Old to Tanks, new to IO sets.


Auroxis

 

Posted

Quote:
Originally Posted by Fractious View Post
No need to apologize haha, you are helping everyone out with your explanations. I guess the reason I built this one the way I did is my WP/Elec. I am sitting at mid-high 30s in defense with over 700% regen with 1 in RttC. He is one of my most fun tanks, just a non-stop beast. Don't mean to thread jack but since the OP was looking for information on IO slotting and tanks...
Don't get me wrong; you're going to see fantastic results from an IOed WP build even if you don't max DEF bonuses. I'm sure your build plays great. A WP certainly doesn't need soft-capped DEF; it's just the most efficient way to boost survivability.

Quote:
A few questions about your build though. Why the Serendipity in Weave instead of another LotG? Doesn't make a big difference in end and ED capping defense in Weave doesn't really do anything either but you do get a 9% acc bonus for 4 LotG.
Good question. I probably put that there before I managed to scrounge up the extra slots for the attacks, just trying to minimize the HOs. You're right; the Serendipity might as well be switched to LoTG.

Quote:
Second question, where are you getting the recovery from? My WP/Elec has Stamina, Quick Recovery and Physical Perfection yet I only sit at 4.35/s (still working on last two Accolades but even with them comes to 4.56)?
Heh, well I didn't pay all that much attention, but I built up a number of endurance-related set bonuses almost by accident. I can't see the IOs you put into Health and Stamina (using that patched version of Mids'), but I have to assume you slotted Stamina as you slotted Quick Recovery. Looking over your build -- a nice build, btw -- I don't see much in the way of max end bonuses. You're light one Accolade too, as you noted.

The only end-related IO bonuses in my build are as follows:
  • Efficacy Adaptor -- +1.5% recovery for three slots
  • Mocking Beratement (I see you use Perfect Zinger) -- +1.8% max end for two slots
  • Eradication -- +1.8% max end for two slots.
  • Cleaving Blow -- +1% recovery
  • Decimation -- +2.25% max end
  • and Positron's Blast - +2.5% recovery

Then we have Miracle and Numina (+25% recovery combined), and enhanced Stamina and Quick Recovery (105.48% recovery combined). Accolades provide +10% more in max endurance.

I didn't bother to check Mids' math on this, but it does seem odd that my build would be so competitive with yours. Base recovery is 1.67 end/sec (100 endurance recovered in 60 seconds). Our total endurance is 100 + 10 + 2.25 + 1.8 + 1.8 = 115.85.

Our total recovery bonuses are (unless I'm miscounting) +135.48%. (115.85 / 60) * (1 + 1.3548) = 4.547, which isn't quite 4.56, but it's close enough for government work. Mids' seems to be accurate.

Physical Perfection only offers 12.5% extra recovery, about half of Stamina, which sounds great, but most WP Tankers probably aren't going to slot it for end recovery. With 105 max end, Physical Perfection's worth about 0.125 * (105 / 60) = 0.219 EPS. It's basically one free armor toggle.

I guess the bottom line is that +Max End is very helpful.

All of that said, keep in mind that Mids' doesn't (AFAIK) account for the Performance Shifter Proc. The average benefit of the PS proc is (IIRC) about 0.1 EPS. But the proc is both better and worse than that in practice, offering burst recovery sporadically -- a bonus that is perhaps uniquely well-suited for Rage crashes.

In any case, I don't have any of those procs slotted, and you have two, so you'll be better off than you might look on paper.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

I'll be honest, I understand very little of most of this stuff. What's the defense soft cap? Is there a hard cap as well? Am I right in assuming that this would give me the best defense available?


 

Posted

Quote:
Originally Posted by SuperFerret View Post
I'll be honest, I understand very little of most of this stuff. What's the defense soft cap? Is there a hard cap as well? Am I right in assuming that this would give me the best defense available?
A defense softcap is 45%. This is because all mobs have a base(without buffs) ToHit chance of 50%. And ToHit chance can never get lower than 5%. This means that if you get anything above 45% defense, it's for cushion against defense debuffs and tohit buffs. There is a defense hardcap, but it's something ridiculous near 200% so you don't need to worry about reaching it.


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

So some playing around, comparing the different builds suggested and some of my own (probably half-baked) ideas, and I've come up with this.

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed

Hero Profile:
Level 1: High Pain Tolerance

  • (A) Numina's Convalescence - Heal/Recharge
  • (5) Numina's Convalescence - Heal/Endurance
  • (17) Numina's Convalescence - Heal
  • (33) Aegis - Resistance
  • (34) Aegis - Resistance/Recharge
  • (50) Aegis - Resistance/Endurance
Level 1: Jab
  • (A) Kinetic Combat - Accuracy/Damage
  • (3) Kinetic Combat - Damage/Endurance
  • (7) Kinetic Combat - Damage/Recharge
  • (31) Kinetic Combat - Damage/Endurance/Recharge
  • (37) Gladiator's Strike - Accuracy/Damage/End/Rech
  • (48) Gladiator's Strike - Damage/Endurance/Recharge
Level 2: Fast Healing
  • (A) Numina's Convalescence - Heal/Endurance
  • (3) Numina's Convalescence - Heal/Recharge
  • (17) Numina's Convalescence - Heal
  • (33) Healing IO
Level 4: Haymaker
  • (A) Crushing Impact - Accuracy/Damage
  • (5) Crushing Impact - Damage/Endurance
  • (7) Crushing Impact - Damage/Endurance/Recharge
  • (19) Crushing Impact - Damage/Recharge
  • (25) Crushing Impact - Accuracy/Damage/Endurance
  • (31) Force Feedback - Chance for +Recharge
Level 6: Indomitable Will
  • (A) Luck of the Gambler - Defense/Endurance
  • (46) Luck of the Gambler - Defense
Level 8: Rise to the Challenge
  • (A) Doctored Wounds - Heal/Endurance
  • (9) Doctored Wounds - Heal
  • (9) Doctored Wounds - Heal/Endurance/Recharge
  • (19) Doctored Wounds - Heal/Recharge
  • (37) Taunt Duration IO
Level 10: Air Superiority
  • (A) Crushing Impact - Accuracy/Damage
  • (11) Crushing Impact - Damage/Endurance
  • (11) Crushing Impact - Damage/Recharge
  • (33) Mako's Bite - Accuracy/Endurance/Recharge
  • (37) Mako's Bite - Accuracy/Damage
  • (40) Mako's Bite - Damage/Endurance
Level 12: Quick Recovery
  • (A) Endurance Modification IO
  • (13) Endurance Modification IO
  • (13) Endurance Modification IO
Level 14: Mind Over Body
  • (A) Aegis - Resistance/Endurance
  • (15) Aegis - Resistance
  • (15) Aegis - Resistance/Endurance/Recharge
  • (50) Aegis - Psionic/Status Resistance
Level 16: Fly
  • (A) Freebird - +Stealth
  • (43) Freebird - FlySpeed
Level 18: Heightened Senses
  • (A) Luck of the Gambler - Defense/Endurance
  • (23) Luck of the Gambler - Defense
  • (27) Luck of the Gambler - Defense/Endurance/Recharge
Level 20: Knockout Blow
  • (A) Gladiator's Strike - Accuracy/Damage
  • (21) Gladiator's Strike - Damage/Recharge
  • (21) Gladiator's Strike - Damage/Endurance/Recharge
  • (23) Gladiator's Strike - Accuracy/Damage/End/Rech
  • (25) Mako's Bite - Accuracy/Endurance/Recharge
  • (31) Mako's Bite - Damage/Endurance
Level 22: Swift
  • (A) Run Speed IO
  • (43) Flight Speed IO
Level 24: Health
  • (A) Numina's Convalescence - Heal/Endurance
  • (34) Numina's Convalescence - Heal
  • (46) Numina's Convalescence - Heal/Recharge
Level 26: Stamina
  • (A) Endurance Modification IO
  • (27) Endurance Modification IO
  • (34) Endurance Modification IO
Level 28: Rage
  • (A) Recharge Reduction IO
  • (29) Recharge Reduction IO
  • (29) Recharge Reduction IO
Level 30: Taunt
  • (A) Mocking Beratement - Taunt
  • (43) Mocking Beratement - Taunt/Range
  • (45) Mocking Beratement - Taunt/Recharge
  • (45) Mocking Beratement - Recharge
  • (45) Mocking Beratement - Taunt/Recharge/Range
Level 32: Boxing
  • (A) Accuracy IO
Level 35: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (36) Reactive Armor - Resistance
  • (36) Reactive Armor - Resistance/Recharge
  • (36) Reactive Armor - Resistance/Endurance/Recharge
  • (46) Reactive Armor - Endurance
Level 38: Foot Stomp
  • (A) Obliteration - Damage
  • (39) Obliteration - Accuracy/Recharge
  • (39) Obliteration - Damage/Recharge
  • (39) Obliteration - Accuracy/Damage/Recharge
  • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (40) Obliteration - Chance for Smashing Damage
Level 41: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (42) Luck of the Gambler - Defense
  • (42) Luck of the Gambler - Defense/Endurance/Recharge
  • (42) Luck of the Gambler - Defense/Recharge
Level 44: Resurgence
  • (A) Recharge Reduction IO
Level 47: Hasten
  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO
  • (48) Recharge Reduction IO
Level 49: Strength of Will
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (50) Gladiator's Armor - TP Protection +3% Def (All)
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet
Level 4: Ninja Run

+5.5% DamageBuff(Smashing)
+5.5% DamageBuff(Lethal)
+5.5% DamageBuff(Fire)
+5.5% DamageBuff(Cold)
+5.5% DamageBuff(Energy)
+5.5% DamageBuff(Negative)
+5.5% DamageBuff(Toxic)
+5.5% DamageBuff(Psionic)
+18.5% Defense(Smashing)
+18.5% Defense(Lethal)
+16% Defense(Fire)
+16% Defense(Cold)
+7.25% Defense(Energy)
+7.25% Defense(Negative)
+6% Defense(Psionic)
+15.06% Defense(Melee)
+6.625% Defense(Ranged)
+11.94% Defense(AoE)
+6.3% Max End
+4% Enhancement(Heal)
+25% Enhancement(Accuracy)
+17.5% Enhancement(RechargeTime)
+267.05 HP (14.25%) HitPoints
+MezResist(Confused) 5%
+MezResist(Held) 7.75%
+MezResist(Immobilize) 19.85%
+MezResist(Sleep) 5%
+MezResist(Stun) 7.2%
+MezResist(Terrorized) 7.2%
+5% (0.084 End/sec) Recovery
+74% (5.79 HP/sec) Regeneration
+1.26% Resistance(Fire)
+1.26% Resistance(Cold)
+3% Resistance(Psionic)
+10% RunSpeed
+2.5% XPDebtProtection


How'd I do?


 

Posted

Quote:
Originally Posted by SuperFerret View Post
So some playing around, comparing the different builds suggested and some of my own (probably half-baked) ideas, and I've come up with this.

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed

[snip]

How'd I do?
Honestly, you're spending an awful lot of influence to no particular purpose:
  • You have the PvP +DEF IO (valued at 2-3 billion influence by itself), but you don't make any especial effort to improve your DEF otherwise. In fact, the only category that's anywhere near the soft cap in your build is the very worst one -- Fire/Cold.

  • I'm not sure why you'd use Gladiator's Strike (a PvP set) in Jab and Knockout Blow. Half of those set bonuses only apply in PvP, a fact that Mids' may not make entirely clear.

  • You only have 17.5% in global recharge bonuses (ignoring Hasten). The proc in Haymaker will help, but keep in mind that Mids' doesn't average its sporadic benefit over time. Instead, Mids' gives you a toggle; the proc is either counted as if a full +100% recharge bonus, or none at all. The build I downloaded from your link had that option toggled on (the little green light on the right-hand side of the Haymaker bar), so you may understandably have thought you were better off than you are.

  • Your max HP is pretty good. You can well afford to cut your regen (which is about ~83 hp/sec with all Accolades) down a bit in favor of other bonuses.

Now, some more specific suggestions:
  • Adding a sixth slot to Taunt to complete the Mocking Beratement set will give you another 7.5% in global recharge. That's one of the main reasons to slot the set in the first place.

  • Four slots of Doctored Wounds does very little for you. The key to Doctored Wounds is that five slots give you +5% in recharge. If you want to put the taunt enhancement in Rise to the Challenge, then you're better off either using a different healing set in that power, or finding a six slot to accomodate Doctored Wounds.

  • Both sets of Aegis (in High Pain Tolerance and Mind Over Body) should probably be switched out for Reactive Armor. Smash/Lethal/Energy/Negative DEF are far more important than Fire/Cold.

  • Similar to Doctored Wounds, Crushing Impact really shines with five slots. HP bonuses are nice, but they're not so important that you should split Air Superiority evenly between CI and Mako's Bite.

  • Your +DEF powers (Heightened Senses, Indomitable Will, Weave) should all have Luck of the Gambler: +DEF/Recharge speed slotted. As of right now, it seems you have LoTG enhancements in all of them, but only Weave has the best enhancement in the set.

  • Tough doesn't need five slots. The extra ~0.6% Fire/Cold DEF from Reactive Armor is negligible, and the base value of Tough is small enough that you're gaining very little resistance from that last enhancement. Generally, if you're going to heavily slot any toggle, first priority should go to your stronger Primary armors. In this case, a fifth slot Mind Over Body would do slightly more for you, but probably isn't worthwhile either.

  • Two slots in Swift is overkill. You might consider tossing a Winter's Gift Slow-resistance IO into Fly (or taking a second travel power as an IO mule come I-19).

That's about it for concrete suggestions I can make without drastically altering the structure of your build. A lot of power choices boil down to personal preference.

Given the cost you're contemplating here, I don't think it's unreasonable to assume that you won't have all of the parts gathered before I-19, though -- and thus, you should probably start thinking about what you'll do with the build after inherent Fitness. An extra pool selection and three free powers change the whole discussion. At the very worst, you could fit in three new LoTG mules from the Concealment pool.

All of that said, your build will certainly work, and work well, through most content. It just seems like you're spending way too much for very little practical gain over a pure-SO build.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Okay, I'll see what I can do. Is there anyway to tell whether or not something is PVP only? I wasn't aware that there was any to begin with, so that's just gonna make things harder for me.


 

Posted

Quote:
Originally Posted by SuperFerret View Post
Okay, I'll see what I can do. Is there anyway to tell whether or not something is PVP only? I wasn't aware that there was any to begin with, so that's just gonna make things harder for me.
Unfortunately, Mids (at least my version, 1.81),doesn't show it but in game it will say (PVP) at the end of the bonus. While that makes it a pain to figure out which bonuses are PVE and which are PVP, I usually go under the assumption that all the PVP set bonuses are PVP. It makes it easier and it seems like a good chunk of the bonuses are PVP only. If I find something that looks really, really interesting I will log in and check.

In case you are not sure which IO sets are PVP sets, here is the list I have.

Resistance - Gladiator's Armor
Defense - Shield Wall
Healing - Panacea
Melee Damage - Gladiator's Strike
PBAoE - Fury of the Gladiator
Ranged AoE - Javelin Volley
Ranged - Gladiator's Javelin
Hold - Gladiator's Net

Not sure if I missed any, I am sure someone else can chime in if I did. If it mentions Gladiator anywhere, chances are its a PVP set. Also, in my Mids the PVP sets are all after the Purple sets (where applicable, the last set in the case of Healing).

-Fractious


Virtue and Freedom
Too many to list, mainly Tanks and Scrappers

 

Posted

Quote:
Originally Posted by Fractious View Post
Unfortunately, Mids (at least my version, 1.81),doesn't show it but in game it will say (PVP) at the end of the bonus. While that makes it a pain to figure out which bonuses are PVE and which are PVP, I usually go under the assumption that all the PVP set bonuses are PVP. It makes it easier and it seems like a good chunk of the bonuses are PVP only. If I find something that looks really, really interesting I will log in and check.
If you place a PvP set in Mid's, mousing over the IOs certainly does show what the PvE and PvP bonuses are, at least in the version I use, dated Aug. 16, 2010.


My Characters

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

 

Posted

Quote:
Originally Posted by Finduilas View Post
If you place a PvP set in Mid's, mousing over the IOs certainly does show what the PvE and PvP bonuses are, at least in the version I use, dated Aug. 16, 2010.
The must have added that at some point after 1.81 (dated in January, weird the patch I tried to install set the build date back but I still am able to use all the i18/GR stuff). Good to know, I will have to reinstall.

-Fractious


Virtue and Freedom
Too many to list, mainly Tanks and Scrappers

 

Posted

Okay, did some more fiddling. I got rid of the PVP sets, and got myself closer to the Defense Soft Cap for more important things. I figure i19 will be out by the time I get to put this all together, so I left Fitness out. Of course, any and all help would be greatly appreciated.



Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: High Pain Tolerance

  • (A) Reactive Armor - Resistance/Endurance
  • (5) Reactive Armor - Resistance
  • (17) Reactive Armor - Resistance/Endurance/Recharge
  • (33) Reactive Armor - Resistance/Recharge
Level 1: Jab
  • (A) Touch of Death - Accuracy/Damage
  • (3) Touch of Death - Damage/Endurance
  • (7) Touch of Death - Damage/Recharge
  • (31) Touch of Death - Accuracy/Damage/Endurance
  • (37) Touch of Death - Damage/Endurance/Recharge
  • (48) Touch of Death - Chance of Damage(Negative)
Level 2: Fast Healing
  • (A) Doctored Wounds - Heal/Endurance
  • (3) Doctored Wounds - Heal
  • (17) Doctored Wounds - Heal/Endurance/Recharge
  • (33) Doctored Wounds - Heal/Recharge
  • (40) Doctored Wounds - Endurance/Recharge
Level 4: Haymaker
  • (A) Touch of Death - Accuracy/Damage
  • (5) Touch of Death - Damage/Endurance
  • (7) Touch of Death - Damage/Recharge
  • (19) Touch of Death - Accuracy/Damage/Endurance
  • (25) Touch of Death - Damage/Endurance/Recharge
  • (31) Touch of Death - Chance of Damage(Negative)
Level 6: Indomitable Will
  • (A) Luck of the Gambler - Defense/Recharge
  • (46) Luck of the Gambler - Recharge Speed
Level 8: Rise to the Challenge
  • (A) Doctored Wounds - Heal/Endurance
  • (9) Doctored Wounds - Heal/Endurance/Recharge
  • (9) Doctored Wounds - Heal/Recharge
  • (19) Doctored Wounds - Endurance/Recharge
  • (37) Doctored Wounds - Heal
Level 10: Air Superiority
  • (A) Crushing Impact - Accuracy/Damage
  • (11) Crushing Impact - Accuracy/Damage/Recharge
  • (11) Crushing Impact - Damage/Endurance/Recharge
  • (33) Crushing Impact - Accuracy/Damage/Endurance
  • (37) Crushing Impact - Damage/Recharge
Level 12: Quick Recovery
  • (A) Performance Shifter - EndMod
  • (13) Performance Shifter - EndMod/Recharge
  • (13) Performance Shifter - EndMod/Accuracy
Level 14: Mind Over Body
  • (A) Reactive Armor - Resistance/Endurance
  • (15) Reactive Armor - Resistance
  • (15) Reactive Armor - Resistance/Recharge
  • (34) Reactive Armor - Resistance/Endurance/Recharge
Level 16: Fly
  • (A) Freebird - +Stealth
Level 18: Heightened Senses
  • (A) Luck of the Gambler - Defense/Recharge
  • (23) Luck of the Gambler - Defense/Endurance/Recharge
  • (27) Luck of the Gambler - Defense/Endurance
  • (46) Luck of the Gambler - Recharge Speed
Level 20: Knockout Blow
  • (A) Mako's Bite - Accuracy/Damage
  • (21) Mako's Bite - Damage/Endurance
  • (21) Mako's Bite - Damage/Recharge
  • (23) Mako's Bite - Accuracy/Endurance/Recharge
  • (25) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (31) Mako's Bite - Chance of Damage(Lethal)
Level 22: Boxing
  • (A) Accuracy IO
Level 24: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (27) Reactive Armor - Resistance/Recharge
  • (34) Reactive Armor - Resistance/Endurance/Recharge
  • (42) Reactive Armor - Resistance
Level 26: Weave
  • (A) Luck of the Gambler - Defense/Recharge
  • (42) Luck of the Gambler - Defense/Endurance
  • (42) Luck of the Gambler - Defense/Endurance/Recharge
  • (43) Luck of the Gambler - Recharge Speed
Level 28: Rage
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (34) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
Level 30: Taunt
  • (A) Perfect Zinger - Taunt
  • (43) Perfect Zinger - Taunt/Recharge
  • (43) Perfect Zinger - Taunt/Recharge/Range
  • (45) Perfect Zinger - Accuracy/Recharge
  • (45) Perfect Zinger - Taunt/Range
  • (45) Perfect Zinger - Chance for Psi Damage
Level 32: Hasten
  • (A) Recharge Reduction IO
Level 35: Hurl
  • (A) Mocking Beratement - Taunt/Recharge/Range
  • (36) Mocking Beratement - Taunt/Range
  • (36) Mocking Beratement - Accuracy/Recharge
  • (36) Mocking Beratement - Recharge
Level 38: Foot Stomp
  • (A) Obliteration - Damage
  • (39) Obliteration - Accuracy/Recharge
  • (39) Obliteration - Damage/Recharge
  • (39) Obliteration - Accuracy/Damage/Recharge
  • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (40) Obliteration - Chance for Smashing Damage
Level 41: Conserve Power
  • (A) Recharge Reduction IO
Level 44: Physical Perfection
  • (A) Endurance Modification IO
  • (48) Endurance Modification IO
Level 47: Laser Beam Eyes
  • (A) Defense Debuff IO
Level 49: Strength of Will
  • (A) Reactive Armor - Resistance/Endurance
  • (50) Reactive Armor - Resistance/Recharge
  • (50) Reactive Armor - Endurance/Recharge
  • (50) Reactive Armor - Resistance/Endurance/Recharge
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Endurance Reduction IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Gauntlet
Level 4: Ninja Run

+16% DamageBuff(Smashing)
+16% DamageBuff(Lethal)
+16% DamageBuff(Fire)
+16% DamageBuff(Cold)
+16% DamageBuff(Energy)
+16% DamageBuff(Negative)
+16% DamageBuff(Toxic)
+16% DamageBuff(Psionic)
+17.5% Defense(Smashing)
+17.5% Defense(Lethal)
+1.25% Defense(Fire)
+1.25% Defense(Cold)
+8.125% Defense(Energy)
+8.125% Defense(Negative)
+19.06% Defense(Melee)
+8.75% Defense(Ranged)
+2.5% Defense(AoE)
+1.8% Max End
+34% Enhancement(Accuracy)
+47.5% Enhancement(RechargeTime)
+8% Enhancement(Heal)
+10% FlySpeed
+217.86 HP (11.63%) HitPoints
+10% JumpHeight
+10% JumpSpeed
+MezResist(Held) 11.55%
+MezResist(Immobilize) 15.4%
+MezResist(Stun) 2.2%
+MezResist(Terrorized) 7.15%
+2.5% (0.042 End/sec) Recovery
+40% (3.13 HP/sec) Regeneration
+2.52% Resistance(Fire)
+2.52% Resistance(Cold)
+10% RunSpeed


 

Posted

Overall a much better build in my opinion. I would suggest replacing the Mako's Bite and Touch of Death in your attacks and replace them with Kinetic Combat. You are building a typed defense build and would gain a lot more.

Here are the numbers you would get by replacing those sets. Old is your slotting, New is using Kinetic Combat (all but knockdown) and the 2 accuracy triplets from Crushing Impact.

-Defense-

S/L
Old - 30.5%
New - 38%
Difference - 7.5% Increase

E/NE
Old - 36.2%
New - 34.3$
Difference - 1.9% Decrease

F/C
Old - 29.3%
New - 29.3%
Difference - 0.0%

You will also gain a little accuracy and recharge for the 2 powers changed from the Touch of Deaths. You lose some accuracy, recharge and endurance from the Mako's Bite. Overall you also loose the extra damage the old sets provide as a bonus, however, the +HP doesn't change.

Of course its up to you to decide, before you do I recommend that you read Dechs Kaison's guide on the importance of extra defense, you will understand why 38% is better than 30%. http://boards.cityofheroes.com/showthread.php?t=185167 Keep in mind, neither of these builds will softcap you.

On another note, I would also change some of your slotting around. Here is a build keeping your powers and for the most part your slotting the same. Made some changes to Rage, High Pain Tolerance, Indomitable Will and Mind Over Body. I also made the set changes I proposed to your attacks.

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(5), RctvArm-ResDam/EndRdx/Rchg:40(17), RctvArm-ResDam/Rchg:40(33), Heal-I:50(46), Heal-I:50(48)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(31), C'ngImp-Acc/Dmg/Rchg:50(37), C'ngImp-Acc/Dmg/EndRdx:50(48)
Level 2: Fast Healing -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal:50(3), Dct'dW-Heal/EndRdx/Rchg:50(17), Dct'dW-Heal/Rchg:50(33), Dct'dW-EndRdx/Rchg:50(40)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(19), C'ngImp-Acc/Dmg/Rchg:50(25), C'ngImp-Acc/Dmg/EndRdx:50(31)
Level 6: Indomitable Will -- LkGmblr-Rchg+:50(A)
Level 8: Rise to the Challenge -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/EndRdx/Rchg:50(9), Dct'dW-Heal/Rchg:50(9), Dct'dW-EndRdx/Rchg:50(19), Dct'dW-Heal:50(37)
Level 10: Air Superiority -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Dmg/EndRdx/Rchg:50(11), C'ngImp-Acc/Dmg/EndRdx:50(33), C'ngImp-Dmg/Rchg:50(37)
Level 12: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(13), P'Shift-EndMod/Acc:50(13)
Level 14: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(15), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(34), S'fstPrt-ResDam/Def+:30(46)
Level 16: Fly -- Frbd-Stlth:50(A)
Level 18: Heightened Senses -- LkGmblr-Def/Rchg:50(A), LkGmblr-Def/EndRdx/Rchg:50(23), LkGmblr-Def/EndRdx:50(27), LkGmblr-Rchg+:50(46)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(23), C'ngImp-Acc/Dmg/Rchg:35(25), C'ngImp-Acc/Dmg/EndRdx:50(31)
Level 22: Boxing -- Acc-I:50(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(27), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam:40(42)
Level 26: Weave -- LkGmblr-Def/Rchg:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(42), LkGmblr-Rchg+:50(43)
Level 28: Rage -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(29), AdjTgt-ToHit/Rchg:50(29), AdjTgt-Rchg:50(34)
Level 30: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(43), Zinger-Taunt/Rchg/Rng:50(43), Zinger-Acc/Rchg:50(45), Zinger-Taunt/Rng:50(45), Zinger-Dam%:50(45)
Level 32: Hasten -- RechRdx-I:50(A)
Level 35: Hurl -- Mocking-Taunt/Rchg/Rng:50(A), Mocking-Taunt/Rng:50(36), Mocking-Acc/Rchg:50(36), Mocking-Rchg:50(36)
Level 38: Foot Stomp -- 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: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- EndMod-I:50(A), EndMod-I:50(48)
Level 47: Laser Beam Eyes -- DefDeb-I:50(A)
Level 49: Strength of Will -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(50), RctvArm-EndRdx/Rchg:40(50), RctvArm-ResDam/EndRdx/Rchg:40(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 7.5% DamageBuff(Smashing)
  • 7.5% DamageBuff(Lethal)
  • 7.5% DamageBuff(Fire)
  • 7.5% DamageBuff(Cold)
  • 7.5% DamageBuff(Energy)
  • 7.5% DamageBuff(Negative)
  • 7.5% DamageBuff(Toxic)
  • 7.5% DamageBuff(Psionic)
  • 28.63% Defense(Smashing)
  • 28.63% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 8% Defense(Energy)
  • 8% Defense(Negative)
  • 3% Defense(Psionic)
  • 18.63% Defense(Melee)
  • 5.5% Defense(Ranged)
  • 3% Defense(AoE)
  • 1.8% Max End
  • 47.5% Enhancement(RechargeTime)
  • 8% Enhancement(Heal)
  • 34% Enhancement(Accuracy)
  • 5% FlySpeed
  • 182.72 HP (9.75%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 21.45%
  • MezResist(Stun) 2.2%
  • MezResist(Terrorized) 7.15%
  • 30% (2.347 HP/sec) Regeneration
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 5% RunSpeed



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Anyway, that's my opinion, of course it might not be right for you. Whatever you decide, good luck with your build. :-)

-Fractious


Virtue and Freedom
Too many to list, mainly Tanks and Scrappers

 

Posted

With the above post, I would sugest removing the Crushing Impacts from Air Superiority and making them Kinetic Combat. That soft caps s/l defence.

Footstomp I would be wary of slotting with Oblits due to endurance issues, stick with Eradication for the Energy/NE defence and then frankenslot the last bits.

I would definitely go with my build or Obitus'.


 

Posted

Okay, more tinkering and playing around. I'm just over the Soft Cap with Smashing/Lethal (46.6%), in the 40's with Energy/Negative (41.7%), in the 30's with Fire/Cold (32.7%), and while my Psionic defense isn't spectacular (22.4) I've got enough Resistance that it shouldn't worry me all that much. My HP is a bit lower than it was, but I'm pretty sure I'm good with all the mitigation and regen (unless I get one-shotted). All in all I think it looks pretty playable, and most importantly I'm happy with it as is (and the extra Regen and Recovery from inherent Fitness will be welcome).

Of course, a little bit of advice for fine tuning is always welcome, but I'm pretty sure that this will work for me.

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam/Rchg(33), Heal-I(37)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(31), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(48)
Level 2: Fast Healing -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(3), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal/Rchg(33), Dct'dW-EndRdx/Rchg(40)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(19), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(31)
Level 6: Indomitable Will -- LkGmblr-Rchg+(A)
Level 8: Rise to the Challenge -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal(37)
Level 10: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 12: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(13), P'Shift-EndMod/Acc(13)
Level 14: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(15), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(34), S'fstPrt-ResDam/Def+(46)
Level 16: Fly -- Frbd-Stlth(A)
Level 18: Heightened Senses -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(23), LkGmblr-Def/EndRdx(27), LkGmblr-Rchg+(46)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(31)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(42)
Level 26: Weave -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Rchg+(43)
Level 28: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(29), AdjTgt-ToHit/Rchg(29), AdjTgt-Rchg(34)
Level 30: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(43), Zinger-Taunt/Rchg/Rng(43), Zinger-Acc/Rchg(45), Zinger-Taunt/Rng(45), Zinger-Dam%(45)
Level 32: Hasten -- RechRdx-I(A)
Level 35: Punch -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(36), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-%Dam(40)
Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(48)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(48)
Level 47: Physical Perfection -- EndMod-I(A)
Level 49: Strength of Will -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(50), RctvArm-EndRdx/Rchg(50), RctvArm-ResDam/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 4.5% DamageBuff(Smashing)
  • 4.5% DamageBuff(Lethal)
  • 4.5% DamageBuff(Fire)
  • 4.5% DamageBuff(Cold)
  • 4.5% DamageBuff(Energy)
  • 4.5% DamageBuff(Negative)
  • 4.5% DamageBuff(Toxic)
  • 4.5% DamageBuff(Psionic)
  • 33.63% Defense(Smashing)
  • 33.63% Defense(Lethal)
  • 4.563% Defense(Fire)
  • 4.563% Defense(Cold)
  • 13.63% Defense(Energy)
  • 13.63% Defense(Negative)
  • 3% Defense(Psionic)
  • 18.31% Defense(Melee)
  • 8.313% Defense(Ranged)
  • 6.125% Defense(AoE)
  • 1.8% Max End
  • 18% Enhancement(Accuracy)
  • 37.5% Enhancement(RechargeTime)
  • 8% Enhancement(Heal)
  • 5% FlySpeed
  • 260.03 HP (13.88%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Immobilize) 24.75%
  • MezResist(Terrorized) 7.15%
  • 2% (0.033 End/sec) Recovery
  • 30% (2.347 HP/sec) Regeneration
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 5% RunSpeed
  • 2% XPDebtProtection


 

Posted

Quote:
Originally Posted by BunnyAnomaly View Post
With the above post, I would sugest removing the Crushing Impacts from Air Superiority and making them Kinetic Combat. That soft caps s/l defence.

Footstomp I would be wary of slotting with Oblits due to endurance issues, stick with Eradication for the Energy/NE defence and then frankenslot the last bits.

I would definitely go with my build or Obitus'.
I was only trying to upgrade off of the OPs newest build to show what a few changes could do. I already know what build *I* would go with. Also, what do you mean by endurance issues with Oblits in Footstomp? Its the same end reduction in Oblits as in Eradication. Only difference with regards to endurance is the extra 1.8% end bonus in Eradication (both give 15% end reduc).

-Fractious


Virtue and Freedom
Too many to list, mainly Tanks and Scrappers

 

Posted

Quote:
Originally Posted by SuperFerret View Post
Okay, more tinkering and playing around. I'm just over the Soft Cap with Smashing/Lethal (46.6%), in the 40's with Energy/Negative (41.7%), in the 30's with Fire/Cold (32.7%), and while my Psionic defense isn't spectacular (22.4) I've got enough Resistance that it shouldn't worry me all that much. My HP is a bit lower than it was, but I'm pretty sure I'm good with all the mitigation and regen (unless I get one-shotted). All in all I think it looks pretty playable, and most importantly I'm happy with it as is (and the extra Regen and Recovery from inherent Fitness will be welcome).

Of course, a little bit of advice for fine tuning is always welcome, but I'm pretty sure that this will work for me.
As far as fine tuning goes, I would switch out 3 of the Erads in Footstop and replace with 3 Cleaving Blow. Gives you slightly better enhancement numbers but keeps the defense bonus from Erads. Like this.

Level 38: Foot Stomp -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(39), C'ngBlow-Dmg/EndRdx:50(39), C'ngBlow-Dmg/Rchg:50(40), C'ngBlow-Acc/Rchg:50(40)

Also, I would yank the two extra slots from Jab and move 1 to Air Sup. and 1 to Punch. both are better attacks so you might as well have the extra's there.

As always, this is my opinion, your experience may vary.

-Fractious


Virtue and Freedom
Too many to list, mainly Tanks and Scrappers

 

Posted

That works for me. I added the Acc/Dam/End/Rech from Mako's Bite into the extra slots in Punch and Air Superiority. And adding the three Cleaving Blows upped my Energy/Negative to 43%. Thanks again.


 

Posted

Quote:
Originally Posted by Fractious View Post
I was only trying to upgrade off of the OPs newest build to show what a few changes could do. I already know what build *I* would go with. Also, what do you mean by endurance issues with Oblits in Footstomp? Its the same end reduction in Oblits as in Eradication. Only difference with regards to endurance is the extra 1.8% end bonus in Eradication (both give 15% end reduc).
Yes, but you only need 3 Eradication to get the E/NE defense bonus, unlike the 6 you need for the Oblit S/L defense bonus. Using 3 or 4 Eradication leaves room to slot two IOs from another set to get sufficient end reduction. You don't have that option with Oblit.


My Characters

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

 

Posted

SuperFerret, I would also recommend that you find another slot for HPT and add a second level 50 Heal common. That slot will get you another 80 HP or so, much more than most HP bonuses. Jab and Haymaker don't absolutely need 6 slots, a single Mako's Acc/Dam/Rchg/End will slot them adequately. Then you can use one of the slots for HPT and one for Air Sup--that is, if you're planning to actually use Air Sup and not just as a set mule.

I also agree with Fractious that you do not want to go with a full set of Eradication in Foot Stomp; the E/NE bonus only requires 3 slots. I prefer two slots of Multi Strike or Scirocco's Dervish, but the three Cleaving Blow will also work, just be sure to use the Erad quad and the CB Dam/End so you have sufficient end reduction.

By the way, why are you taking Punch so late? If you're going to use it, it needs another slot. If it's just a set mule, you can slot those KCs in Boxing and take something else instead.


My Characters

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

 

Posted

Here's your build tweaked a bit more. 4 ST attacks should be plenty, so here's what it looks like dropping Punch for Combat Jumping and making the changes I mentioned in my previous post. As you can see, dropping Punch for CJ allows you to soft-cap E/NE as well as S/L.

P.S. I'm not a fan of Focused Accuracy at all, but given that you've not slotted any end reduction, is the plan to use it purely as a set mule for the Rectified Reticles?

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: Super Strength
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(5), RctvArm-ResDam/EndRdx/Rchg:40(17), RctvArm-ResDam/Rchg:40(33), Heal-I:50(37), Heal-I:50(48)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(31), Mako-Acc/Dmg/EndRdx/Rchg:50(37)
Level 2: Fast Healing -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal:50(3), Dct'dW-Heal/EndRdx/Rchg:50(17), Dct'dW-Heal/Rchg:50(33), Dct'dW-EndRdx/Rchg:50(40)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(19), Mako-Acc/Dmg/EndRdx/Rchg:50(25)
Level 6: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(36)
Level 8: Rise to the Challenge -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/EndRdx/Rchg:50(9), Dct'dW-Heal/Rchg:50(9), Dct'dW-EndRdx/Rchg:50(19), Dct'dW-Heal:50(37)
Level 10: Air Superiority -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(31), Mako-Acc/Dmg/EndRdx/Rchg:50(33)
Level 12: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(13), P'Shift-EndMod/Acc:50(13)
Level 14: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(15), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(34), S'fstPrt-ResDam/Def+:30(46)
Level 16: Fly -- Frbd-Stlth:50(A)
Level 18: Heightened Senses -- LkGmblr-Def/Rchg:50(A), LkGmblr-Def/EndRdx/Rchg:50(23), LkGmblr-Def/EndRdx:50(27), LkGmblr-Rchg+:50(46)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(23), C'ngImp-Acc/Dmg/Rchg:50(25), C'ngImp-Acc/Dmg/EndRdx:50(31)
Level 22: Boxing -- Acc-I:50(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(27), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam:40(42)
Level 26: Weave -- LkGmblr-Def/Rchg:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(42), LkGmblr-Rchg+:50(43)
Level 28: Rage -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(29), AdjTgt-ToHit/Rchg:50(29), AdjTgt-Rchg:50(34)
Level 30: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(43), Zinger-Taunt/Rchg/Rng:50(43), Zinger-Acc/Rchg:50(45), Zinger-Taunt/Rng:50(45), Zinger-Dam%:50(45)
Level 32: Hasten -- RechRdx-I:50(A), RechRdx-I:50(36)
Level 35: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36)
Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Rchg:30(39), Erad-Dmg/Rchg:30(39), C'ngBlow-Acc/Dmg:50(39), C'ngBlow-Dmg/EndRdx:50(40), C'ngBlow-Dmg/Rchg:50(40)
Level 41: Focused Accuracy -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(48)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Dmg/EndRdx:50(46), Thundr-Dmg/EndRdx/Rchg:50(48)
Level 47: Physical Perfection -- EndMod-I:50(A)
Level 49: Strength of Will -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(50), RctvArm-EndRdx/Rchg:40(50), RctvArm-ResDam:40(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 4.5% DamageBuff(Smashing)
  • 4.5% DamageBuff(Lethal)
  • 4.5% DamageBuff(Fire)
  • 4.5% DamageBuff(Cold)
  • 4.5% DamageBuff(Energy)
  • 4.5% DamageBuff(Negative)
  • 4.5% DamageBuff(Toxic)
  • 4.5% DamageBuff(Psionic)
  • 29.9% Defense(Smashing)
  • 29.9% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 14.9% Defense(Energy)
  • 14.9% Defense(Negative)
  • 3% Defense(Psionic)
  • 16.4% Defense(Melee)
  • 8.94% Defense(Ranged)
  • 3% Defense(AoE)
  • 1.8% Max End
  • 18% Enhancement(Accuracy)
  • 8% Enhancement(Heal)
  • 45% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 189.7 HP (10.1%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Immobilize) 17.6%
  • MezResist(Terrorized) 7.15%
  • 3% (0.05 End/sec) Recovery
  • 50% (3.91 HP/sec) Regeneration
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 5% RunSpeed

Code:
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My Characters

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

 

Posted

This post is another attempt to convince you not to take that APP. Or at least, not Focussed Accuracy. With Rage you are just not going to miss. With the extra set bonuses (ie LOTG) you are NOT GOING TO MISS.


 

Posted

I was planning on using Focused Accuracy for perception (I don't like having powers I don't use) but I guess I've got enough extra perception from Heightened Senses, so I messed with Finduilas's suggested build and changed the APP (per Bunny's request) to Earth Mastery (which may not fit my theme as well as Energy, but I can work it in).

How's this then?

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam/Rchg(33), Heal-I(37), Heal-I(48)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 2: Fast Healing -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(3), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal/Rchg(33), Dct'dW-EndRdx/Rchg(40)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(25)
Level 6: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36)
Level 8: Rise to the Challenge -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal(37)
Level 10: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(33)
Level 12: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(13), P'Shift-EndMod/Acc(13)
Level 14: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(15), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(34), S'fstPrt-ResDam/Def+(46)
Level 16: Fly -- Frbd-Stlth(A)
Level 18: Heightened Senses -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(23), LkGmblr-Def/EndRdx(27), LkGmblr-Rchg+(46)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(31)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(42)
Level 26: Weave -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Rchg+(43)
Level 28: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(29), AdjTgt-ToHit/Rchg(29), AdjTgt-Rchg(34)
Level 30: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(43), Zinger-Taunt/Rchg/Rng(43), Zinger-Acc/Rchg(45), Zinger-Taunt/Rng(45), Zinger-Dam%(45)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(36)
Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), C'ngBlow-Acc/Dmg(39), C'ngBlow-Dmg/EndRdx(40), C'ngBlow-Dmg/Rchg(40)
Level 41: Salt Crystals -- LgcRps-Acc/Sleep/Rchg(A), LgcRps-EndRdx/Sleep(46), LgcRps-Acc/Sleep(48), LgcRps-Acc/Rchg(48)
Level 44: Super Speed -- Winter-ResSlow(A)
Level 47: Fossilize -- Lock-%Hold(A)
Level 49: Strength of Will -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(50), RctvArm-EndRdx/Rchg(50), RctvArm-ResDam(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 4.5% DamageBuff(Smashing)
  • 4.5% DamageBuff(Lethal)
  • 4.5% DamageBuff(Fire)
  • 4.5% DamageBuff(Cold)
  • 4.5% DamageBuff(Energy)
  • 4.5% DamageBuff(Negative)
  • 4.5% DamageBuff(Toxic)
  • 4.5% DamageBuff(Psionic)
  • 29.88% Defense(Smashing)
  • 29.88% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 14.25% Defense(Energy)
  • 14.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 16.44% Defense(Melee)
  • 8.625% Defense(Ranged)
  • 3% Defense(AoE)
  • 1.8% Max End
  • 8% Enhancement(Heal)
  • 4% Enhancement(Sleep)
  • 45% Enhancement(RechargeTime)
  • 18% Enhancement(Accuracy)
  • 5% FlySpeed
  • 189.75 HP (10.13%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Immobilize) 17.6%
  • MezResist(Terrorized) 7.15%
  • 1% (0.017 End/sec) Recovery
  • 50% (3.912 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 5% RunSpeed


 

Posted

I'm still confused about some power selections you make. For instance why are you taking Fossilize if you essentially will never use it (1 slot makes it a wasted power)? Also, do you have many intended uses of an AOE sleep?

I think you could do better to rework it and get a few defence powers to single slot LOTG in, and probably also consider reducing your slotting in RTTC and Fast Healing. Those slots appear to be used for the recharge bonus (presumably?) which you would attain anyway by not taking the things like Fossilize.

Next you want to make sure you have some spare slots for Health/Stamina which you have accidentally missed (you spent everything).

I threw this together quickly by using your existing build. I left slot sopen for Health/Stamina because they will be critical. I don't know what your theme/concept is so I am trying to as best keep your selections the same. This build has essentially the same numbers as your except it puts fire/cold to less than 1% away from soft capped, and has health/stamina for better regen/recovery.

Click this DataLink to open the build!


 

Posted

Does one slot make Fossilize a wasted power? I'll probably make use of it occasionally to stop running enemies or to just take a pest out of the equation for a bit while I deal with other threats. I could probably just trade it out for Resurgence.

The AOE sleep could be used for when I solo (which tends to be often) and I could use it to sleep a group and leech extra regen using Rise to the Challenge. And yeah, those extra slots are pretty much to get some extra recharge, but it's not all that important since recharge isn't a big issue. The issue with getting other Def powers to put a LOTG in is that there aren't other powers I could take that I'd use that would take those (as far as I know).

As for keeping open slots for Health/Stamina, I figure that I have enough regen and recharge that any extra that I'd be getting from them would just be icing on the cake.

The build you suggest is interesting, and I guess I'll keep working on it. It's going to be a bit before I'm 50 on this character anyway.

My theme is basically a kind of generic superhero powerwise. Superstrong, supertough, able to fly, etc. I'm avoiding the Villain APPs because I don't want to have to take the character all the way to Villain to get them and then have to come back to be a Hero/Vigilante.

Thanks for your help, and sorry if I'm a bit confusing with this.


 

Posted

Quote:
Originally Posted by SuperFerret View Post
Does one slot make Fossilize a wasted power? I'll probably make use of it occasionally to stop running enemies or to just take a pest out of the equation for a bit while I deal with other threats. I could probably just trade it out for Resurgence.

The AOE sleep could be used for when I solo (which tends to be often) and I could use it to sleep a group and leech extra regen using Rise to the Challenge. And yeah, those extra slots are pretty much to get some extra recharge, but it's not all that important since recharge isn't a big issue. The issue with getting other Def powers to put a LOTG in is that there aren't other powers I could take that I'd use that would take those (as far as I know).

As for keeping open slots for Health/Stamina, I figure that I have enough regen and recharge that any extra that I'd be getting from them would just be icing on the cake.

The build you suggest is interesting, and I guess I'll keep working on it. It's going to be a bit before I'm 50 on this character anyway.

My theme is basically a kind of generic superhero powerwise. Superstrong, supertough, able to fly, etc. I'm avoiding the Villain APPs because I don't want to have to take the character all the way to Villain to get them and then have to come back to be a Hero/Vigilante.

Thanks for your help, and sorry if I'm a bit confusing with this.
I'd say a hold slotted like that is wasted.

You will never need to sleep anything when you have capped defences and are running WP. Nothing solo will even nudge your health bar. The only limit to your soloing is your patience and wheter you can be bothered fighting +3s or +4s due to the time it takes to kill them. Because... like I said... they won't be able to nudge your health bar.