Perma-hasten Elec/WM tank


DarknessEternal

 

Posted

175% recharge, 20% melee def, 80% smashing resist, 75% lethal resist, 90% energy resist. End recovery is a little low but Power Sink and Energize more than make up for that.

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

Click this DataLink to open the build!

Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: War Mace
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping

Hero Profile:
Level 1: Charged Armor

  • (A) Reactive Armor - Resistance/Endurance
  • (9) Reactive Armor - Resistance
  • (9) Reactive Armor - Endurance
  • (45) Reactive Armor - Resistance/Recharge
  • (46) Reactive Armor - Resistance/Endurance/Recharge
Level 1: Bash
  • (A) Stupefy - Accuracy/Recharge
  • (43) Stupefy - Endurance/Stun
  • (43) Stupefy - Accuracy/Endurance
  • (43) Stupefy - Stun/Range
  • (45) Stupefy - Accuracy/Stun/Recharge
Level 2: Conductive Shield
  • (A) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance/Recharge
  • (3) Reactive Armor - Resistance/Endurance/Recharge
  • (19) Reactive Armor - Resistance
  • (37) Reactive Armor - Endurance
Level 4: Jawbreaker
  • (A) Kinetic Crash - Damage/Knockback
  • (5) Kinetic Crash - Accuracy/Knockback
  • (5) Kinetic Crash - Recharge/Endurance
  • (7) Kinetic Crash - Recharge/Knockback
  • (7) Kinetic Crash - Damage/Endurance/Knockback
  • (34) Kinetic Crash - Accuracy/Damage/Knockback
Level 6: Static Shield
  • (A) Impervious Skin - Resistance/Endurance
  • (40) Impervious Skin - Resistance/Recharge
  • (42) Impervious Skin - Endurance/Recharge
  • (42) Impervious Skin - Resistance/Endurance/Recharge
  • (42) Impervious Skin - Status Resistance
Level 8: Grounded
  • (A) Steadfast Protection - Knockback Protection
Level 10: Taunt
  • (A) Mocking Beratement - Taunt
  • (11) Mocking Beratement - Taunt/Recharge
  • (11) Mocking Beratement - Taunt/Recharge/Range
  • (17) Mocking Beratement - Accuracy/Recharge
  • (19) Mocking Beratement - Taunt/Range
  • (21) Mocking Beratement - Recharge
Level 12: Energize
  • (A) Doctored Wounds - Heal
  • (13) Doctored Wounds - Endurance/Recharge
  • (13) Doctored Wounds - Heal/Recharge
  • (15) Doctored Wounds - Heal/Endurance/Recharge
  • (15) Doctored Wounds - Recharge
Level 14: Swift
  • (A) Run Speed IO
Level 16: Build Up
  • (A) Recharge Reduction IO
  • (17) Recharge Reduction IO
Level 18: Health
  • (A) Miracle - +Recovery
Level 20: Stamina
  • (A) Performance Shifter - EndMod
  • (21) Performance Shifter - Chance for +End
Level 22: Clobber
  • (A) Touch of Death - Accuracy/Damage
  • (23) Touch of Death - Damage/Endurance
  • (23) Touch of Death - Damage/Recharge
  • (25) Touch of Death - Accuracy/Damage/Endurance
  • (25) Touch of Death - Damage/Endurance/Recharge
  • (34) Touch of Death - Chance of Damage(Negative)
Level 24: Lightning Reflexes
  • (A) Run Speed IO
Level 26: Power Sink
  • (A) Efficacy Adaptor - EndMod
  • (27) Efficacy Adaptor - EndMod/Recharge
  • (27) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (33) Efficacy Adaptor - Accuracy/Recharge
  • (33) Efficacy Adaptor - EndMod/Accuracy
  • (34) Efficacy Adaptor - EndMod/Endurance
Level 28: Whirling Mace
  • (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: Boxing
  • (A) Crushing Impact - Accuracy/Damage
Level 32: Hasten
  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO
  • (45) Recharge Reduction IO
Level 35: Shatter
  • (A) Kinetic Crash - Damage/Knockback
  • (36) Kinetic Crash - Accuracy/Knockback
  • (36) Kinetic Crash - Recharge/Knockback
  • (36) Kinetic Crash - Recharge/Endurance
  • (37) Kinetic Crash - Damage/Endurance/Knockback
  • (37) Kinetic Crash - Accuracy/Damage/Knockback
Level 38: Crowd Control
  • (A) Kinetic Crash - Damage/Knockback
  • (39) Kinetic Crash - Accuracy/Knockback
  • (39) Kinetic Crash - Recharge/Knockback
  • (39) Kinetic Crash - Recharge/Endurance
  • (40) Kinetic Crash - Damage/Endurance/Knockback
  • (40) Kinetic Crash - Accuracy/Damage/Knockback
Level 41: Tough
  • (A) Impervious Skin - Resistance/Endurance
  • (46) Impervious Skin - Resistance/Recharge
  • (46) Impervious Skin - Endurance/Recharge
  • (48) Impervious Skin - Resistance/Endurance/Recharge
  • (48) Impervious Skin - Status Resistance
Level 44: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 47: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (48) Luck of the Gambler - Defense
Level 49: Power Surge
  • (A) Basilisk's Gaze - Accuracy/Recharge
  • (50) Basilisk's Gaze - Recharge/Hold
  • (50) Basilisk's Gaze - Endurance/Recharge/Hold
  • (50) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
------------
Level 1: Brawl
  • (A) Crushing Impact - Accuracy/Damage
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)
  • 8.75% Defense(Smashing)
  • 8.75% Defense(Lethal)
  • 4.38% Defense(Fire)
  • 4.38% Defense(Cold)
  • 5% Defense(Energy)
  • 5% Defense(Negative)
  • 10% Defense(Melee)
  • 2.5% Defense(Ranged)
  • 4.06% Defense(AoE)
  • 1.8% Max End
  • 4% Enhancement(Heal)
  • 9% Enhancement(Accuracy)
  • 3% Enhancement(Stun)
  • 83.8% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 140.6 HP (7.5%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -13)
  • Knockup (Mag -13)
  • MezResist(Confused) 15%
  • MezResist(Held) 20.5%
  • MezResist(Immobilize) 20%
  • MezResist(Sleep) 19.4%
  • MezResist(Stun) 17.2%
  • MezResist(Terrorized) 17.2%
  • 6% (0.1 End/sec) Recovery
  • 38% (2.97 HP/sec) Regeneration
  • 7.5% Resistance(Smashing)
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 14% RunSpeed
  • 4% XPDebtProtection
------------
Set Bonuses:
Reactive Armor
(Charged Armor)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
  • 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)
Stupefy
(Bash)
  • 2.5% (0.04 End/sec) Recovery
  • 35.1 HP (1.88%) HitPoints
  • 3% Enhancement(Stun)
  • 6.25% Enhancement(RechargeTime)
Reactive Armor
(Conductive Shield)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
  • 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)
Kinetic Crash
(Jawbreaker)
  • 3% RunSpeed
  • 2.5% Resistance(Smashing)
  • Knockback Protection (Mag -3)
  • 6% (0.47 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Impervious Skin
(Static Shield)
  • MezResist(Sleep) 2.2%
  • 28.1 HP (1.5%) HitPoints
  • 2% XPDebtProtection
  • 5% Enhancement(RechargeTime)
  • Status Resistance 7.5%
Steadfast Protection
(Grounded)
  • Knockback Protection (Mag -4)
Mocking Beratement
(Taunt)
  • 1.8% Max End
  • MezResist(Held) 2.75%
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 7.5% Enhancement(RechargeTime)
Doctored Wounds
(Energize)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
Touch of Death
(Clobber)
  • MezResist(Immobilize) 2.75%
  • 28.1 HP (1.5%) HitPoints
  • 2.5% DamageBuff(All)
  • MezResist(Held) 2.75%
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Efficacy Adaptor
(Power Sink)
  • 21.1 HP (1.13%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.78 HP/sec) Regeneration
  • 2.5% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Obliteration
(Whirling Mace)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Kinetic Crash
(Shatter)
  • 3% RunSpeed
  • 2.5% Resistance(Smashing)
  • Knockback Protection (Mag -3)
  • 6% (0.47 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Kinetic Crash
(Crowd Control)
  • 3% RunSpeed
  • 2.5% Resistance(Smashing)
  • Knockback Protection (Mag -3)
  • 6% (0.47 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Impervious Skin
(Tough)
  • MezResist(Sleep) 2.2%
  • 28.1 HP (1.5%) HitPoints
  • 2% XPDebtProtection
  • 5% Enhancement(RechargeTime)
  • Status Resistance 7.5%
Luck of the Gambler
(Combat Jumping)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Weave)
  • 10% (0.78 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Basilisk's Gaze
(Power Surge)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Posted

Just out of curiosity, why do you want so much recharge? Because IMO, having poorly-slotted, low-damage attacks that you can use more often is a very bad bargain.

Also, if one of your goals is melee defense, it's worth noting that S/L defense will protect you from a higher percentage of attacks than melee defense alone. Plus, typed defense bonuses typically take fewer slots than positional defense bonuses.

From the top:

Take Lightning Field. As a rule, if a damge aura is used consistently, it will account for a significant portion of the damage generated by a character. It may not seem like much, but it adds up. I think LF will be much more useful in the long run than a highly situational power like Power Surge.

Reactive Armor is a good choice for your resistance toggles, but all the Endurance IO provides is more endurance reduction (which you don't need) and a measly .63% F/C def. You'd be better off pulling those slots and using them somewhere else--Health, or Weave, for instance, both of which are currently underslotted.

Since the bruising effect was added to tanker T1 attacks, they are definitely worth using and slotting for damage. If you want a recharge bonus, try slotting Crushing Impact instead of Stupefy. The recharge bonus is smaller in CI, but at least it'll be slotted like an actual attack.

Slotting full sets of Kinetic Crash in your KU/KD attacks is not just a bad idea, it's a phenomenally bad idea, IMO. Not only does it only enhance damage to a little over 60%, (95% is what you should be shooting for) it will turn the KD in Shatter and CC into very high-mag KB, which is really undesirable for a tank. That aspect is less problematic for JB because it does KU, but there's still the damage problem. Again, I would recommend CI for JB, and Oblit sets for the two AoEs. (Note that Oblit has very little end reduction, but that shouldn't be a big problem for Electric.) If you've got some influence to spend, you could also try five-slotting Armageddon in one of the AoEs, since they give a 10% recharge bonus.

Impervious Skin is not a good choice for a final tanker build, even 5-slotted it significantly underslots for resistance. At the very least, I'd put another 4 slot set of Reactive Armor in Tough. In Static Shield, the only thing resistance enhancement modifies is Psi defense, so it's a good candidate to be two or three slotted in my book.

Health needs one or two more slots, and Stamina could use another also. (A common End Mod IO would be fine.)

If you decide to go with S/L defense instead of melee, Kinetic Combat or Smashing Haymaker would be a better choice than Touch of Death for Clobber. Those sets are also an option for Bash & JB if you run up against having too many 5% recharge bonuses.

Weave needs at least one more slot, if not two, and CJ would also benefit from another slot if you have one to spare.

Here's what I would do with your build. Hasten's not perma, but every other stat is better, especially S/L defense. And your attacks will actually do some damage!

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

Click this DataLink to open the build!
Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: War Mace
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping

Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam/Rchg:40(45)
Level 1: Bash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43), Mako-Acc/Dmg/EndRdx/Rchg:50(45)
Level 2: Conductive Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(19)
Level 4: Jawbreaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7), Mako-Acc/Dmg/EndRdx/Rchg:50(7)
Level 6: Static Shield -- EndRdx-I:50(A), ResDam-I:50(40)
Level 8: Grounded -- S'fstPrt-ResKB:30(A), S'fstPrt-ResDam/Def+:30(45)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(11), Mocking-Taunt/Rchg/Rng:50(11), Mocking-Acc/Rchg:50(17), Mocking-Taunt/Rng:50(19), Mocking-Rchg:50(21)
Level 12: Energize -- Dct'dW-Heal:50(A), Dct'dW-EndRdx/Rchg:50(13), Dct'dW-Heal/Rchg:50(13), Dct'dW-Heal/EndRdx/Rchg:50(15), Dct'dW-Rchg:50(15)
Level 14: Swift -- Run-I:50(A)
Level 16: Build Up -- RechRdx-I:50(A), RechRdx-I:50(17)
Level 18: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal/EndRdx:40(42), Mrcl-Heal:40(42)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(21), EndMod-I:50(34)
Level 22: Clobber -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(23), KntkC'bat-Dmg/EndRdx/Rchg:35(25), P'ngS'Fest-Acc/Dmg:30(25), P'ngS'Fest-Dmg/Rchg:30(34)
Level 24: Lightning Field -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(37), M'Strk-Dmg/Rchg:50(42), M'Strk-Acc/EndRdx:50(46), M'Strk-Acc/Dmg/EndRdx:50(46)
Level 26: Power Sink -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(27), Efficacy-EndMod/Acc/Rchg:50(27), Efficacy-Acc/Rchg:50(33), Efficacy-EndMod/Acc:50(33), Efficacy-EndMod/EndRdx:50(34)
Level 28: Whirling Mace -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(29), Oblit-Dmg/Rchg:50(29), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(31)
Level 30: Lightning Reflexes -- Run-I:50(A)
Level 32: Hasten -- RechRdx-I:50(A), RechRdx-I:50(33)
Level 35: Shatter -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-%Dam:50(37)
Level 38: Crowd Control -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(40)
Level 41: Boxing -- Acc-I:50(A)
Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(46), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-ResDam:40(50)
Level 47: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(48), LkGmblr-Def/EndRdx:50(48), LkGmblr-Def/EndRdx/Rchg:50(50)
Level 49: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(50)
------------
Level 1: Brawl -- C'ngImp-Acc/Dmg:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 4: 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)
  • 26.1% Defense(Smashing)
  • 26.1% Defense(Lethal)
  • 7.06% Defense(Fire)
  • 7.06% Defense(Cold)
  • 6.75% Defense(Energy)
  • 6.75% Defense(Negative)
  • 3% Defense(Psionic)
  • 23% Defense(Melee)
  • 4.88% Defense(Ranged)
  • 6.44% Defense(AoE)
  • 1.8% Max End
  • 4% Enhancement(Heal)
  • 47.5% Enhancement(RechargeTime)
  • 36% Enhancement(Accuracy)
  • 5% FlySpeed
  • 161.6 HP (8.63%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 11.6%
  • MezResist(Sleep) 1.65%
  • MezResist(Stun) 8.25%
  • MezResist(Terrorized) 2.2%
  • 5.5% (0.09 End/sec) Recovery
  • 38% (2.97 HP/sec) Regeneration
  • 2.21% Resistance(Fire)
  • 2.21% Resistance(Cold)
  • 5% RunSpeed


Code:
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My Characters

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

 

Posted

My focus was on recharge, not defense. I can slot the tank to provide a great amount of smash/lethal def (your build looks a lot like mine in that aspect), but I wanted to see if I could perma-hasten it. It wasn't really meant to be a top choice for use - it was more of a thought experiment, honestly.


 

Posted

Quote:
Originally Posted by MondoCool View Post
175% recharge, 20% melee def, 80% smashing resist, 75% lethal resist, 90% energy resist. End recovery is a little low but Power Sink and Energize more than make up for that.
No thanks. You had me excited until I saw all the kinetic crash sets. Low damage that turns all my attacks into knockback, therefore requiring me to chase my targets down.

The irony of this is that you obviously want to be fast from the recharge, but you could end up being slower due to sets you chose.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Quote:
Originally Posted by MondoCool View Post
My focus was on recharge, not defense. I can slot the tank to provide a great amount of smash/lethal def (your build looks a lot like mine in that aspect), but I wanted to see if I could perma-hasten it. It wasn't really meant to be a top choice for use - it was more of a thought experiment, honestly.
Well, that wasn't clear; usually when people post builds they want a critique. My critique is that as it stands it would be horrible to play; having perma-hasten would definitely not make up for the poor attack slotting.


My Characters

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

 

Posted

Quote:
Originally Posted by MondoCool View Post
but I wanted to see if I could perma-hasten it. It wasn't really meant to be a top choice for use - it was more of a thought experiment, honestly.
Then why didn't you perma-hasten it in a useful way? Such a thing is actually possible still.


 

Posted

Gimped and NOT perma.


 

Posted

IMO, people should stop whining about knockback, which is an amazingly useful mitigation tool.


 

Posted

Quote:
Originally Posted by MondoCool View Post
IMO, people should stop whining about knockback, which is an amazingly useful mitigation tool.
It's not the knockback that's the problem so much as the fact that you are sacrificing your tank's already anemic damage by slotting sets that enhance all the wrong parts of an attack.


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

Quote:
Originally Posted by Dechs Kaison View Post
It's not the knockback that's the problem so much as the fact that you are sacrificing your tank's already anemic damage by slotting sets that enhance all the wrong parts of an attack.
For me, it's both. After having leveled a Mace tanker to 50 in the days when both Shatter and CC did high-mag KB, and subsequently being part of the campaign to change it, I can personally attest to how un-useful and IMO, unfun it is for a tank to have two multi-target attacks with KB. I think every tank primary has a least one power that relies on foes being in melee range to do damage, provide damage mitigation or give buffs of some kind; even if used carefully, frequent KB means you won't get as much benefit from those powers than you would otherwise.


My Characters

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

 

Posted

Quote:
Originally Posted by Finduilas View Post
For me, it's both. After having leveled a Mace tanker to 50 in the days when both Shatter and CC did high-mag KB, and subsequently being part of the campaign to change it, I can personally attest to how un-useful and IMO, unfun it is for a tank to have two multi-target attacks with KB. I think every tank primary has a least one power that relies on foes being in melee range to do damage, provide damage mitigation or give buffs of some kind; even if used carefully, frequent KB means you won't get as much benefit from those powers than you would otherwise.
The KB sets were slotted for the 7.5% recharge, since the 5% recharge from Obliteration was already maxed out. While they're definitely not required, the knockback can be controlled by herding mobs up against a wall or a corner and just KBing them into the wall/corner (the two AoEs slotted with KB -are- cones).


 

Posted

Quote:
Originally Posted by MondoCool View Post
The KB sets were slotted for the 7.5% recharge, since the 5% recharge from Obliteration was already maxed out. While they're definitely not required, the knockback can be controlled by herding mobs up against a wall or a corner and just KBing them into the wall/corner (the two AoEs slotted with KB -are- cones).
Yes, I know they're cones; as I mentioned I've got a level 50 WM tank. (And a level 47, for that matter)

Shatter and CC are two of WM's best attacks; having to either constantly chase KB'd mobs around or herd enemies into corners before using them is NOT my idea of fun.

And I understand that you slotted the Kinetic Crash sets for the recharge bonus, I just feel that having the additional recharge is not worth the significant downsides of slotting attacks with sets like Stupefy and Kinetic Crash.


My Characters

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