So, considering switching Ancillary Power Pools
Maybe it would help if I was building for something in particular. With a goal of "soft cap defenses with four enemies in melee range" I could build towards that. But looking at my build, it seems to just be "Well, it wouldn't hurt to have this either."
Do I really need six slots of Crushing Impact? I could probably switch those out for a different set, it doesn't hurt me much to lose 10% recharge reduction. If I did, what would I replace those sets with?
Maybe it would help if I was building for something in particular. With a goal of "soft cap defenses with four enemies in melee range" I could build towards that. But looking at my build, it seems to just be "Well, it wouldn't hurt to have this either."
Do I really need six slots of Crushing Impact? I could probably switch those out for a different set, it doesn't hurt me much to lose 10% recharge reduction. If I did, what would I replace those sets with? |
If you want to softcap S/L defense then Crushing Impact (which is a good set, don't get me wrong) is not for you. If you want to spring for some Kinetic Combat sets (very expensive) instead of Smashing Haymaker, you can keep some of your Crushing Impacts around for the recharge.
The following build uses relatively cheap IOs and gets 47% S/L defense. Reactive Armor is currently popular and sort of pricey, but if you run a lot of AE missions for tickets and turn them in for Bronze rolls you will get a fair number of them.
To be honest, Rage is just too good to pass up. It's a pain when it crashes, but during that time you can taunt, use powers like Hand Clap (which I'll get when I19 hits), vet powers like Sands of Mu, etc. In addition to the 80% damage buff you also get an enhanceable 20% to-hit buff, which makes the 6% Kismet pale in comparison. That to-hit buff makes life with Rikti drones so much more pleasant...
Having Conserve Power makes the crash more tolerable. I'll probably look into slotting another recharge in Conserve Power in i19, but I've generally not had much trouble keeping this character alive. It is ridiculously tough running normal PvE missions against pretty much any enemy types, especially on teams where you have some help. Solo it's indestructible at +0/x8 against Nemesis or S/L enemies like Freaks.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Iron Maven: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-EndRdx(5), S'fstPrt-ResDam/Def+(46)
Level 1: Jab -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Dmg/EndRdx/Rchg(31)
Level 2: Punch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(13), S'ngH'mkr-Dmg/Rchg(13), S'ngH'mkr-Dmg/EndRdx/Rchg(15), F'dSmite-Acc/EndRdx/Rchg(31), F'dSmite-Acc/Dmg/Rchg(33)
Level 4: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-Heal(37), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(43)
Level 6: Haymaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(7), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(11), F'dSmite-Acc/Dmg/Rchg(23), F'dSmite-Acc/EndRdx/Rchg(31)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-EndRdx(46)
Level 10: Swift -- Run-I(A)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Fly -- Flight-I(A)
Level 16: Health -- Heal-I(A)
Level 18: Invincibility -- RedFtn-EndRdx(A), RedFtn-Def/EndRdx(19), RedFtn-Def/Rchg(19), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(34)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Knockout Blow -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(23), S'ngH'mkr-Dmg/Rchg(25), S'ngH'mkr-Dmg/EndRdx/Rchg(25), F'dSmite-Acc/Dmg/Rchg(33), EoCur-Acc/Hold/Rchg(34)
Level 24: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48)
Level 26: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam(50), RctvArm-ResDam/EndRdx/Rchg(50)
Level 28: Rage -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(29), RechRdx-I(29)
Level 30: Boxing -- Acc-I(A)
Level 32: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-EndRdx(37), RctvArm-ResDam(43)
Level 35: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(36), RedFtn-EndRdx(42), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(42)
Level 38: Foot Stomp -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg(39), M'Strk-Dmg/Rchg(39), M'Strk-Acc/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
Level 41: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rng(43), Zinger-Dam%(45), Zinger-Taunt/Rchg/Rng(45), Zinger-Acc/Rchg(45), Zinger-Taunt/Rchg(46)
Level 44: Tough Hide -- DefBuff-I(A), DefBuff-I(48), DefBuff-I(50)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Resist Elements -- ResDam-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 0: Ninja Run
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To be honest, Rage is just too good to pass up. It's a pain when it crashes
|
I'm just not interested in Rage on Major Decoy. I'm happy with my soloing speed and Rage won't improve my survivability, so I don't see any reason to take it.
Relatively Cheap Enhancements isn't really a problem. That first build is my build on live, and I've got another Luck of the Gambler: Def/ +7.5% Global Recharge sitting around for Weave when I can add that to my build.
And maxing Smashing/Lethal defense is most certainly not a priority on this character. Smashing/Lethal damage is not a weak point, but if it were, I can actually afford Kinetic Combat.
You've got an interesting build there MajorDecoy. What is it that you're looking to improve? From what I'm seeing, I'd recommend pumping up your Recharge (maybe go with Hasten?). That way you could work towards Perma Dull Pain and cycle some of your heavy hitting attacks faster.
I'd pick up Tough and Weave, and Boxing works well with Super Strength (another chance to Stun/Disorient/which ever it does, I don't recall). Tough and Weave will help you "Meetshield" longer, if you team a lot. If this Tank is mostly a soloer, I'd look for sets that improve Recharge, Damage and End Recovery.
Tanker Tuesdays: Meet in King's Row by IP Gate 6pm PT9pm ET.
1st Tuesday on Champion, 2nd Tuesday on Justice
3rd Tuesdays (Odd months) Freedom, (Even months) Virtue, 4th Tuesday, Tour, Server TBA
Brutal Thrashing Thursdays: Justice (ask Papa Slade when),meet in RWZ 6pm PT9pm ET.
Solo or not, I consider getting Tough fundamental to making Invulnerability shine as a Tanker set -- that 90% s/l resistance is is huge, and every time a Rikti sword hits me for 39 damage instead of 390, it makes me grin. Fun factor alone compels me to take it.
Suit yourself in the case of Rage, but stacking its to-hit buff with Invincibility's is a very nice synergy, one of the things that makes Inv/SS a truly big-league powerset combo.
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
Current plans are to include fighting when I no longer have to include fitness, I didn't have room for both earlier. I won't need more than the default slot in tough, and it gives me another place to slot a Luck of the Gambler 7.5% recharge.
This is what I'm thinking about if I change ancillary power pools issue nine. The five slots in Rest go into Health and Stamina.
Hero Plan by Mids' Hero Designer 1,81
http://www.cohplanner.com/
Click this DataLink to open the build!
Decoy?: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/Rchg(3)
Level 1: Jab -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(5), KntkC'bat-Knock%(5)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(36)
Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(42)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(13)
Level 8: Unyielding -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/Rchg(17)
Level 10: Taunt -- Zinger-Taunt/Rng(A), Zinger-Taunt/Rchg/Rng(13), Zinger-Dam%(15), Zinger-Taunt(15)
Level 12: Super Jump -- Jump-I(A)
Level 14: Air Superiority -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(46)
Level 16: Resist Energies -- S'fstPrt-ResDam/Def+(A), ResDam-I(31), ResDam-I(31), GA-3defTpProc(43)
Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Rchg+(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(25)
Level 20: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(21), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(23), HO:Perox(23), HO:Perox(25)
Level 22: Resist Elements -- Aegis-Psi/Status(A), TtmC'tng-ResDam(29), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/Rchg(33)
Level 24: Resist Physical Damage -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(27), TtmC'tng-ResDam/Rchg(29)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(33), Ksmt-ToHit+(33), SW-ResDam/Re TP(46)
Level 28: Kick -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(34), KntkC'bat-Knock%(34)
Level 30: Tough -- TtmC'tng-ResDam/EndRdx(A)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), RedFtn-Def/EndRdx(36)
Level 35: Unstoppable -- RechRdx-I(A)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(45), EndMod-I(45), EndMod-I(46)
Level 47: Hurl -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(48), Dev'n-Dmg/Rchg(48), Dev'n-Acc/Dmg/EndRdx/Rchg(48)
Level 49: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(50), Posi-Dmg/Rchg(50), Posi-Acc/Dmg/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Heal-I(A), Heal-I(36), Heal-I(37), Heal-I(37), Heal-I(37), EndMod-I(40)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:
- 9% DamageBuff(Smashing)
- 9% DamageBuff(Lethal)
- 9% DamageBuff(Fire)
- 9% DamageBuff(Cold)
- 9% DamageBuff(Energy)
- 9% DamageBuff(Negative)
- 9% DamageBuff(Toxic)
- 9% DamageBuff(Psionic)
- 6% Defense(Smashing)
- 6% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 6% Defense(Energy)
- 6% Defense(Negative)
- 6% Defense(Psionic)
- 6% Defense(Melee)
- 6% Defense(Ranged)
- 6% Defense(AoE)
- 50% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 41% Enhancement(Accuracy)
- 323,28 HP (17,25%) HitPoints
- MezResist(Immobilize) 7,7%
- MezResist(Sleep) 8,8%
- MezResist(Stun) 2,2%
- MezResist(Terrorized) 4,95%
- 2,5% (0,042 End/sec) Recovery
- 90% (7,042 HP/sec) Regeneration
- 3% Resistance(Smashing)
- 3% Resistance(Lethal)
- 5,835% Resistance(Fire)
- 5,835% Resistance(Cold)
- 3% Resistance(Energy)
- 3% Resistance(Negative)
- 4,26% Resistance(Toxic)
- 7,26% Resistance(Psionic)
And this (with rearrangement of the order of the powers) is what I'm thinking about if I keep the ancillary power pool as is:
Hero Plan by Mids' Hero Designer 1,81
http://www.cohplanner.com/
Click this DataLink to open the build!
Current Decoy: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/Rchg(3)
Level 1: Jab -- KntkC'bat-Knock%(A), P'ngS'Fest-Acc/Dmg(5), P'ngS'Fest-Dmg/EndRdx(5)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(37), RedFtn-Def/EndRdx(37)
Level 8: Unyielding -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/Rchg(17)
Level 10: Taunt -- Zinger-Dam%(A), Zinger-Taunt/Rng(37), Zinger-Taunt/Rchg/Rng(39), Zinger-Taunt(39)
Level 12: Kick -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(15)
Level 14: Super Jump -- Jump-I(A)
Level 16: Tough -- TtmC'tng-ResDam(A)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(25)
Level 20: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(25), Mako-Acc/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(27), HO:Perox(29), HO:Perox(29)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(33)
Level 24: Air Superiority -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33)
Level 26: Tough Hide -- Ksmt-ToHit+(A), LkGmblr-Rchg+(34), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34), SW-ResDam/Re TP(36)
Level 28: Resist Energies -- S'fstPrt-ResDam/Def+(A), ResDam-I(36), ResDam-I(36), GA-3defTpProc(50)
Level 30: Resist Elements -- Aegis-Psi/Status(A), ResDam-I(39), ResDam-I(40)
Level 32: Resist Physical Damage -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(40), TtmC'tng-ResDam/Rchg(40)
Level 35: Unstoppable -- TtmC'tng-ResDam/Rchg(A)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Dmg/Rchg(42)
Level 41: Char -- G'Wdw-Acc/Hold/Rchg(A), G'Wdw-Hold/Rng(43), G'Wdw-EndRdx/Hold(43), Dev'n-Hold%(43), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(45)
Level 44: Fire Blast -- Dev'n-Dmg/EndRdx(A), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Dev'n-Acc/Dmg/Rchg(46), Dev'n-Acc/Dmg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48)
Level 49: Melt Armor -- UndDef-DefDeb/Rchg(A), UndDef-DefDeb/Rchg/EndRdx(50), Acc-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Heal-I(A), Heal-I(19), Heal-I(19), Heal-I(21), Heal-I(21), EndMod-I(46)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:
- 11% DamageBuff(Smashing)
- 11% DamageBuff(Lethal)
- 11% DamageBuff(Fire)
- 11% DamageBuff(Cold)
- 11% DamageBuff(Energy)
- 11% DamageBuff(Negative)
- 11% DamageBuff(Toxic)
- 11% DamageBuff(Psionic)
- 6% Defense(Smashing)
- 6% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 6% Defense(Energy)
- 6% Defense(Negative)
- 6% Defense(Psionic)
- 6% Defense(Melee)
- 6% Defense(Ranged)
- 6% Defense(AoE)
- 4% Enhancement(Heal)
- 50% Enhancement(RechargeTime)
- 41% Enhancement(Accuracy)
- 337,33 HP (18%) HitPoints
- MezResist(Immobilize) 7,7%
- MezResist(Sleep) 6,6%
- MezResist(Stun) 2,2%
- MezResist(Terrorized) 4,95%
- 2,5% (0,042 End/sec) Recovery
- 90% (7,042 HP/sec) Regeneration
- 3% Resistance(Smashing)
- 3% Resistance(Lethal)
- 5,835% Resistance(Fire)
- 5,835% Resistance(Cold)
- 3% Resistance(Energy)
- 3% Resistance(Negative)
- 4,26% Resistance(Toxic)
- 7,26% Resistance(Psionic)
- 5% RunSpeed
Currently I've got the Pyre Mastery Pool, it's not bad. It was really something I used more when I was soloing without my toggles; stacking Char with Knock-out Blow made bosses easier.
But with Fitness becoming inherent, I'm seriously considering picking up the fighting pool and possibly switching to Energy Mastery.
So, this is my current build. Yes, I don't have rage. No, I have no intention of adding it. I'm happy without rage. I know it's awesome, I just don't want it.
Hero Plan by Mids' Hero Designer 1,81
http://www.cohplanner.com/
Click this DataLink to open the build!
Current Decoy: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Flight
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/Rchg(3)
Level 1: Jab -- KntkC'bat-Knock%(A), P'ngS'Fest-Acc/Dmg(5), P'ngS'Fest-Dmg/EndRdx(5)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
Level 8: Unyielding -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/Rchg(17)
Level 10: Taunt -- Zinger-Dam%(A), Zinger-Taunt/Rng(37), Zinger-Taunt/Rchg/Rng(39), Zinger-Taunt(39)
Level 12: Swift -- Run-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(19), Numna-Heal(19), Numna-Heal/EndRdx(21), Heal-I(21)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(25)
Level 20: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(25), Mako-Acc/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(27), HO:Perox(29), HO:Perox(29)
Level 22: Stamina -- EndMod-I(A), EndMod-I(31)
Level 24: Air Superiority -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(33)
Level 26: Tough Hide -- Ksmt-ToHit+(A), LkGmblr-Rchg+(34), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34), LkGmblr-Def/Rchg(36)
Level 28: Resist Energies -- S'fstPrt-ResDam/Def+(A), ResDam-I(36), ResDam-I(36)
Level 30: Resist Elements -- Aegis-Psi/Status(A), ResDam-I(39), ResDam-I(40)
Level 32: Resist Physical Damage -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(40), TtmC'tng-ResDam/Rchg(40)
Level 35: Unstoppable -- TtmC'tng-ResDam/Rchg(A)
Level 38: Foot Stomp -- Acc(A), Dmg(42), Dmg(42), Dmg(42)
Level 41: Char -- G'Wdw-Acc/Hold/Rchg(A), G'Wdw-Hold/Rng(43), G'Wdw-EndRdx/Hold(43), Dev'n-Hold%(43), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(45)
Level 44: Fire Blast -- Dev'n-Hold%(A), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Dev'n-Acc/Dmg/Rchg(46), Dev'n-Acc/Dmg(46), Entrpc-Dmg/EndRdx/Rchg(46), Entrpc-Dmg/EndRdx(48)
Level 47: Fire Ball -- Posi-Dam%(A), Posi-Dmg/Rng(48), Posi-Dmg/Rchg(48), RechRdx-I(50), RechRdx-I(50), Acc-I(50)
Level 49: Hurdle -- Empty(A)
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Set Bonus Totals:
Now, if I dropped Pyre Mastery, I'd lose 24% regeneration (the loss of the 10% from Entropic Chaos in Fire Blast is offset by the 10% gain from Luck of the Gambler in Weave). I could also pick up an extra 12% if I can afford to slot Numina's Convalescence into Physical Perfection. And another 8% from slotting 2 Pounding Slugfest into Kick. Perhaps another 6% from 5 slotting Kinetic Crash into Energy Torrent. I could also grab Hurl at level 49 and get another 12% by 2 slotting it with Devastation.
But I'd still be down ~5.5% health.
I don't know.
Also, I'm considering dropping the Aegis: Psi/Status. The only thing it's really helpful with while my toggles are running is Fear. Is it worth keeping?