Level 20: Stamina
  • (A) Endurance Modification IO
  • (21) Endurance Modification IO
  • (21) Endurance Modification IO
Level 22: Lightning Reflexes
  • (A) Run Speed IO
Level 24: Lightning Field
  • (A) Obliteration - Damage
  • (25) Obliteration - Accuracy/Recharge
  • (25) Obliteration - Damage/Recharge
  • (37) Obliteration - Accuracy/Damage/Recharge
  • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (37) Obliteration - Chance for Smashing Damage
Level 26: Power Sink
  • (A) Efficacy Adaptor - EndMod/Accuracy
  • (27) Efficacy Adaptor - EndMod/Endurance
  • (27) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (29) Efficacy Adaptor - Accuracy/Recharge
  • (29) Efficacy Adaptor - EndMod/Recharge
Level 28: Fire Sword Circle
  • (A) Obliteration - Damage
  • (31) Obliteration - Accuracy/Recharge
  • (34) Obliteration - Damage/Recharge
  • (36) Obliteration - Accuracy/Damage/Recharge
  • (36) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (36) Obliteration - Chance for Smashing Damage
Level 30: Build Up
  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO
  • (31) Recharge Reduction IO
Level 32: Taunt
  • (A) Perfect Zinger - Taunt
  • (33) Perfect Zinger - Taunt/Recharge
  • (33) Perfect Zinger - Taunt/Recharge/Range
  • (33) Perfect Zinger - Accuracy/Recharge
  • (34) Perfect Zinger - Taunt/Range
  • (34) Perfect Zinger - Chance for Psi Damage
Level 35: Incinerate
  • (A) Kinetic Combat - Accuracy/Damage
  • (39) Kinetic Combat - Damage/Endurance
  • (39) Kinetic Combat - Damage/Recharge
  • (39) Kinetic Combat - Damage/Endurance/Recharge
  • (40) Accuracy IO
Level 38: Greater Fire Sword
  • (A) Kinetic Combat - Accuracy/Damage
  • (40) Kinetic Combat - Damage/Endurance
  • (40) Kinetic Combat - Damage/Recharge
  • (43) Kinetic Combat - Damage/Endurance/Recharge
  • (43) Accuracy IO
Level 41: Boxing
  • (A) Kinetic Combat - Accuracy/Damage
  • (42) Kinetic Combat - Damage/Endurance
  • (42) Kinetic Combat - Damage/Recharge
  • (42) Kinetic Combat - Damage/Endurance/Recharge
Level 44: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (45) Reactive Armor - Resistance
  • (45) Reactive Armor - Resistance/Endurance/Recharge
  • (45) Reactive Armor - Endurance
Level 47: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (48) Luck of the Gambler - Defense
  • (48) Luck of the Gambler - Recharge Speed
  • (48) Luck of the Gambler - Defense/Endurance/Recharge
Level 49: Hasten
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Damage Increase IO
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Gauntlet
Level 4: Ninja Run



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"Certain it is and sure: love burns, ale burns, fire burns, politics burns, but cold were life without them." - Romulan proverb

My Characters

 

Posted

Quote:
Originally Posted by kangaroo120y View Post
I came up with this build, I like how it looks on paper, I just don't have a lot of experience with getting defense on non defense builds. Perhaps this would be a viable option?
The Aegis set bonuses are very nice, and I've used them on builds that have more 'native' defense than ELA, but F/C is a relatively uncommon damage type. Since Electric starts from no defense, it's most effective to concentrate on defending against the damage players see most often--S/L. That's why you see so many builds heavily weighted toward S/L defense, and Reactive Armor used much more than Aegis.

In addition, as I mentioned in my reply to StarKitten, Obliteration is a very poor choice for Lightning Field since LF is a high-end toggle and Oblit sets have very little end reduction.


My Characters

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

 

Posted

StarKitten IMO your build just needs a few more tweaks, so don't get frustrated.

Here's the changes I recommended in my previous post; as you can see, with CJ running it's right at the soft-cap for S/L.

If you want to add a APP attack (which is by no means required, not all of my tanks have them) I'd recommend dropping either SJ or Hasten. The challenge will then be to find enough slots for it, though I think you could pull a slot each from Incinerate and GFS without hurting their slotting too much.

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Cybernetic Cinder: Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), Mako-Dam%(9)
Level 2: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13)
Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(15), RctvArm-ResDam/Rchg(15)
Level 6: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(19), RctvArm-EndRdx(19), RctvArm-ResDam/EndRdx/Rchg(21)
Level 8: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 10: Swift -- Run-I(A)
Level 12: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(17), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(23), Dct'dW-Rchg(25)
Level 14: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(21)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Heal(27), Mrcl-Rcvry+(27)
Level 18: Super Jump -- Jump-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(29), EndMod-I(31)
Level 22: Lightning Reflexes -- Run-I(A)
Level 24: Lightning Field -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(25), Erad-Acc/Dmg/Rchg(29), Erad-Dmg/Rchg(31), Sciroc-Dmg/EndRdx(31), Sciroc-Acc/Dmg/EndRdx(33)
Level 26: Power Sink -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(37)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-%Dam(36)
Level 30: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(33), RechRdx-I(37), RechRdx-I(37)
Level 32: Taunt -- Zinger-Taunt(A), Zinger-Dam%(33), Zinger-Taunt/Rchg(39), Zinger-Taunt/Rchg/Rng(39), Zinger-Acc/Rchg(39), Zinger-Taunt/Rng(40)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Acc/EndRdx/Rchg(50)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/EndRdx/Rchg(40), KntkC'bat-Dmg/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Acc/EndRdx/Rchg(48)
Level 41: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Knock%(42)
Level 44: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam(46), RctvArm-ResDam/EndRdx/Rchg(46)
Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(48), LkGmblr-Def/EndRdx/Rchg(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 5.5% DamageBuff(Smashing)
  • 5.5% DamageBuff(Lethal)
  • 5.5% DamageBuff(Fire)
  • 5.5% DamageBuff(Cold)
  • 5.5% DamageBuff(Energy)
  • 5.5% DamageBuff(Negative)
  • 5.5% DamageBuff(Toxic)
  • 5.5% DamageBuff(Psionic)
  • 33.6% Defense(Smashing)
  • 33.6% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 11.1% Defense(Energy)
  • 11.1% Defense(Negative)
  • 3% Defense(Psionic)
  • 21.1% Defense(Melee)
  • 7.06% Defense(Ranged)
  • 3% Defense(AoE)
  • 1.8% Max End
  • 4% Enhancement(Heal)
  • 18% Enhancement(Accuracy)
  • 22.5% Enhancement(RechargeTime)
  • 224.9 HP (12%) HitPoints
  • MezResist(Immobilize) 24.8%
  • MezResist(Stun) 2.2%
  • MezResist(Terrorized) 4.95%
  • 20% Perception
  • 4% (0.07 End/sec) Recovery
  • 52% (4.07 HP/sec) Regeneration
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)

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My Characters

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

 

Posted

Yeah i knew oblit wasn't the best as far as endurance goes. I just don't know how much defense is enough to make a difference on a non defense based set. Last time, on me fire/fire/fire scrapper i just went +rech +regen to get it to do crazy damage and healing, and it worked, so I myself have never done an all resist based set and boosted Defense.


Combat Kangaroos, Justice Server. First 50's
Jirra Roo Plant/Storm/Stone/Musculature Controller
Combat Kangaroo Rifle/Energy/Mace/Spiritual Blaster
Kung Fu Kangaroo Martial Arts/Reflexes/Body/Spiritual Scrapper
Tribal Arc Shield/Elec/Mu/Spiritual Tanker

 

Posted

Moved a couple of things around:

I also just looked at my totals again, and I am soft capped to S/L. That has to be good! lol I can be a bit of a perfectionist, hence the easy frustration when I just cannot grasp something easily. Thanks for your patience, though!

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

Click this DataLink to open the build!

Cybernetic Cinder: Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed

Hero Profile:
Level 1: Charged Armor

  • (A) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance
  • (3) Reactive Armor - Resistance/Endurance/Recharge
  • (5) Reactive Armor - Endurance
Level 1: Scorch
  • (A) Kinetic Combat - Accuracy/Damage
  • (11) Kinetic Combat - Damage/Endurance
  • (19) Kinetic Combat - Damage/Recharge
  • (23) Kinetic Combat - Damage/Endurance/Recharge
  • (23) Accuracy IO
Level 2: Fire Sword
  • (A) Kinetic Combat - Accuracy/Damage
  • (43) Kinetic Combat - Damage/Endurance
  • (46) Kinetic Combat - Damage/Recharge
  • (46) Kinetic Combat - Damage/Endurance/Recharge
  • (46) Accuracy IO
Level 4: Conductive Shield
  • (A) Reactive Armor - Resistance/Endurance
  • (5) Reactive Armor - Resistance
  • (7) Reactive Armor - Endurance
  • (7) Reactive Armor - Resistance/Endurance/Recharge
Level 6: Static Shield
  • (A) Reactive Armor - Resistance/Endurance
  • (9) Reactive Armor - Resistance
  • (9) Reactive Armor - Endurance
  • (11) Reactive Armor - Resistance/Endurance/Recharge
Level 8: Grounded
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 10: Hurdle
  • (A) Jumping IO
Level 12: Energize
  • (A) Doctored Wounds - Heal/Endurance
  • (13) Doctored Wounds - Endurance/Recharge
  • (13) Doctored Wounds - Heal/Recharge
  • (15) Doctored Wounds - Recharge
  • (15) Doctored Wounds - Heal
Level 14: Combat Jumping
  • (A) Defense Buff IO
  • (50) Luck of the Gambler - Recharge Speed
  • (50) Luck of the Gambler - Defense
Level 16: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (17) Numina's Convalescence - Heal
  • (17) Miracle - +Recovery
  • (19) Miracle - Heal
Level 18: Super Jump
  • (A) Jumping IO
Level 20: Stamina
  • (A) Endurance Modification IO
  • (21) Endurance Modification IO
  • (21) Endurance Modification IO
Level 22: Lightning Reflexes
  • (A) Run Speed IO
Level 24: Lightning Field
  • (A) Eradication - Damage
  • (25) Eradication - Accuracy/Damage/Endurance/Recharge
  • (25) Eradication - Chance for Energy Damage
  • (37) Eradication - Accuracy/Damage/Recharge
  • (37) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (37) Scirocco's Dervish - Damage/Endurance
Level 26: Power Sink
  • (A) Efficacy Adaptor - EndMod/Accuracy
  • (27) Efficacy Adaptor - EndMod/Endurance
  • (27) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (29) Efficacy Adaptor - Accuracy/Recharge
  • (29) Efficacy Adaptor - EndMod/Recharge
Level 28: Fire Sword Circle
  • (A) Obliteration - Damage
  • (31) Obliteration - Accuracy/Recharge
  • (34) Obliteration - Damage/Recharge
  • (36) Obliteration - Accuracy/Damage/Recharge
  • (36) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (36) Obliteration - Chance for Smashing Damage
Level 30: Build Up
  • (A) Rectified Reticle - To Hit Buff
  • (31) Rectified Reticle - To Hit Buff/Recharge
  • (31) Recharge Reduction IO
Level 32: Taunt
  • (A) Perfect Zinger - Taunt
  • (33) Perfect Zinger - Taunt/Recharge
  • (33) Perfect Zinger - Taunt/Recharge/Range
  • (33) Perfect Zinger - Accuracy/Recharge
  • (34) Perfect Zinger - Taunt/Range
  • (34) Perfect Zinger - Chance for Psi Damage
Level 35: Incinerate
  • (A) Kinetic Combat - Accuracy/Damage
  • (39) Kinetic Combat - Damage/Endurance
  • (39) Kinetic Combat - Damage/Recharge
  • (39) Kinetic Combat - Damage/Endurance/Recharge
  • (40) Accuracy IO
Level 38: Greater Fire Sword
  • (A) Kinetic Combat - Accuracy/Damage
  • (40) Kinetic Combat - Damage/Endurance
  • (40) Kinetic Combat - Damage/Recharge
  • (43) Kinetic Combat - Damage/Endurance/Recharge
  • (43) Accuracy IO
Level 41: Boxing
  • (A) Kinetic Combat - Accuracy/Damage
  • (42) Kinetic Combat - Damage/Endurance
  • (42) Kinetic Combat - Damage/Recharge
  • (42) Kinetic Combat - Knockdown Bonus
Level 44: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (45) Reactive Armor - Resistance
  • (45) Reactive Armor - Resistance/Endurance/Recharge
  • (45) Reactive Armor - Endurance
Level 47: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (48) Luck of the Gambler - Defense
  • (48) Luck of the Gambler - Recharge Speed
  • (48) Luck of the Gambler - Defense/Endurance/Recharge
Level 49: Hasten
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Damage Increase IO
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Gauntlet
Level 4: Ninja Run



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"Certain it is and sure: love burns, ale burns, fire burns, politics burns, but cold were life without them." - Romulan proverb

My Characters

 

Posted

Quote:
Originally Posted by MaxLongstreet View Post
This is a serious question - why on earth is a ranged attack a very helpful power? Can't fathom it.
Because it's a way to get the attention of something over there while you're tanking stuff over here. Because Taunt + Ranged attack is a guaranteed way to hold aggro of an AV from range... something that's frequently useful (<cough> Ghost Widow). There are quite a number of foes who are much more dangerous in Melee than at range, and several that have a nasty AOE that can one-shot a scrapper that they won't use if you have aggro from range... Infernal is an example of this. Or there's the Arachnos Flier... unless your tank flies you'll be on the ground trying to hold aggro... taunt alone won't do it if you've scrappers or melee blasters on the team.

I find a use for a ranged attack nearly every room on every mission... yeah, I could use other tools to handle the job but it's a tool that works. You have a group that's scattered... jump into the biggest bunch, toss Taunt on some stragglers over there and toss a ranged attack on more stragglers elsewhere and most of the group will clump nicely around you. As a bonus most APP ranged attacks are fast animating and do decent damage so they slot nicely into your regular attack chain.

Is it absolutely necessary? No, but it's quite useful often enough to have it and it's a nice attack to boot.


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

 

Posted

Much better, StarKitten.

I'd still strongly recommend that you replace the Reactive Armor Endurance IOs with Res/Rchg, and the Accuracy commons in the KC sets with an Acc/Dam or something similar from another set. It won't cost you a single slot, but your toggles and attacks will be much better slotted.


My Characters

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

 

Posted

Last posting for tonight I think.

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

Click this DataLink to open the build!

Cybernetic Cinder: Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed

Hero Profile:
Level 1: Charged Armor

  • (A) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance
  • (3) Reactive Armor - Resistance/Endurance/Recharge
  • (5) Reactive Armor - Resistance/Recharge
Level 1: Scorch
  • (A) Kinetic Combat - Accuracy/Damage
  • (11) Kinetic Combat - Damage/Endurance
  • (19) Kinetic Combat - Damage/Recharge
  • (23) Kinetic Combat - Damage/Endurance/Recharge
  • (23) Crushing Impact - Accuracy/Damage
Level 2: Fire Sword
  • (A) Kinetic Combat - Accuracy/Damage
  • (43) Kinetic Combat - Damage/Endurance
  • (46) Kinetic Combat - Damage/Recharge
  • (46) Kinetic Combat - Damage/Endurance/Recharge
  • (46) Crushing Impact - Accuracy/Damage
Level 4: Conductive Shield
  • (A) Reactive Armor - Resistance/Endurance
  • (5) Reactive Armor - Resistance
  • (7) Reactive Armor - Resistance/Recharge
  • (7) Reactive Armor - Resistance/Endurance/Recharge
Level 6: Static Shield
  • (A) Reactive Armor - Resistance/Endurance
  • (9) Reactive Armor - Resistance
  • (9) Reactive Armor - Resistance/Recharge
  • (11) Reactive Armor - Resistance/Endurance/Recharge
Level 8: Grounded
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 10: Hurdle
  • (A) Jumping IO
Level 12: Energize
  • (A) Doctored Wounds - Heal/Endurance
  • (13) Doctored Wounds - Endurance/Recharge
  • (13) Doctored Wounds - Heal/Recharge
  • (15) Doctored Wounds - Recharge
  • (15) Doctored Wounds - Heal
Level 14: Combat Jumping
  • (A) Defense Buff IO
  • (50) Luck of the Gambler - Recharge Speed
  • (50) Luck of the Gambler - Defense
Level 16: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (17) Numina's Convalescence - Heal
  • (17) Miracle - +Recovery
  • (19) Miracle - Heal
Level 18: Super Jump
  • (A) Jumping IO
Level 20: Stamina
  • (A) Endurance Modification IO
  • (21) Endurance Modification IO
  • (21) Endurance Modification IO
Level 22: Lightning Reflexes
  • (A) Run Speed IO
Level 24: Lightning Field
  • (A) Eradication - Damage
  • (25) Eradication - Accuracy/Damage/Endurance/Recharge
  • (25) Eradication - Chance for Energy Damage
  • (37) Eradication - Accuracy/Damage/Recharge
  • (37) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (37) Scirocco's Dervish - Damage/Endurance
Level 26: Power Sink
  • (A) Efficacy Adaptor - EndMod/Accuracy
  • (27) Efficacy Adaptor - EndMod/Endurance
  • (27) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (29) Efficacy Adaptor - Accuracy/Recharge
  • (29) Efficacy Adaptor - EndMod/Recharge
Level 28: Fire Sword Circle
  • (A) Obliteration - Damage
  • (31) Obliteration - Accuracy/Recharge
  • (34) Obliteration - Damage/Recharge
  • (36) Obliteration - Accuracy/Damage/Recharge
  • (36) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (36) Obliteration - Chance for Smashing Damage
Level 30: Build Up
  • (A) Rectified Reticle - To Hit Buff
  • (31) Rectified Reticle - To Hit Buff/Recharge
  • (31) Recharge Reduction IO
Level 32: Taunt
  • (A) Perfect Zinger - Taunt
  • (33) Perfect Zinger - Taunt/Recharge
  • (33) Perfect Zinger - Taunt/Recharge/Range
  • (33) Perfect Zinger - Accuracy/Recharge
  • (34) Perfect Zinger - Taunt/Range
  • (34) Perfect Zinger - Chance for Psi Damage
Level 35: Incinerate
  • (A) Kinetic Combat - Accuracy/Damage
  • (39) Kinetic Combat - Damage/Endurance
  • (39) Kinetic Combat - Damage/Recharge
  • (39) Kinetic Combat - Damage/Endurance/Recharge
  • (40) Crushing Impact - Accuracy/Damage
Level 38: Greater Fire Sword
  • (A) Kinetic Combat - Accuracy/Damage
  • (40) Kinetic Combat - Damage/Endurance
  • (40) Kinetic Combat - Damage/Recharge
  • (43) Kinetic Combat - Damage/Endurance/Recharge
  • (43) Crushing Impact - Accuracy/Damage
Level 41: Boxing
  • (A) Kinetic Combat - Accuracy/Damage
  • (42) Kinetic Combat - Damage/Endurance
  • (42) Kinetic Combat - Damage/Recharge
  • (42) Kinetic Combat - Knockdown Bonus
Level 44: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (45) Reactive Armor - Resistance
  • (45) Reactive Armor - Resistance/Endurance/Recharge
  • (45) Reactive Armor - Resistance/Recharge
Level 47: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (48) Luck of the Gambler - Defense
  • (48) Luck of the Gambler - Recharge Speed
  • (48) Luck of the Gambler - Defense/Endurance/Recharge
Level 49: Hasten
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Damage Increase IO
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 8% DamageBuff(Smashing)
  • 8% DamageBuff(Lethal)
  • 8% DamageBuff(Fire)
  • 8% DamageBuff(Cold)
  • 8% DamageBuff(Energy)
  • 8% DamageBuff(Negative)
  • 8% DamageBuff(Toxic)
  • 8% DamageBuff(Psionic)
  • 33.6% Defense(Smashing)
  • 33.6% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 11.1% Defense(Energy)
  • 11.1% Defense(Negative)
  • 3% Defense(Psionic)
  • 21.1% Defense(Melee)
  • 7.06% Defense(Ranged)
  • 3% Defense(AoE)
  • 1.8% Max End
  • 4% Enhancement(Heal)
  • 18% Enhancement(Accuracy)
  • 30% Enhancement(RechargeTime)
  • 224.9 HP (12%) HitPoints
  • MezResist(Immobilize) 18.2%
  • MezResist(Stun) 2.2%
  • MezResist(Terrorized) 4.95%
  • 4% (0.07 End/sec) Recovery
  • 62% (4.85 HP/sec) Regeneration
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)



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"Certain it is and sure: love burns, ale burns, fire burns, politics burns, but cold were life without them." - Romulan proverb

My Characters

 

Posted

Quote:
Originally Posted by Finduilas View Post

An Obliteration set is a very poor choice for Lightning Field; LF is a very high end-cost toggle and Oblit has less than 20% end reduction in 6 slots. A much better choice would be to use 3 or 4 Eradication for the E/NE bonus and then add Scirocco's Dervish Dam/End and Acc/Dam/End to finish out the slotting and give you a 10% regen bonus. If you wish, you can replace the lost S/L bonus from the Oblits by slotting 2 Rectified Reticle in Build Up.
This is not true. Oblits is NOT a poor choice for Lightning Field, for the simple reason that an Electric Armor build with Stamina has endurance to burn. It's Eradication that's generally a poor choice for Electric Armor - + Endurance? Not needed. Big Energy Defense? Not needed. You give up stuff like Accuracy, Recharge, Melee Defense and Damage for stuff that's probably not as important.


 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
Because it's a way to get the attention of something over there while you're tanking stuff over here. Because Taunt + Ranged attack is a guaranteed way to hold aggro of an AV from range... something that's frequently useful (<cough> Ghost Widow). There are quite a number of foes who are much more dangerous in Melee than at range, and several that have a nasty AOE that can one-shot a scrapper that they won't use if you have aggro from range... Infernal is an example of this. Or there's the Arachnos Flier... unless your tank flies you'll be on the ground trying to hold aggro... taunt alone won't do it if you've scrappers or melee blasters on the team.

I find a use for a ranged attack nearly every room on every mission... yeah, I could use other tools to handle the job but it's a tool that works. You have a group that's scattered... jump into the biggest bunch, toss Taunt on some stragglers over there and toss a ranged attack on more stragglers elsewhere and most of the group will clump nicely around you. As a bonus most APP ranged attacks are fast animating and do decent damage so they slot nicely into your regular attack chain.

Is it absolutely necessary? No, but it's quite useful often enough to have it and it's a nice attack to boot.
As a Tank who does just find without even Taunt, I couldn't fathom taking two more power slots just to generate a bit more Aggro.

What this points to, however, is that it's worth asking what people actually want to use the Toon for. I solo a lot, so three powers just to build aggro would be crazy for me. Often folks just ask for the best build, which begs the question, 'best build for what?' Neither of us have any idea if Starkitten wants to maximize Recharge, Damage, Survivability, Aggro or what, whether teaming or soloing is the priority, AV fights, etc., etc.

In the case of the ranged attacks, it's moot here since Starkitten wants the Laser Eyes for thematic reasons, but it's always entertaining how we (myself included) give a lot of passionate advice to people without knowing what they even intend to do with the toon.


 

Posted

I wanted to stop in and thank you all for your input. The last build I posted on here last night, is the build I am going to use. I have already done a respec and had many of the crafted IO's already in my base from my other toons. I think it (the build) should work well for me since I intend to play as a 50.

Thanks again for the words of advice. I'm sure when I find another tank I enjoy, I'll be back here. And right now it looks like it might be my Dark/Fire or my Ice/Fire. Yes, I have an attachment to the /Fire component for almost every AT. lol


"Certain it is and sure: love burns, ale burns, fire burns, politics burns, but cold were life without them." - Romulan proverb

My Characters