Optimizing my SD/SS tanker


Finduilas

 

Posted

So this is what my tank currently is. I know there are definitely some areas I mis-slotted, or powers that are useless. I need your help to optimize my build a bit. He is my main hero and is responsible for supporting all my baby alts, so he needs to be able to perform decently in a farming atmosphere. I have about 300m on hand, plus all the IOs shown below. Can any of you help bring my tanker to Beast status? I am not against using temp powers or ninja run for travel if it helps make my tanker better. Thanks much in advance!!

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

Click this DataLink to open the build!

Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(43), RedFtn-EndRdx(43)
Level 1: Jab -- Amaze-ToHitDeb%(A), Amaze-Acc/Stun/Rchg(5)
Level 2: True Grit -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(3), Heal(9), Heal(17), ResDam(17), Numna-Heal/EndRdx(45)
Level 4: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(40)
Level 6: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 8: Hurdle -- Jump-I(A)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
Level 12: Against All Odds -- Taunt-I(A)
Level 14: Health -- Heal-I(A), Heal-I(45), Numna-Regen/Rcvry+(46)
Level 16: Combat Jumping -- Ksmt-ToHit+(A)
Level 18: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(25), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(37)
Level 20: Stamina -- P'Shift-End%(A), EndMod-I(21), EndMod-I(21)
Level 22: Knockout Blow -- Acc-I(A), C'ngImp-Acc/Dmg(23), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37)
Level 24: Boxing -- Acc-I(A)
Level 26: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34), RechRdx-I(34)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(50), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 30: Tough -- EndRdx-I(A), ResDam-I(31), ResDam-I(31), ResDam-I(31)
Level 32: Weave -- EndRdx-I(A), DefBuff-I(33), DefBuff-I(33), DefBuff-I(33), LkGmblr-Rchg+(43)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
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), RechRdx-I(40)
Level 41: Char -- Acc-I(A), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Acc/Hold(42)
Level 44: Melt Armor -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg(45)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(48)
Level 49: Super Jump -- Jump-I(A)
------------
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:

  • 11.5% DamageBuff(Smashing)
  • 11.5% DamageBuff(Lethal)
  • 11.5% DamageBuff(Fire)
  • 11.5% DamageBuff(Cold)
  • 11.5% DamageBuff(Energy)
  • 11.5% DamageBuff(Negative)
  • 11.5% DamageBuff(Toxic)
  • 11.5% DamageBuff(Psionic)
  • 8% Defense(Smashing)
  • 8% Defense(Lethal)
  • 7.38% Defense(Fire)
  • 7.38% Defense(Cold)
  • 9.25% Defense(Energy)
  • 9.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 13% Defense(Melee)
  • 11.8% Defense(Ranged)
  • 11.8% Defense(AoE)
  • 34% Enhancement(Accuracy)
  • 22.5% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 112.4 HP (6%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 5.5%
  • MezResist(Immobilize) 12.1%
  • 12.5% (0.21 End/sec) Recovery
  • 30% (2.35 HP/sec) Regeneration
  • 4.1% Resistance(Fire)
  • 4.1% Resistance(Cold)
  • 6.25% Resistance(Negative)
  • 5% RunSpeed


 

Posted

Here's a little tweak to yours, but I included grant cover for when you fight -def foes. This build has 50% def to all 3 (ranged, melee and AOE)

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Posted

The first thing that jumps out at me is that you really need Phalanx Fighting. Though its primary purpose is to give a defense bonus when you have teammates close by, it also gives 5% defense to all positions even when solo. I'd pick it up and drop SJ or one of the APP attacks. Having that additional 5% defense means you won't need some of the sets you have slotted for defense bonuses.

You also might want to consider picking up Grant Cover for the defense debuff resistance it provides.

Other issues:

With Phalanx Fighting, you won't need the Ranged defense bonuses from the Red Fortune sets, so I'd drop the End and End/Rchg slots from both Deflection and Battle Agility. In Deflection I'd recommend filling the two empty slots with common resist IOs to enhance your S/L resistance. The two extra slots in BA can be used elsewhere, for instance, more fully slotting Jab.

The Steadfast Res/End in True Grit is doing very little for you; TG doesn't need end reduction, and it gives a paltry amount of resist enhancement. Same deal for the Numina Heal/End--even worse, you're not even getting a bonus out of it. Unless you want to go for a Heal set, and slot 3 Numina's or something similar, I'd go with the Steadfast, 2 common resist IOs, and 3 common Heal IOs.

I think you'd be better off slotting a end reduction in Against All Odds base slot. It doesn't particularly need taunt duration enhancement, but go ahead and put one in if you can free up another slot. I'd also try to put a slot for a common Defense IO in Combat Jumping.

Weave is overslotted; the LotG +Recharge provides some defense enhancement, so you can drop one of the common IOs and use the slot elsewhere.

You may want to consider slotting your defense powers with sets; if you can't afford full LotG sets, Gift of the Ancients also has good bonuses--+recovery and +end.

If you pick up Phalanx Fighting as I recommend, your Shield powers plus the Gaussian's set, Weave and CJ will get you to the soft-cap. You might want to slot one attack for a defense bonus to each position so you have some debuff cushion, but beyond that you might as well slot for other types of bonuses--recharge, regen, recovery, etc.


My Characters

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

 

Posted

So taking into account some of the stuff you guys were talking about, this is what I came up with. Let me know what you think please.


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: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Deflection -- GftotA-Def/EndRdx(A), GftotA-Def(3), GftotA-Def/Rchg(9), GftotA-Def/EndRdx/Rchg(37), ResDam-I(37), ResDam-I(40)
Level 1: Jab -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(46)
Level 2: True Grit -- S'fstPrt-ResDam/Def+(A), ResDam-I(5), ResDam-I(11), Heal-I(19), Heal-I(19), Heal-I(36)
Level 4: Battle Agility -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(5), GftotA-Def(9), GftotA-Def/EndRdx/Rchg(42)
Level 6: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Dam%(34)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Hurdle -- Jump-I(A)
Level 12: Active Defense -- RechRdx-I(A), RechRdx-I(13)
Level 14: Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(34)
Level 16: Health -- Numna-Regen/Rcvry+(A), Heal-I(42), Heal-I(43)
Level 18: Phalanx Fighting -- Ksmt-ToHit+(A)
Level 20: Stamina -- P'Shift-End%(A), EndMod-I(21), EndMod-I(21)
Level 22: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(42)
Level 24: Boxing -- Amaze-ToHitDeb%(A), Amaze-Acc/Rchg(46)
Level 26: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(33), RechRdx-I(33)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(36), GSFC-Build%(37)
Level 30: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(31), ImpArm-ResPsi(31), ImpArm-ResDam/Rchg(46)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(34)
Level 35: Combat Jumping -- DefBuff-I(A)
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), RechRdx-I(40)
Level 41: Char -- BasGaze-Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(43), BasGaze-Acc/Rchg(43), BasGaze-Acc/Hold(45)
Level 44: Ring of Fire -- Acc-I(A)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
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 6: 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)
  • 6.13% Defense(Smashing)
  • 6.13% Defense(Lethal)
  • 7.38% Defense(Fire)
  • 7.38% Defense(Cold)
  • 8.63% Defense(Energy)
  • 8.63% Defense(Negative)
  • 4.88% Defense(Psionic)
  • 9.25% Defense(Melee)
  • 10.5% Defense(Ranged)
  • 11.8% Defense(AoE)
  • 5.85% Max End
  • 41% Enhancement(Accuracy)
  • 31.3% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 154.6 HP (8.25%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 6.05%
  • MezResist(Immobilize) 10.5%
  • 17.5% (0.29 End/sec) Recovery
  • 30% (2.35 HP/sec) Regeneration
  • 6.58% Resistance(Fire)
  • 1.58% Resistance(Cold)
  • 6.25% Resistance(Negative)
  • 5.5% Resistance(Psionic)
  • 5% RunSpeed


 

Posted

One small change: Tough and Weave are relatively high-end toggles and currently they're underslotted for end reduction. I'd use a Res/End/Rchg in Tough instead of the Psi resistance, (you have so little Psi resistance another 3% won't make a difference) and I'd pull a slot from Hasten to add a LotG Def/End/Rchg to Weave.

Other than that, looks good!


My Characters

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

 

Posted

Easy changes. Thanks for your help Fin!