Footstomp
I tend to think that with recharge more is better, particularly since with /SS it's your only AOE.
I haven't played a /SS to any significant level but on my other tankers I tend to use the heaviest AOE in the chain and I want enough recharge for it to fit smoothly.
Here's an example with CMA, my Inv/Stone tanker in combat.
Lead off with Tremor, then Seismic Smash on a boss/LT followed by Fault to knock them back down again followed by Heavy Mallet on a boss/LT then Tremor again. That's my basic attack chain and I want enough recharge so that it flows without gaps.
I would say experiment with your chain and see how often you want to use Foot Stomp and it's recharging, then see if there's still room for more recharge.
I agree with the HO's in Rage; you could use it as a set mule but that would cost you more slots which you may be putting to better use elsewhere. That's the same reasoning I use behind slotting Cytos in Invincibility.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
What's a good recharge time for footstomp? I need to reslot my Ice/SS after coming back from before IOs.
Am I right in thinking I should keep my rage 3 slotted with membranes? I'm not sure how you could beat that... |
On my ice/ss, I pick up hasten because of foot stomp and hoarfrost. Meaning you don't need full recharge in rage to perma it. And since Ice armor is a defense set, I easily suggest 6 Gaussians in rage for the defense bonus and other bonuses of the Gaussians set.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
For Footstomp...I shoot for under 8s with IO's.
I six slot Rage with a full Guassian set.
Once I get my full slots, I'll post recharge times and build. I'm not going to 6 slot rage. I see the benefits, but I can already double stack rage without IOs. I'm putting 5 crushing impact in both haymaker and KO blow and putting one +rech proc in each. With how often haymaker is up, I should see significant +rech (I'm hoping).
It is important to note, that I'm only using this tanker to farm lvl 50+ Maiden warriors and sometimes lvl 50+ family when I want a change.
Once I get my full slots, I'll post recharge times and build. I'm not going to 6 slot rage. I see the benefits, but I can already double stack rage without IOs. I'm putting 5 crushing impact in both haymaker and KO blow and putting one +rech proc in each. With how often haymaker is up, I should see significant +rech (I'm hoping).
|
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
You're not doing it for the rech/to hit buff stats (though of course that's part of it) You're doing it for the bonuses. Either for the defense with Gaussians, and the other bonuses it offers, or the +recharge and other bonuses from 5 adjusted targetting. In addition to better to hit and solidifying/stacking longer the buff.
|
On the topic of recharge more is always nice but is going after more worth extra slots? It all depends on your build, more often than not IMO you'll find the slots more useful somewhere else but it all depends on your build and individual playstyle.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Don't put a FFB +rech proc in anything but Footstomp. It doesn't stack and has a self-imposed suppression period, so that coupled with the low likelihood of it going off in a ST attack means its a waste.
Using Footstomp in a reasonable spawn will ensure you'll get the buff almost every time, whereas in Haymaker and KO Blow you're better off using the slot for something else or elsewhere.
The Melee Teaming Guide for Melee Mans
I'd personally still be tempted to go with the HO's simply because the slots may be more useful elsewhere. Not having seen his build I can't really comment on that but I tend to find slots a bit tight on my tank builds... that's where HO's shine; they allow you to save slots in power A for power B while maintaining full effectiveness.
On the topic of recharge more is always nice but is going after more worth extra slots? It all depends on your build, more often than not IMO you'll find the slots more useful somewhere else but it all depends on your build and individual playstyle. |
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
I'm not at home, so I don't know that I can post my build right now. When I get there, I will.
I understand what you're saying about the set bonuses from Gaussian's.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 11 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(5), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Def/Rchg(7), LkGmblr-Def(45), LkGmblr-EndRdx/Rchg(46)
Level 1: Jab -- Empty(A)
Level 2: Hoarfrost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(3), Dct'dW-Rchg(3), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15)
Level 4: Chilling Embrace -- ImpSwft-EndRdx/Rchg/Slow(A), ImpSwft-Acc/Slow(40), ImpSwft-Dam%(42)
Level 6: Wet Ice -- EndRdx-I(A), EndRdx-I(7)
Level 8: Haymaker -- FrcFbk-Rechg%(A), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(25), C'ngImp-Acc/Dmg/Rchg(34)
Level 10: Hurdle -- Jump-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Icicles -- Sciroc-Acc/Rchg(A), Sciroc-Dmg/Rchg(37), Sciroc-Dmg/EndRdx(42), Sciroc-Acc/Dmg(43), Sciroc-Dam%(43), Sciroc-Acc/Dmg/EndRdx(43)
Level 16: Health -- Mrcl-Rcvry+(A), Mrcl-Heal/EndRdx(17), Mrcl-Heal(17)
Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def(19), LkGmblr-Def/Rchg(33), LkGmblr-EndRdx/Rchg(46), LkGmblr-Def/EndRdx/Rchg(46)
Level 20: Knockout Blow -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(21), C'ngImp-Dmg/EndRdx(21), C'ngImp-Acc/Dmg(34), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(42)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(50)
Level 24: Super Speed -- Empty(A)
Level 26: Energy Absorption -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/Rchg(27), LkGmblr-Def/EndRdx(31), LkGmblr-EndRdx/Rchg(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 28: Rage -- HO:Membr(A), HO:Membr(29), HO:Membr(29)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Hibernate -- Dct'dW-Heal/Rchg(A), Dct'dW-EndRdx/Rchg(33), Dct'dW-Rchg(33)
Level 35: Taunt -- Zinger-Dam%(A), Zinger-Taunt/Rchg(36), Zinger-Taunt/Rchg/Rng(36), Zinger-Acc/Rchg(36), Zinger-Taunt/Rng(37), Zinger-Taunt(37)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-%Dam(40), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Char -- Empty(A)
Level 44: Melt Armor -- ExVuln-DefDeb/Rchg(A), ExVuln-DefDeb(45), ExVuln-DefDeb/Rchg/EndRdx(45)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Dmg/EndRdx(48), Posi-Dam%(50), Posi-Acc/Dmg/EndRdx(50)
Level 49: Permafrost -- S'fstPrt-ResDam/Def+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
The melt armor slots are filler. I mean I could slot them into rage, but for what I want to do with this tank I don't feel I need it. I'm farming level 52-53 battle maiden warriors. EA is up twice a mob. I could 5 slot my ST attacks, I guess. Just looking for some advice based on what I'm doing with this guy and how to make it faster.
EDIT: Oh and I didn't feel like going back and editing it, but Hibernate has 5 slots /w 5 Doctored Wounds in it and I took those slots from Hurdle, but couldn't add them because of stupid levels.
IMO, your first priority should be to try to soft-cap S/L/E/NE; it will improve your survivability immensely. If you don't want to take the Fighting Pool for Weave, it's still possible to soft-cap, but it'll be more costly and take more slots to do so. I usually recommend that Ice tanks try to get enough defense to soft-cap without EA running if possible, but soft-capping with one in range of EA is a reasonable goal too.
The first change I'd suggest in your slotting is to get rid of the extraneous slots in FA and GA. The Def/Rchg and End/Rchg are basically doing nothing for you other than overslot for endurance; pull them and use the slots elsewhere--like slotting Jab with a set like Kinetic Combat or Smashing Haymaker that will give you a S/L defense bonus.
Other slotting issues:
Wet Ice just needs one end reduction; use the second slot elsewhere.
The Force Feedback +Recharge would be much better in an attack with multiple targets, like Foot Stomp.
Icicles is underslotted for end reduction. A high-end toggle like Icicles needs at least 60% end reduction. I'd also recommend 3 or 4 slots of Eradication in Icicles and Foot Stomp for the E/NE bonus; just make sure they get plenty of end reduction in the final slots.
EA should be slotted for recharge and end mod as well as defense, so I recommend frankenslotting with defense and end mod sets, heavy on the recharge.
Those additional slots in Hibernate are really wasted, with the automatic cooldown period the recharge enhancement won't bring it back faster.
Try a full set of Mocking Beratement instead of Perfect Zinger, MB has F/C defense and recharge bonuses as well as the S/L defense bonus.
Thunderstrike is a good choice for a ranged attack like Char, it has a good E/NE bonus for just three slots. Likewise, if you have the slots, try 3 slots of Aegis in Permafrost for a nice F/C def bonus.
Here's your build with the changes I recommended; note that S/L/E/NE defense is soft-capped when EA is up. (I can probaby get it soft-capped without EA if you're will to drop the Crushing Impact sets for sets that give defense bonuses.)
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(5), LkGmblr-Def/EndRdx/Rchg:50(5), LkGmblr-Def:50(7)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Knock%:35(13), C'ngImp-Acc/Dmg/EndRdx:50(31)
Level 2: Hoarfrost -- Dct'dW-Heal:50(A), Dct'dW-Heal/EndRdx:50(3), Dct'dW-Rchg:50(3), Dct'dW-EndRdx/Rchg:50(15), Dct'dW-Heal/Rchg:50(15)
Level 4: Chilling Embrace -- CtlSpd-Acc/Slow:30(A), CtlSpd-Dmg/Slow:30(7), CtlSpd-Acc/EndRdx:30(40), CtlSpd-Rng/Slow:30(42)
Level 6: Wet Ice -- EndRdx-I:50(A)
Level 8: Haymaker -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/EndRdx:35(9), C'ngImp-Dmg/Rchg:35(9), C'ngImp-Dmg/EndRdx:35(25), C'ngImp-Dmg/EndRdx/Rchg:35(25)
Level 10: Hurdle -- Jump-I:50(A)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13)
Level 14: Icicles -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(37), Erad-Dmg/Rchg:30(42), Erad-Acc/Dmg/EndRdx/Rchg:30(43), Sciroc-Dmg/EndRdx:50(43), Sciroc-Acc/Dmg/EndRdx:50(43)
Level 16: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal/EndRdx:40(17), Mrcl-Heal:40(17)
Level 18: Glacial Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(19), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx/Rchg:50(33)
Level 20: Knockout Blow -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Dmg/EndRdx/Rchg:50(21), C'ngImp-Dmg/EndRdx:50(21), C'ngImp-Acc/Dmg:50(34), C'ngImp-Dmg/Rchg:50(34), C'ngImp-Acc/Dmg/Rchg:50(42)
Level 22: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(23), P'Shift-EndMod/Acc:50(23), P'Shift-End%:50(33)
Level 24: Super Speed -- Run-I:50(A)
Level 26: Energy Absorption -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(27), LkGmblr-Def/Rchg:50(27), P'Shift-EndMod/Rchg:50(31), P'Shift-EndMod/Acc/Rchg:50(33), P'Shift-EndMod:50(34)
Level 28: Rage -- HO:Membr(A), HO:Membr(29), HO:Membr(29)
Level 30: Combat Jumping -- LkGmblr-Rchg+:50(A), DefBuff-I:50(31), DefBuff-I:50(46)
Level 32: Hibernate -- Heal-I:50(A)
Level 35: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(36), Mocking-Taunt/Rchg/Rng:50(36), Mocking-Acc/Rchg:50(36), Mocking-Taunt/Rng:50(37), Mocking-Rchg:50(37)
Level 38: Foot Stomp -- Erad-Dmg/Rchg:30(A), Erad-Dmg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(39), FrcFbk-Rechg%:30(39), Sciroc-Dmg/Rchg:50(40), Sciroc-Acc/Dmg/EndRdx:50(40)
Level 41: Char -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(46), Thundr-Acc/Dmg/EndRdx:50(46)
Level 44: Melt Armor -- ExVuln-DefDeb/Rchg:20(A), ExVuln-DefDeb:20(45), ExVuln-DefDeb/Rchg/EndRdx:20(45)
Level 47: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Dmg/EndRdx:50(48)
Level 49: Permafrost -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam/EndRdx:50(50), Aegis-ResDam/Rchg:50(50), Aegis-ResDam:50(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:
- 11.1% Defense(Smashing)
- 11.1% Defense(Lethal)
- 9.25% Defense(Fire)
- 9.25% Defense(Cold)
- 11.8% Defense(Energy)
- 11.8% Defense(Negative)
- 3% Defense(Psionic)
- 8% Defense(Melee)
- 7.38% Defense(Ranged)
- 6.13% Defense(AoE)
- 5.4% Max End
- 2% Enhancement(RunSpeed)
- 2% Enhancement(FlySpeed)
- 2% Enhancement(JumpHeight)
- 2% Enhancement(JumpSpeed)
- 52.5% Enhancement(RechargeTime)
- 51% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 10% FlySpeed
- 281.1 HP (15%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 8.25%
- MezResist(Terrorized) 2.2%
- 9.5% (0.16 End/sec) Recovery
- 50% (3.91 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 2.5% Resistance(Psionic)
- 15% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1401;722;1444;HEX;| |78DA9D944B4F135114C7EF4C5B4ACB405B4A79535A044A798CD4B0505C182398546| |9AC405CA9755AAE305286A653155CB971E74A8D6E04E267F091181F7BDFBA337E03| |35EEDCD7F3B874A13B279DFFEFCE9973CF39F79EB9CD6DCD1942DC3C2634E344D97| |2DDC2B2E5ACCBAA2F67ADDA25E1174274B3A530272F4BC79566B6240BC7AB1B9BD5| |3EF52227CB529A4B572B305EAA55A5B35A5B8B649D3509C39AB93F30F29B9B65F3A| |45D73A4EB06E961A922E50ADB17A455B19DD5083D649D6BB66B17EDB25DDB8ECC57| |EC9299DFAECA42CE726BB2BADD0D35A5E17E1300D1E016758F88C12023BC614694D| |0D441980C0A75D5BD220F1812C1B38C4582B14C88AF08747F1B5051C15D3B4311F4| |D38C3CA16D819123BC03778FAAC2F3100603A2698790DA25A4F708EFC1CFC77EC29| |7A44C2614E65799FC97C8D4BC42A5341709DD1643129AC037A02204C6C87D084C2D| |1C416B992093C1F808E95AD9D9D7FA5DC70A867F10D23F09E3BF18D7C97DFC06C10| |FF1423C4B0F9D82414A84E71959C227081B51AB8DF09EB7F39EB7F3662778EB33B0| |B42817E68BF2BE7648864548F27A934542BAC4AB87F431153D76474753E75DC67D4| |2E201E100F8757174D13545533F43613D9A46097BB8B05EAEA837428873A0C43D42| |92A31F8232FBA8DB75BD6F16E0F588FEBFD809C906D49E0C70E4789C724E31BE40E| |A4155CDE030990E06B161BCFCA135AED9665C61AC1386CB8C0DC20CCC1A513D1BE1| |2E8D72EB46B959A3B708A92D4A92E29E7DF50831C6B93C633B649ADCE5FAF6188F0| |8BFE1984FB09F3EF14AC7FE4CBE64BC267C8340A60A643EE6753C653C633C217C80| |F54EAB2E4D77D1C79D99E6AE671833847E6FE3DCC10F2EB1F08F25EF6D1C36A1912| |5ED6D9CEA7A200C6786DFFEEFF5DCD84F1958C4FF8165943CCA3994F32817502EA2| |58284594124AFD456376E830D675046516E5284A0CEA13B7D1D38FA7B005C540694| |5694309A18451A228BD283B28F53F198CF7CE| |-------------------------------------------------------------------|
My Characters
Knight Court--A CoH Story Complete 2/3/2012
*will never understand people's obsession with using the miracle proc/set in health instead of the numina set, especially in a build like ice armor, where you'd benefit much more from the 32% regeneration, than you do from the 7.5% recovery. EA will take care of pretty much all your end problems if the rest of the build is anywhere close to build right.* Same goes for performance shifter, especially including the expensive proc. You'd be suprised the longevity a build can gain by going for a few regeneration bonuses over simple unnecessary things like this.
Those extremely rare, desparately unlikely situations where you'll have too little or be in trouble, that's what hibernate is for, especially with hasten and all the recharge bonuses keeping EA up faster.
Also, slotting char for damage, is a poor poor loss, it only has a 22 damage base at level 50, for a 32 second recharge. Either pony up and use Ring of fire, or use char as a hold it's meant as and slot basalisks gaze or ghost widow if you're using those 4 slots.
With the same powers, i'd do something more similar to this:
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Ice SS Fireball Forum: Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Frozen Armor -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(3), S'dpty-Def(3), LkGmblr-Rchg+(43)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37)
Level 2: Chilling Embrace -- TmpRdns-Acc/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(9)
Level 4: Haymaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(17), S'ngH'mkr-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37)
Level 6: Hoarfrost -- Tr'ge-Heal/Rchg(A), Tr'ge-Heal/EndRdx/Rchg(7), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(15)
Level 8: Wet Ice -- EndRdx-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Icicles -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(13), Erad-Acc/Dmg/EndRdx/Rchg(13), Sciroc-Dmg/EndRdx(15), Sciroc-Acc/Dmg/EndRdx(34)
Level 14: Super Speed -- Run-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Glacial Armor -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(19), S'dpty-Def(19), LkGmblr-Rchg+(50)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Heal-I(34), RgnTis-Regen+(43)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(31)
Level 24: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(25), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 26: Energy Absorption -- S'dpty-Def/Rchg(A), S'dpty-Def/EndRdx/Rchg(27), LkGmblr-Rchg+(27), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(37)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(33), GSFC-Build%(33)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Hibernate -- RechRdx-I(A)
Level 35: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(45), Zinger-Taunt/Rchg/Rng(45), Zinger-Acc/Rchg(46), Zinger-Taunt/Rng(46), Zinger-Dam%(46)
Level 38: Foot Stomp -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), FrcFbk-Rechg%(40)
Level 41: Ring of Fire -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Melt Armor -- AnWeak-Acc/Rchg(A), AnWeak-Acc/Rchg/EndRdx(45)
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), RechRdx-I(50)
Level 49: Permafrost -- S'fstPrt-ResDam/Def+(A)
------------
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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Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
I think the toss up for the miracle and numina's (in this instance) doesn't matter much. My survivability isn't the issue here. I'm *only* farming lvl 52 battle maiden warriors on x8. I'm not running out of endurance and I'm not dying. I'm looking for any way that I can up my damage output for faster farming. The possible ways are more recharge, damage, or procs. I think I've got the procs covered. Rage + Fireball + Footstomp kills all by the LTs and Haymaker, KO blow, Icicles + Proc, Chilling Emb + Proc, and Taunt + Proc take care of the rest, but I want to do it faster.
I use EA after I footstomp, so my def is softcapped (it sits at 50% after I EA) and then again if I need endurance.
Yes, this is not the optimal tank build, but as you can see I'm only using it for one thing. If I was tanking other things, I'd slot for 45% w/o EA.
What's a good recharge time for footstomp? I need to reslot my Ice/SS after coming back from before IOs.
Am I right in thinking I should keep my rage 3 slotted with membranes? I'm not sure how you could beat that...