Capped Defenses & Max Resistances


Aett_Thorn

 

Posted

I've been wondering if there are any other ways to reach peak positions in both of these areas. Without being a Stone Armor in Granite.


 

Posted

Team with lots of FF and Sonic Defenders?


There are a decent number of ways to get there, but most involve some teammates or a lot of inspiration usage.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

I imagine a invuln/* can get very close.... (obviously with invincibility)


 

Posted

It's really not going to happen on your own. Granite or Invulnerability running tough/weave and unstoppable will be the closest thing to it, but it'll still have the psi hole, and inv tankers can be sapped and detoggled.

With IO's my Dark Armor tank has 45% defense to S/L/E/N, plus all the high resists that come from Dark Armor. All told, I'm looking at 70% S/L resist, far from the cap, but I don't have to worry about psi damage or endurance drain.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Invulnerability tankers can cap Smashing / Lethal resists and defense while also capping HP, but they have much lower resists to non-S/L damage and no protection from psi. Electric Armor tanks can get close to capped S/L and capped energy resist, but have no defense other than pools and IOs.

Pretty much the closest thing to Granite is a perma-Dull Pain Invulnerability Tanker with softcapped S/L defense. The Granite tank will take less damage from fire, cold, energy, and negative and will be harder to hit vs a single target (unless the Invul tanker really piles on the S/L defense bonuses), but both will be near-unkillable 90% of the time and both will hate anything psychic.

EDIT: Dark Armor Tankers may actually be the most generally survivable simply because they have solid resists to everything and a ton of utility. Add in some defense from IOs and you have a tank that's pretty tough, can heal, has some minor control, and has no vulnerability to specific damage types or reliance on having multiple enemies in range. Other sets outperform Dark in certain situations but Dark is extremely versatile.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
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Posted

To be completely correct, no its not possible solo because the defense cap is waaaay in the 100's. Softcapped D and max resistances are still not possible because resistance IO set bonus's are near nonexistant. Granite, ElA, and Invuln should be closest to it.

On second thought, maybe a corr/fender would have a bit easier time capping resistances, since their caps are lower...A group of 3 maybe?


 

Posted

How about a full-power Eclipsed warshade with some external defense buffs?


 

Posted

A while back someone posted a WS build that had perma-Eclipse and softcapped ranged defense, but it seems to have been eaten by the forum monster.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

An Electric Armor tank with CJ/Weave and massive set bonuses can get in the ballpark against the most common damage types.


 

Posted

Traps defender with power mastery FON.

Softcapped to every vector, res capped to all but psi.


 

Posted

Quote:
Originally Posted by Frosticus View Post
Traps defender with power mastery FON.

Softcapped to every vector, res capped to all but psi.
Yep, saw a Traps build that was softcapped to literally every typed and positional vector, and FoN would let you res-cap all but psi. Their res-cap would only be at 75%, not 90% like a tank/brute, but it should be doable.

Invuln tanks can softcap defenses with enough IOs and/or enough people in Invincibility range, and cap s/l resists normally; they can cap all but psi with Unstoppable.

More practically, just team with a couple def/con/corr/mm friends and let the buffs fill in your gaps. With enough buffers on board, you can cap just about every stat a character even has.


Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.

 

Posted

A Force Field Defender can reach the dizzy heights of soft-capped defence to everything (including Psi) and have 68% or so S/L Resistance with a side helping of 30%+ to either energy, negative or psi, or 71% S/L if they go power mastery.

You could in theory then cap smashing Res with a couple of Kinetic Crash sets.

You still have a sleep hole, of course, but you're pretty tough. I know this from experience.

[Edit] Oh yeah, Traps, I keep forgetting. Its easier for them too as FFG has a higher base than Dispersion Bubble


 

Posted

Quote:
Originally Posted by Fulmens View Post
... At recharge cap, for less than half the time.
And this is different than the people saying Invuln in what way?

Oh ya, it doesn't crash your health too, just your end.


 

Posted

Quote:
Originally Posted by Frosticus View Post
Traps defender with power mastery FON.

Softcapped to every vector, res capped to all but psi.
Wow.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by RabidBrian View Post
To be completely correct, no its not possible solo because the defense cap is waaaay in the 100's. Softcapped D and max resistances are still not possible because resistance IO set bonus's are near nonexistant. Granite, ElA, and Invuln should be closest to it.

On second thought, maybe a corr/fender would have a bit easier time capping resistances, since their caps are lower...A group of 3 maybe?
I hit the melee def cap on a BS/regen, triple stacked parry slotted for def + MoG + set bonuses + CJ + weave. Not sure if there was external buffing involved as well.


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Wow.
Indeed. If you throw in the -53% damage from seekers things get really crazy.

I will say this about well built trappers. Make sure you bind FFgen to a easily fired key because when you put the toon in the situations it can easily handle your FFgen will take splash damage and die frequently. Usually it doesn't die immediately, so you have time to see it failing and recast, but it does die often.


 

Posted

Quote:
Originally Posted by RabidBrian View Post
Softcapped D and max resistances are still not possible because resistance IO set bonus's are near nonexistant. Granite, ElA, and Invuln should be closest to it.
Near-nonexistant is not the same as non-existant. Granite's base 78% resistance is close enough that Stone Skin, Earth's Embrace, and set bonuses can get you capped resistance to everything but psionic. Add Weave and a few set bonuses and you can get softcapped defense to all types but psionic as well.


 

Posted

Quote:
Originally Posted by Katie V View Post
Near-nonexistant is not the same as non-existant. Granite's base 78% resistance is close enough that Stone Skin, Earth's Embrace, and set bonuses can get you capped resistance to everything but psionic. Add Weave and a few set bonuses and you can get softcapped defense to all types but psionic as well.
build or it didnt happen. Even on a tank you have to make up 10% resists for f/c/en/ne. Now I can see someone getting the fire or negative resistance on a granite/ tank, but I simply cant see how they could get the energy and cold all fit in, nevermind all four of them. There simply isnt enough set bonus's for resistance out there to achieve it.

As for that traps fender, pretty freaking awesome. Wonder if/hope corr's will be getting access to FoN in GR, because though the outcome is something to drool over, I am not really interested in leveling a toon with traps as the primary.


 

Posted

this is a build that gives almost what you wanted:
softcapped defence to all except psi
hard capped resistence to sm/l/f/c and almost to en/neg/tox almost no res against psi
all that o an tanker

Hero Plan by Mids' Hero Designer 1,707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Stone Melee
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Fighting
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: Stone Skin -- Aegis-Psi/Status(A)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(3), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(23), Mako-Acc/Dmg(31)
Level 2: Earth's Embrace -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal(3), Dct'dW-Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-EndRdx/Rchg(42)
Level 4: Heavy Mallet -- Hectmb-Dmg/EndRdx(A), Hectmb-Dmg/Rchg(36), Hectmb-Acc/Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Acc/Dmg(37)
Level 6: Mud Pots -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(7), Erad-%Dam(7), Sciroc-Acc/Dmg(9), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Dmg/EndRdx(42)
Level 8: Rooted -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/Rchg(9), Mrcl-Heal/EndRdx/Rchg(11), Mrcl-Heal(11)
Level 10: Swift -- Run-I(A), Run-I(15), Run-I(42)
Level 12: Recall Friend -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(13)
Level 14: Health -- Mrcl-Rcvry+(A)
Level 16: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(17)
Level 18: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(19), Mocking-Taunt/Rchg/Rng(19), Mocking-Rchg(40), Mocking-Acc/Rchg(43), Mocking-Taunt/Rng(43)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21), P'Shift-EndMod/Acc(37), P'Shift-EndMod/Acc/Rchg(39), P'Shift-Acc/Rchg(39)
Level 22: Kick -- Empty(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(27)
Level 26: Weave -- LkGmblr-Rchg+(A), RedFtn-Def(27), RedFtn-EndRdx(29), RedFtn-Def/EndRdx(29), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def/Rchg(31)
Level 28: Minerals -- GftotA-Run+(A)
Level 30: Brimstone Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/Rchg(40)
Level 32: Granite Armor -- GftotA-Def/EndRdx(A), GftotA-Run+(33), GftotA-Def(33), Aegis-ResDam/EndRdx(33), Aegis-ResDam(34), Aegis-ResDam/Rchg(34)
Level 35: Rock Armor -- GftotA-Run+(A)
Level 38: Crystal Armor -- GftotA-Run+(A)
Level 41: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit(43), AdjTgt-ToHit/Rchg(46), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx/Rchg(50)
Level 44: Seismic Smash -- Hectmb-Acc/Rchg(A), Hectmb-Dmg(45), Hectmb-Dam%(45), UbrkCons-Hold/Rchg(45), UbrkCons-Acc/Hold/Rchg(46), UbrkCons-Acc/Rchg(46)
Level 47: Salt Crystals -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(48), FtnHyp-Acc/Sleep/Rchg(48)
Level 49: Fossilize -- UbrkCons-Dam%(A), UbrkCons-EndRdx/Hold(50), UbrkCons-Hold(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
------------
Set Bonus Totals:

  • 6,5% DamageBuff(Smashing)
  • 6,5% DamageBuff(Lethal)
  • 6,5% DamageBuff(Fire)
  • 6,5% DamageBuff(Cold)
  • 6,5% DamageBuff(Energy)
  • 6,5% DamageBuff(Negative)
  • 6,5% DamageBuff(Toxic)
  • 6,5% DamageBuff(Psionic)
  • 8,75% Defense(Smashing)
  • 8,75% Defense(Lethal)
  • 9,69% Defense(Fire)
  • 9,69% Defense(Cold)
  • 6,88% Defense(Energy)
  • 6,88% Defense(Negative)
  • 4,38% Defense(Melee)
  • 5,31% Defense(Ranged)
  • 10% Defense(AoE)
  • 3,6% Max End
  • 9% Enhancement(Accuracy)
  • 30% Enhancement(RechargeTime)
  • 9% Enhancement(Heal)
  • 5% FlySpeed
  • 126,5 HP (6,75%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Held) 2,75%
  • MezResist(Immobilize) 13,8%
  • MezResist(Terrorized) 2,2%
  • 27% (0,45 End/sec) Recovery
  • 10% (0,78 HP/sec) Regeneration
  • 17,6% Resistance(Fire)
  • 15,1% Resistance(Cold)
  • 1,26% Resistance(Energy)
  • 4,39% Resistance(Negative)
  • 3% Resistance(Psionic)
  • 40% RunSpeed



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Helge corr lvl 50 rad/cold
Helge2 corr lvl 50 ice/rad
Techbothelge MM lvl 50 robo/dark
Helge Mauz def lvl 50 emp/ele
illuhelge troller lvl 50 illu/rad
Wiederbelebter helge nk lvl 50 bs/reg
Maennerschreack nightwidow lvl 44
Quantenjaeger ws lvl 3

 

Posted

I had a Granite build that almost did it like the build above. Also with Earths Embrace up you are capped to Toxic and with the above build you could slot in a Shield Wall +3 Res, but there is no point in spending money on that unless you were going for crazy numbers, like the OP requested.


Freedom Server - Main = Lil Bug & way too many alts to list

 

Posted

Quote:
Originally Posted by Frosticus View Post
Traps defender with power mastery FON.

Softcapped to every vector, res capped to all but psi.
If we're including T9-style shields like FoN, I submit a Dark/Elec brute with res cap to all, including Psi, when Power Surge is active. Energy and Psi are capped without PS (since Elec is good with Energy resistance, and PS doesn't grant any Psi resistance). The build was made a long time ago as an exercise in reach resistance caps (psi cap in particular), so doesn't quite meet the Res/Def combo we're talking about*, but I've already got it on hand:

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

Click this DataLink to open the build!

rescap brute: Level 50 Mutation Brute
Primary Power Set: Dark Melee
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Shadow Punch -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(19), Hectmb-Acc/Dmg/Rchg(19), Hectmb-Acc/Rchg(21), Hectmb-Dmg/EndRdx(48)
Level 1: Charged Armor -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(3), ImpArm-EndRdx/Rchg(3), ImpArm-ResDam/EndRdx/Rchg(5), ImpArm-ResDam(5), ImpArm-ResPsi(7)
Level 2: Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(15)
Level 4: Conductive Shield -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResPsi(11), ImpArm-ResDam/EndRdx(36)
Level 6: Touch of Fear -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(23), Abys-Acc/EndRdx(23), Abys-Fear/Rng(25), Abys-Acc/Fear/Rchg(25), Abys-Dam%(27)
Level 8: Siphon Life -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(27), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(46), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 10: Static Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(13), ImpArm-EndRdx/Rchg(13), ImpArm-ResDam/EndRdx/Rchg(15), ImpArm-ResPsi(17), ImpArm-ResDam(33)
Level 12: Super Speed -- Clrty-Stlth(A)
Level 14: Hurdle -- Jump-I(A)
Level 16: Grounded -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(17), ImpArm-EndRdx/Rchg(37), ImpArm-ResDam/EndRdx/Rchg(37), ImpArm-ResDam(37), ImpArm-ResPsi(39)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(48)
Level 22: Dark Consumption -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-Acc/Rchg(48), P'Shift-EndMod/Acc(50), P'Shift-End%(50)
Level 24: Boxing -- Empty(A)
Level 26: Soul Drain -- RechRdx-I(A)
Level 28: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(29), ImpArm-EndRdx/Rchg(31), ImpArm-ResDam/EndRdx/Rchg(31), ImpArm-ResDam(31), ImpArm-ResPsi(33)
Level 30: Weave -- SW-ResDam/Re TP(A)
Level 32: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(36)
Level 35: Lightning Reflexes -- Run-I(A)
Level 38: Power Surge -- ResDam-I(A), ResDam-I(39), ResDam-I(39), ResDam-I(40), Aegis-ResDam(40), Aegis-Psi/Status(40)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43), Decim-Build%(43)
Level 44: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(45), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-Rchg/EndRdx(45), DarkWD-ToHitDeb/EndRdx(46), DarkWD-Slow%(46)
Level 47: Energize -- RechRdx-I(A)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 0: Ninja Run

* The original build didn't even bother trying to make the offense even usable, and wasn't a complete build. After City Traveler became available, I updated the build to make it possible to play without ripping your eyes out; in the process I removed Hasten, but got 50% recharge from set bonuses and 20% from Lightning Reflexes anyway.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
If we're including T9-style shields like FoN, I submit a Dark/Elec brute with res cap to all, including Psi, when Power Surge is active. Energy and Psi are capped without PS (since Elec is good with Energy resistance, and PS doesn't grant any Psi resistance). The build was made a long time ago as an exercise in reach resistance caps (psi cap in particular), so doesn't quite meet the Res/Def combo we're talking about*, but I've already got it on hand:
Pretty beastly. No defense, but impressive capping all damage types.


 

Posted

Quote:
Originally Posted by RabidBrian View Post
build or it didnt happen. Even on a tank you have to make up 10% resists for f/c/en/ne. Now I can see someone getting the fire or negative resistance on a granite/ tank, but I simply cant see how they could get the energy and cold all fit in, nevermind all four of them. There simply isnt enough set bonus's for resistance out there to achieve it.
Purples and PvP sets. Most purple sets give 2.5% to both fire and cold if you slot three pieces, and Shield Wall gives you 1.9% to energy and negative in PvE for each power you slot four pieces into. The Shield Wall unique doesn't hurt, either.

I threw this together as a proof of concept. It's totally useless for anything but hitting the resistance and defense caps, but it does have 90% to all but psi and toxic, and it hits 90% to toxic with Earth's Embrace active.

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|-------------------------------------------------------------------|


 

Posted

don't even look at the price but ...
granite:
45% all def but psionic
22.7% psionic def
90% S/L res
79% energy/toxic res
82.8% Fire/cold res
85% negative energy res

hasten up 2/3rd of the time (180sec recharge) in granite mod
8sec downtime only with force feedback (puted on a 5sec recharge pbae attack)

Hero Plan by Mids' Hero Designer 1,707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Battle Axe
Power Pool: Leadership
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Stone Skin -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(3), ImpArm-ResPsi(37), Aegis-Psi/Status(37), ImpArm-ResDam(42), ImpArm-EndRdx/Rchg(42)
Level 1: Beheader -- HO:Nucle(A)
Level 2: Earth's Embrace -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(7)
Level 4: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(19), LkGmblr-Rchg+(19), LkGmblr-EndRdx/Rchg(25)
Level 6: Mud Pots -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Rchg(7), Sciroc-Dam%(15), Sciroc-Acc/Dmg/EndRdx(21), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(34)
Level 8: Rooted -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(9), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(15), Numna-Heal(17), Numna-Regen/Rcvry+(17)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(11), Zinger-Taunt/Rchg/Rng(11), Zinger-Acc/Rchg(13), Zinger-Taunt/Rng(13), Zinger-Dam%(31)
Level 12: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(36), LkGmblr-Def(36), LkGmblr-Rchg+(36)
Level 14: Swift -- Run-I(A)
Level 16: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(42), GSFC-Build%(43)
Level 18: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(23), Mrcl-Heal/EndRdx(23), RgnTis-Regen+(50)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(29), P'Shift-EndMod/Rchg(48)
Level 22: Build Up -- RechRdx-I(A)
Level 24: Recall Friend -- Zephyr-Travel(A)
Level 26: Minerals -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Def(27), LkGmblr-Rchg+(29)
Level 28: Whirling Axe -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(43), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Acc/Rchg(46), Armgdn-Dam%(48), FrcFbk-Rechg%(48)
Level 30: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31)
Level 32: Granite Armor -- DefBuff-I(A), DefBuff-I(33), DefBuff-I(33), ResDam-I(33), ResDam-I(34), ResDam-I(34)
Level 35: Gash -- HO:Nucle(A)
Level 38: Pendulum -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Laser Beam Eyes -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46), Apoc-Dam%(46)
Level 47: Physical Perfection -- P'Shift-End%(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 1: Ninja Run


English isn't my birth language, so don't blame me if I do some mistakes. thank you !