Willpower build: Any way of trimming some excess from this?


BunnyAnomaly

 

Posted

Hi All

I'm through most of the expensive stuff for this build and now with hero merits it seems that if I grind enough I can afford the 3% PVP defence IO so I might as well just go for broke

Please critique the build and tell me if anything can be swapped around to give similar benefits but at lesser slotting.

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: War Mace
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership

Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal(3), Numna-Heal/Rchg(3), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7)
Level 1: Bash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(34)
Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Regen/Rcvry+(9), Heal-I(9)
Level 6: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11)
Level 8: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(13)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(13), Mocking-Taunt/Rchg/Rng(15), Mocking-Acc/Rchg(15), Mocking-Taunt/Rng(17), Mocking-Rchg(17)
Level 12: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(19)
Level 14: Hurdle -- Empty(A)
Level 16: Health -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(23), Heal-I(23)
Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/Rchg(29), SW-ResDam/Re TP(48)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
Level 22: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 26: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam/Rchg(29)
Level 28: Whirling Mace -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-%Dam(50)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/Rchg(31)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 35: Super Jump -- Winter-ResSlow(A)
Level 38: Shatter -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
Level 41: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 44: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def/Rchg(45)
Level 47: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(48)
Level 49: Strength of Will -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run


 

Posted

Oh, I should add that I didn't worry too much about the order of selection for powers, but if you have any advice on that it would be great


 

Posted

You have two end-producing powers, not slotted to the ED cap -- is that going to be enough to run all your AoEs with the notoriously crappy endurance reduction of the Obliteration sets you have in them? Not being snarky; I just don't know. And if you're running Maneuvers instead of using it as a set mule...hrm, at least doublecheck your end consumption to make sure you can support that.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Sailboat View Post
You have two end-producing powers, not slotted to the ED cap -- is that going to be enough to run all your AoEs with the notoriously crappy endurance reduction of the Obliteration sets you have in them? Not being snarky; I just don't know. And if you're running Maneuvers instead of using it as a set mule...hrm, at least doublecheck your end consumption to make sure you can support that.
I hadn't realised how little end reduction they have. Thanks for pointing that out.

I currently recharge 3.79/second and expend 1.48/second, so a net gain of 2.31/second.

I also have the +endurance proc but I am not sure what the proc rate is on it (it returns 10 stamina).

If I put an 50 IO into Quick Recovery, I get an extra .2/second but I think with 2.31/second gain that should be sufficient. Maybe. I took the 3% resistance unique because I find it unlikely I'll get the will to grind that much.


 

Posted

Here is what I would change. Well I would change more but this keeps with the powers you already have. Still at or near the soft cap but beter regen and recovery and quite a few more HP.


Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: War Mace
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership

Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal(3), Numna-Heal/Rchg(3), S'fstPrt-ResDam/Def+(5)
Level 1: Bash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(34)
Level 4: Fast Healing -- Numna-Heal(A), Mrcl-Rcvry+(5), Numna-Heal/EndRdx(7), Numna-Regen/Rcvry+(9), RgnTis-Regen+(9), Mrcl-Heal(23)
Level 6: Indomitable Will -- LkGmblr-Rchg+(A), SW-Def(7), SW-Def/EndRdx(11), SW-Def/EndRdx/Rchg(48)
Level 8: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(13), HO:Golgi(50)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(13), Mocking-Taunt/Rchg/Rng(15), Mocking-Acc/Rchg(15), Mocking-Taunt/Rng(17), Mocking-Rchg(17)
Level 12: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(19)
Level 14: Hurdle -- Empty(A)
Level 16: Health -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(23)
Level 18: Heightened Senses -- LkGmblr-Rchg+(A), SW-Def(25), SW-Def/EndRdx(25), SW-Def/EndRdx/Rchg(29)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
Level 22: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 26: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam/Rchg(29)
Level 28: Whirling Mace -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-%Dam(50)
Level 30: Weave -- LkGmblr-Rchg+(A), SW-Def(31), SW-Def/EndRdx(31), SW-Def/EndRdx/Rchg(31)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A), SW-Def(33), SW-Def/EndRdx(33), SW-ResDam/Re TP(50)
Level 35: Super Jump -- Winter-ResSlow(A)
Level 38: Shatter -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
Level 41: Crowd Control -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(42), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(43), Armgdn-Dam%(43)
Level 44: Maneuvers -- LkGmblr-Rchg+(A), SW-Def(45), SW-Def/EndRdx(45), SW-Def/EndRdx/Rchg(45)
Level 47: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(48)
Level 49: Strength of Will -- GA-3defTpProc(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run


 

Posted

I went a slightly different direction with your build. I dropped Maneuvers all together because I think the return is too small at tank values for the endurance commitment, and replaced it with Jawbreaker. This has two benefits; you'll have a better ST attack chain and it will give you someplace to put another KC set which allows you to get rid of two of the Oblit sets and reduce your end consumption. This build is soft-capped to S/L/E/NE and very close to it for F/C.

A couple of other changes:

I dropped the PvP 3% resistance IO, IMO it's just not worth the money you'd have to pay for it. Unlike defense when you're near the soft-cap, an additional 3% resistance won't make a huge difference in survivability.

I changed the slotting of the KC sets a bit; in your original build they were underslotted for accuracy.

I also added slots to Bash, RttC and QR.

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: Willpower
Secondary Power Set: War Mace
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(3), Numna-Heal/Rchg:50(3), Aegis-ResDam/EndRdx:50(5), Aegis-ResDam/Rchg:50(5), Aegis-ResDam:50(33)
Level 1: Bash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(23), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(37), Mako-Acc/Dmg/EndRdx/Rchg:50(37)
Level 2: Fast Healing -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(33), Numna-Regen/Rcvry+:50(34), Heal-I:50(34)
Level 4: Jawbreaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:30(9), KntkC'bat-Dmg/EndRdx/Rchg:35(9), Mako-Acc/Dmg/EndRdx/Rchg:50(45)
Level 6: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(7)
Level 8: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(11), Numna-Heal/EndRdx/Rchg:50(11), Numna-Heal/Rchg:50(13)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(13), Mocking-Taunt/Rchg/Rng:50(15), Mocking-Acc/Rchg:50(15), Mocking-Taunt/Rng:50(17), Mocking-Rchg:50(17)
Level 12: Quick Recovery -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(19), Efficacy-EndMod/Rchg:50(29)
Level 14: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(19), RctvArm-ResDam/EndRdx/Rchg:40(23), RctvArm-ResDam:40(46)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(25), LkGmblr-Def/EndRdx:50(25), LkGmblr-Def/EndRdx/Rchg:50(29)
Level 20: Health -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(21), Heal-I:50(21)
Level 22: Clobber -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), Mako-Acc/Dmg/EndRdx/Rchg:50(50)
Level 24: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(34), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Knock%:35(36)
Level 26: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(27), P'Shift-End%:50(27)
Level 28: Whirling Mace -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(40), Sciroc-Dmg/EndRdx:50(46), Sciroc-Acc/Dmg/EndRdx:50(48)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam:40(31)
Level 32: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33)
Level 35: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(45), LkGmblr-Def/EndRdx/Rchg:50(45), LkGmblr-Def:50(48)
Level 38: Shatter -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(40), Erad-Acc/Dmg/EndRdx/Rchg:30(40), Erad-Dmg:30(43), M'Strk-Acc/Dmg/EndRdx:50(46)
Level 41: Crowd Control -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(42), Oblit-Dmg/Rchg:50(42), Oblit-Acc/Dmg/Rchg:50(42), Oblit-Acc/Dmg/EndRdx/Rchg:50(43), Oblit-%Dam:50(43)
Level 44: Super Jump -- Jump-I:50(A)
Level 47: Build Up -- Rec'dRet-Pcptn:20(A), Rec'dRet-ToHit/Rchg:20(48), RechRdx-I:50(50)
Level 49: Strength of Will -- GA-3defTpProc:50(A), S'fstPrt-ResDam/Def+:30(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 3% DamageBuff(Smashing)
  • 3% DamageBuff(Lethal)
  • 3% DamageBuff(Fire)
  • 3% DamageBuff(Cold)
  • 3% DamageBuff(Energy)
  • 3% DamageBuff(Negative)
  • 3% DamageBuff(Toxic)
  • 3% DamageBuff(Psionic)
  • 29.8% Defense(Smashing)
  • 29.8% Defense(Lethal)
  • 12.3% Defense(Fire)
  • 12.3% Defense(Cold)
  • 14.8% Defense(Energy)
  • 14.8% Defense(Negative)
  • 6% Defense(Psionic)
  • 20.7% Defense(Melee)
  • 10.4% Defense(Ranged)
  • 9.13% Defense(AoE)
  • 5.4% Max End
  • 27% Enhancement(Accuracy)
  • 35% Enhancement(RechargeTime)
  • 6% Enhancement(Heal)
  • 5% FlySpeed
  • 358.4 HP (19.1%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 13.2%
  • MezResist(Stun) 2.2%
  • 20% Perception
  • 1.5% (0.03 End/sec) Recovery
  • 98% (7.67 HP/sec) Regeneration
  • 10% RunSpeed

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My Characters

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

 

Posted

Thanks for the input. I do quite like the build from HelinCarnate. All the builds are in the end pretty much achieving the same thing so I'm happy with what I'm at right now.

As for the lack of accuracy re: Finduilas, there's a global +45% accuracy (5*9% accuracy) so the ST attacks with Kinetic Combat have the equivalent to 3 SOs of Accuracy.


 

Posted

Quote:
Originally Posted by BunnyAnomaly View Post

As for the lack of accuracy re: Finduilas, there's a global +45% accuracy (5*9% accuracy) so the ST attacks with Kinetic Combat have the equivalent to 3 SOs of Accuracy.
But what happens when you exemp down and lose those set bonuses, forcing you to rely solely on the slotting that's in the power?


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

That is a good point. I don't like exemping down at all but I would probably rather have build2 for that rather than do things unnecessary for build1.

I like getting rid of manouvers, however I still want to be soft capped and keep the good recharge/accuracy bonuses. Unfortunately something in there seems like it has to go away...


 

Posted

Quote:
Originally Posted by BunnyAnomaly View Post
That is a good point. I don't like exemping down at all but I would probably rather have build2 for that rather than do things unnecessary for build1.

I like getting rid of manouvers, however I still want to be soft capped and keep the good recharge/accuracy bonuses. Unfortunately something in there seems like it has to go away...
IMO, it's always the best practice to have your attacks enhanced adequately on their own, without relying on set bonuses. And in this case, what exactly are you getting with the CI Dam/End/Rchg that you wouldn't get with a Mako's Acc/Dam/End/Rchg? A fraction of a second more recharge? Somehow, I don't think having Clobber recharge in 8.1 seconds instead of 8.2 seconds is going to make that much difference. But having your ST attacks underslotted for accuracy certainly will make a difference in some circumstances.

Rather than going for the highest bonuses possible, have you thought about how much is *enough* in terms of recharge and accuracy? In the build I posted, CC recharges in 5 1/2 seconds; how much faster do you really need it to recharge given how many other attacks you have to use?

But if you really, really want lots of recharge and accuracy, there are better ways to get it rather building around those bonuses. For instance, you could drop SJ or Build Up for Hasten, or slot a Kismet +Acc in one of your defense powers for a 6% ToHit bonus.


My Characters

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

 

Posted

Quote:
Originally Posted by Finduilas View Post
IMO, it's always the best practice to have your attacks enhanced adequately on their own, without relying on set bonuses. And in this case, what exactly are you getting with the CI Dam/End/Rchg that you wouldn't get with a Mako's Acc/Dam/End/Rchg? A fraction of a second more recharge? Somehow, I don't think having Clobber recharge in 8.1 seconds instead of 8.2 seconds is going to make that much difference. But having your ST attacks underslotted for accuracy certainly will make a difference in some circumstances.

Rather than going for the highest bonuses possible, have you thought about how much is *enough* in terms of recharge and accuracy? In the build I posted, CC recharges in 5 1/2 seconds; how much faster do you really need it to recharge given how many other attacks you have to use?

But if you really, really want lots of recharge and accuracy, there are better ways to get it rather building around those bonuses. For instance, you could drop SJ or Build Up for Hasten, or slot a Kismet +Acc in one of your defense powers for a 6% ToHit bonus.
I agree that some things can be moved, but by the same token you argue against fractional differences but then give one as an example. I am interested in larger changes - I'd ideally like to be at the soft cap on all defences and still retain good recharge/accuracy/basics for fighting.

My concern on my first build is now endurance, because Obliteration gives very little reduction, and running Manouvers is something I'd like to avoid if I can find an appropriate replacement.

A minimal % on one particular power, however, I don't care much for


 

Posted

If you don't want maneuvers you can replace impervious skin with an aegis, pick up a new attack and put kinetic combat into it, and then replace some of your obliterations with 4 eradications and some other misc IOs to boost up whatever you feel is lagging.


Active (Freedom): Setna (Ice/Psi Dom), Arram (WP/KM Tank), Tesmiel (Elec/SS Tank), Astredax (Robot/Dark Mastermind), Operative Vidali (melee fortunata)

Retired (Virtue): Gaav (Inv/EM Tank), Baqra (Fire/SS Tank)

 

Posted

Quote:
Originally Posted by BunnyAnomaly View Post
I agree that some things can be moved, but by the same token you argue against fractional differences but then give one as an example. I am interested in larger changes - I'd ideally like to be at the soft cap on all defences and still retain good recharge/accuracy/basics for fighting.
I'm not sure what "fractional differences" you're referring to; just the switch to the Mako's quad (which doesn't affect anything else in the build, BTW) will increase the accuracy enhancement in your ST attacks from 23% to 42%, and all you lose is 2% of end reduction and 2% recharge. Nearly doubling the accuracy enhancement is hardly a fractional difference, IMO.

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My concern on my first build is now endurance, because Obliteration gives very little reduction, and running Manouvers is something I'd like to avoid if I can find an appropriate replacement.
Yes, and that's why I recommended dropping Maneuvers for JB and replacing two of the Oblit sets, it solves both problems while keeping you at the soft-cap for S/L/E/NE.


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