Build Advice Inv/Fire
Couple of things, straight off the bat:
1. If you're trying to keep expenses low, the Gladiator +Def IO is not an option.
2. Dull Pain MUST be slotted for high recharge.
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
Couple of things, straight off the bat:
1. If you're trying to keep expenses low, the Gladiator +Def IO is not an option. 2. Dull Pain MUST be slotted for high recharge. |
As you can see from the build there are a total of seven purple IO's.
As for dull-pain. I'm have no idea what would be a good recharge. If it needs to be below 2 minutes then that will mean completely redoing the entire build.
For all the non-yellow stuff I was going to use a-merits to get the recipe and craft the IO's myself.
As you can see from the build there are a total of seven purple IO's. As for dull-pain. I'm have no idea what would be a good recharge. If it needs to be below 2 minutes then that will mean completely redoing the entire build. |
You're well short of the S/L resistance cap due to some... questionable slotting of your armors. Your slotting is all over the place and frankly doesn't make sense in a lot of places.
Looking at things from the top:
- Temporary Invuln really should be the first choice and should be slotted to ED cap resist, I recommend slotting all 4 resistance IO's in the Reactive Armor set.
- Resist Phys. Damage can delay until later and depending on need for a mule can stay with 1 slot or go with 4 Reactive Armor.
- Your single target attacks should get 4 Smashing Haymaker and fill out with other IO's, I usually use Pounding Slugfest Acc/Dam and Dam/End. Either that or go with a cheap frankenslot.
- Dull Pain really needs to be slotted to ED cap recharge and heal... 5 Doctored Wounds will do that nicely.
- Resist Elements is the single most skippable power in the entire set, put it off until later if you want it. Use it as a set mule for 4 Reactive Armor or leave it at the base slot.
- Unyielding needs 4 slots for Reactive Armor.
- Resist Energies is more valuable than Res Elements but the same comments apply.
- I would get Combustion earlier. I'd also get some recharge in it... I like to frankenslot Cleaving Blow and Eradication.
- Invincibility at level 47+ is best with 3 Cytoskeleton HO's; prior to that you could slot 4 Gift of the Ancients for more endurance or frankenslot.
- You're slotting Boxing? I'd use those slots elsewhere to better effect. Scorch, Fire Sword and Combustion could put them to better use.
- Tough I'd use 4 Reactive Armor in.
- Weave I'd put 4 Gift of the Ancients for more endurance.
- Tough Hide I'd either put 3 common defense IO's in or slot 4 Gift of the Ancients.
- Fire Sword Circle could, like Combustion, use more recharge. See my slotting suggestions earlier.
- Level 30 seems a long time to delay a travel power but that's up to you.
- Incinerate and GFS I'd slot like the other single target attacks.
- Maneuvers I'm not really a huge fan of but if you're taking it I'd either leave it at a base slot or slot 4 Gift of the Ancients.
- Fire Ball I'd 6 slot with Positron's Blast and a recharge... I'd do this by either removing Maneuvers or delaying it until 49.
<edit>
Actually you have zero purples on the build I'm looking at from your first post. In general purples aren't an ideal choice for an Invuln because their bonuses don't really do what you need done.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
As you can see from my join date I haven't been playing for long and while I appreciate the information your post came off as a bit harsh.
How will the glad armor cost 3 billion if I get the recipe with a-merits? The most I've ever seen a rare go for is 1 million and there can't be that many of them to push it up that high.
As for the rest thanks for the info.
Edit:
ok, is this better or still no good?
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You seem to have this misconception that hero merits have no value in influence. 1 hero merit is effectively worth about 60~ million influence. You can say you're saving hero merits all you want, but you're still losing influence by doing so.
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
You seem to have this misconception that hero merits have no value in influence. 1 hero merit is effectively worth about 60~ million influence. You can say you're saving hero merits all you want, but you're still losing influence by doing so.
|
For what it's worth I would dump it if I could come up with a way to softcap without it.
Which brings to me to may latest build:
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I would suggest switching Char out to 4 Basilisks Gaze.
You get the same E/N defense and Recovery bonuses, and you can +7.5% recharge.
Not to mention Char lasting longer.
I haven't costed the Gladiator's Armor +def specifically, but according to Paragon Wiki, PvP recipes cost 25-35 A-Merits *each*. Since most regular set IOs cost one or two A-merits, that's a heck of a lot to spend on one recipe. So if you think regular set IOs are expensive, don't bother with the GA recipe; you can a lot of great recipes for what you'd spend on the one IO.
The most recent build you posted is better, but I still see some issues.
Is there a reason why you've slotted so many level 30 IOs? Doing so underslots many of the powers that you'll be relying on for defense and resistance. If you want to reach the ED cut-off, use 35s, and skip the End and End/Rchg IOs.
Specifically:
Unyielding and Tough both need four slots, the RA Res, Res/End, Res/End/Rchg and Res/Rchg at around level 35 if you want to hit the ED cut-off of 56% enhancement. Once UY and Tough have been fully slotted, you'll be near the cap for S/L resistance, and if necessary, can cut back on RPD's slotting.
Ditto for Weave and Invinc. Serendipity isn't a bad choice for defense sets, but if necessary, I'd use some of those A-merits you where planning to use for the GA +def to get Gift of the Ancients or Luck of the Gambler sets instead. I agree with C_M_A that Maneuvers is a sub-par pick and you can soft-cap without it, so I'd recommend getting something like Build Up instead.
Doctored Wounds is a good set for DP, but use the Heal IO instead of the Heal/End/Rchg. I'd also recommend going with higher level IOs so you'll get a higher level of Heal and Recharge enhancement.
Even if you want to stay with level 30 or 35 IOs to keep the set bonuses, there's absolutely no reason not to use level 50s if you're slotting single IOs like the CI Acc/Dam/End.
Multi Strike is not a particularly good choice for Invul, the defense bonuses are tiny. 3-4 Eradication plus 2 IOs from another set is much better since 3 Erad gives a substantial E/NE def bonus.
As C_M_A noted, ResEl is considered expendable by many Invul tankers. Certainly, both it and ResEn can easily be delayed until very late. I think both CJ and Build Up would be much more useful in the early levels.
Here's the changes I suggested to your build. I dropped the GA +def and Maneuvers, but was able to soft-cap S/L and E/NE without them. I saved enough slots for you to 3 slot Health and Stamina, but of course you can use those slots elsewhere if you prefer.
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: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam:35(A), RctvArm-ResDam/EndRdx:35(3), RctvArm-ResDam/Rchg:35(3), RctvArm-ResDam/EndRdx/Rchg:35(5)
Level 1: Scorch -- S'ngH'mkr-Acc/Dmg:30(A), S'ngH'mkr-Dmg/EndRdx/Rchg:35(5), S'ngH'mkr-Dmg/EndRdx:30(7), S'ngH'mkr-Dmg/Rchg:30(7), C'ngImp-Acc/Dmg/EndRdx:50(9)
Level 2: Dull Pain -- Dct'dW-Rchg:45(A), Dct'dW-EndRdx/Rchg:45(11), Dct'dW-Heal/Rchg:45(11), Dct'dW-Heal:45(13), Dct'dW-Heal/EndRdx:45(13)
Level 4: Fire Sword -- S'ngH'mkr-Acc/Dmg:30(A), S'ngH'mkr-Dmg/EndRdx:30(15), S'ngH'mkr-Dmg/Rchg:30(15), S'ngH'mkr-Dmg/EndRdx/Rchg:30(17), C'ngImp-Acc/Dmg/EndRdx:30(17)
Level 6: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:35(33)
Level 8: Combat Jumping -- Ksmt-ToHit+:30(A)
Level 10: Unyielding -- RctvArm-ResDam/EndRdx/Rchg:35(A), RctvArm-ResDam:35(21), RctvArm-ResDam/Rchg:35(33), RctvArm-ResDam/EndRdx:35(40)
Level 12: Combustion -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg/Rchg:30(34), Erad-Acc/Dmg/Rchg:30(37), Sciroc-Dmg/EndRdx:50(37), Sciroc-Dmg/Rchg:50(40)
Level 14: Taunt -- Mocking-Taunt:50(A), Mocking-Acc/Rchg:30(25), Mocking-Taunt/Rchg:50(43), Mocking-Taunt/Rchg/Rng:50(43), Mocking-Taunt/Rng:50(43), Mocking-Rchg:50(46)
Level 16: Boxing -- Acc-I:50(A)
Level 18: Invincibility -- GftotA-Def/EndRdx:35(A), GftotA-Def/Rchg:35(19), GftotA-Def/EndRdx/Rchg:35(19), GftotA-Def:35(21)
Level 20: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-Pcptn:20(31), RechRdx-I:50(50)
Level 22: Tough -- RctvArm-ResDam:35(A), RctvArm-ResDam/EndRdx:35(23), RctvArm-ResDam/Rchg:35(23), RctvArm-ResDam/EndRdx/Rchg:35(50)
Level 24: Weave -- GftotA-Def/EndRdx:35(A), GftotA-Def/Rchg:35(25), GftotA-Def/EndRdx/Rchg:35(27), GftotA-Def:35(27)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(29), LkGmblr-Def:50(29)
Level 28: Fire Sword Circle -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(31), Erad-Acc/Dmg/EndRdx/Rchg:30(31), Sciroc-Dmg/EndRdx:50(33), Sciroc-Dmg/Rchg:50(34)
Level 30: Resist Energies -- ResDam-I:50(A)
Level 32: Super Jump -- Jump-I:50(A)
Level 35: Incinerate -- S'ngH'mkr-Acc/Dmg:30(A), S'ngH'mkr-Dmg/EndRdx:30(36), S'ngH'mkr-Dmg/Rchg:30(36), S'ngH'mkr-Dmg/EndRdx/Rchg:30(36), C'ngImp-Acc/Dmg/EndRdx:30(37)
Level 38: Greater Fire Sword -- S'ngH'mkr-Acc/Dmg:30(A), S'ngH'mkr-Dmg/EndRdx:30(39), S'ngH'mkr-Dmg/Rchg:30(39), S'ngH'mkr-Dmg/EndRdx/Rchg:30(39), C'ngImp-Acc/Dmg/EndRdx:30(40)
Level 41: Char -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx:30(42), Thundr-Acc/Dmg/Rchg:30(42), Thundr-Acc/Dmg/EndRdx:30(42)
Level 44: Fire Blast -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx:30(45), Thundr-Acc/Dmg/Rchg:30(45), Thundr-Acc/Dmg/EndRdx:30(45)
Level 47: Fire Ball -- Posi-Acc/Dmg:30(A), Posi-Dmg/EndRdx:30(48), Posi-Dmg/Rchg:30(48), Posi-Dmg/Rng:30(48), Posi-Acc/Dmg/EndRdx:30(50)
Level 49: Resist Elements -- ResDam-I:50(A)
------------
Level 1: Brawl -- Empty(A), Empty(9), Empty(34)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A), Empty(46), Empty(46)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:
- 18.6% Defense(Smashing)
- 18.6% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 18% Defense(Energy)
- 18% Defense(Negative)
- 3% Defense(Psionic)
- 10.8% Defense(Melee)
- 10.5% Defense(Ranged)
- 4.56% Defense(AoE)
- 9% Max End
- 18.8% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 23% Enhancement(Accuracy)
- 105.4 HP (5.63%) HitPoints
- MezResist(Held) 2.75%
- MezResist(Immobilize) 12.1%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 10.5% (0.18 End/sec) Recovery
- 30% (2.35 HP/sec) Regeneration
- 7.84% Resistance(Fire)
- 2.84% Resistance(Cold)
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My Characters
Knight Court--A CoH Story Complete 2/3/2012
As you can see from my join date I haven't been playing for long and while I appreciate the information your post came off as a bit harsh.
How will the glad armor cost 3 billion if I get the recipe with a-merits? The most I've ever seen a rare go for is 1 million and there can't be that many of them to push it up that high. As for the rest thanks for the info. |
The Gladiator's Armor 3% defense proc is so very rare that it almost never appears on the market and in fact usually sells person to person for more than the maximum influence that one character can hold. It's by far the most valuable IO in the game; there's only two others that occasionally sell off market for over the influence cap while the Glad Armor proc almost always does.
Rare recipes on the market can go for 1 inf for the worthless ones (Calibrated Accuracy snipe and a few others) to 200 million for the valuable ones like the aforementioned Luck of the Gambler 7.5% recharge and the Miracle Recovery unique. Purples are the very rare sets and they can go as high as 500 million per recipe although some are much cheaper.
While what you say is true considering how unreasonably expensive some IO's are using A-merits is really the only way to get them. Even if I had the money I wouldn't flush it on the market in that way. For what it's worth I would dump it if I could come up with a way to softcap without it. Which brings to me to may latest build: |
Looking at your latest build it's better, but you're still slotting several powers sub-optimally. One thing is that you want to 4 slot Reactive Armor in TI, Unyielding, Tough, RPD and one of the passives (By the rule of 5 you can only get a given bonus 5 times). Slot the Resistance, Resistance/Endurance, Resistance/Recharge and Resistance/Endurance/Recharge IO's from the set.
The Serendipity IO's you've slotted aren't giving you worthwhile bonuses; I'd suggest the Gift of the Ancients instead, it helps immensely in solving your endurance problems.
The Multi Strike set is cheap and it's great for some things but it doesn't have much recharge and it's bonuses aren't really ones you particularly need as an Invuln tanker. The Eradication set will work better... I know it's more expensive but it provides an endurance bonus and 3.125% E/N defense for slotting 3... just skip the quad (acc/dam/end/rech) as it's the most expensive. I'd suggest finishing out with something else, perhaps the Scirocco's Dervish for the regen bonus. Remember that you don't want to cheat your power's attributes when chasing bonuses so make sure you get 90%+ damage, at least 40% accuracy and endred along with good recharge. When I'm doing that I'll figure "I want set x and set y in this power, which IO's from these two sets give me the best enhancement?"
An Invuln tanker built to the guidelines in my soft cap guide won't need Maneuvers to soft cap S/L/E/N defense. F/C is a rare enough damage type that I don't worry about it; almost everywhere you encounter it it's also not very hard hitting.
Again if I was too critical in my first post I apologize; looking it over again I can see how you might have taken it that way. That wasn't my intent.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Alright I came up with yet another build. Removing serendipity lost about 9% accuracy but I gained some regen/recovery.
| Copy & Paste this data into Mids' Hero Designer to view the build |
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This one is alot more expensive so it looks I will put the tanker on hold and work on my brute.
Here's a really brute-force S/L/E/N capped build. Damage generally sucks and it could probably be better optimized, but I was just chucking it together at random.
Note: The two extra slots each in brawl and sprint are for Health and Stamina post i19.
Now, one other thing you could do to shore this up a bit more (pre-incarnate) is a few Enzyme Exposures. Due to the way they function, they'd not only cut your endurance costs, but give you a NICE defense boost, in addition to the small To Hit boost in Invincibility.
Unfortunately, because of the loophole they exploit, these suckers are EX-PEN-SIVE.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Brute Force SLEN Capper: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(9)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 2: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11)
Level 4: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(40)
Level 6: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(15), Dct'dW-Rchg(17), Dct'dW-Heal/Rchg(50), Dct'dW-Heal/EndRdx/Rchg(50)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(19)
Level 10: Combat Jumping -- DefBuff-I(A), DefBuff-I(21)
Level 12: Boxing -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(21), Mako-Dmg/Rchg(23), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(31)
Level 14: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/Rchg(25)
Level 16: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27)
Level 18: Invincibility -- DefBuff-I(A), DefBuff-I(29)
Level 20: Weave -- DefBuff-I(A), DefBuff-I(31)
Level 22: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(31), Zinger-Taunt/Rchg/Rng(33), Zinger-Acc/Rchg(33), Zinger-Taunt/Rng(33), Zinger-Dam%(34)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(34)
Level 26: Breath of Fire -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(34), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37)
Level 28: Tough Hide -- DefBuff-I(A), DefBuff-I(39)
Level 30: Fire Sword Circle -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(40)
Level 32: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/Rchg(36)
Level 35: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/Rchg(36), Aegis-ResDam/EndRdx(37)
Level 38: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(39), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(50)
Level 47: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(48), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Dmg/EndRdx/Rchg(48)
Level 49: Physical Perfection -- EndMod-I(A)
------------
Level 1: Brawl -- Empty(A), Empty(42), Empty(42)
Level 1: Sprint -- Empty(A), Empty(42), Empty(43)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:
- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 17.4% Defense(Smashing)
- 17.4% Defense(Lethal)
- 12.4% Defense(Fire)
- 12.4% Defense(Cold)
- 18% Defense(Energy)
- 18% Defense(Negative)
- 3% Defense(Psionic)
- 10.2% Defense(Melee)
- 18.9% Defense(Ranged)
- 7.69% Defense(AoE)
- 1.8% Max End
- 10% Enhancement(RechargeTime)
- 23% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 4% FlySpeed
- 133.5 HP (7.13%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- MezResist(Held) 6.6%
- MezResist(Immobilize) 17.6%
- MezResist(Terrorized) 4.95%
- 4.5% (0.08 End/sec) Recovery
- 10% (0.78 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 19% RunSpeed
------------
Set Bonuses:
Steadfast Protection
(Resist Physical Damage)
- 3% Defense(All)
(Resist Physical Damage)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Scorch)
- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Temp Invulnerability)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Fire Sword)
- MezResist(Immobilize) 3.3%
- 28.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Dull Pain)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Unyielding)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Boxing)
- MezResist(Immobilize) 3.3%
- 28.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Tough)
- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Super Jump)
- 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
(Taunt)
- MezResist(Terrorized) 2.75%
- 10% (0.78 HP/sec) Regeneration
- 5% Enhancement(RechargeTime)
- 2.5% DamageBuff(All)
- 3.13% Defense(Smashing,Lethal), 1.56% Defense(Melee)
(Breath of Fire)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
(Fire Sword Circle)
- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
(Resist Energies)
- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Resist Elements)
- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Incinerate)
- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Laser Beam Eyes)
- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Greater Fire Sword)
- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
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Alright I came up with yet another build. Removing serendipity lost about 9% accuracy but I gained some regen/recovery.
|
With your current slotting of two LotG, two GotA, you're missing one of the benefits of slotting GotA, the +end bonus. However, if you want to stick with the current bonuses, try using the LotG Def/End instead of the LotG Def. That way, you'll still hit 56% enhancement, but will have sufficient end reduction--and I think the Def/End will be cheaper than the Defense IO.
At this point, most of your attacks are slightly underslotted for damage. Using level 45 or 50 Mako's and Scirocco's IOs would get you to 95% damage enhancement without giving up much; just the regen bonuses from the two Scirocco's sets. (Which are nice to have, but it will hardly be crippling if you lose them when exemped.)
The reason I recommended replacing the DW Heal/End/Rchg with a DW Heal is that currently DP is underslotted for Heal. IMO, Heal is as important as Recharge, since it determines the size of the heal and the amount of the HP boost that DP gives. And again, I think you should consider going to higher level IOs; in this case, I think having DP close to fully slotted all the time is more important that maintaining the DW bonuses when you exemp.
Also, there's really no point in 4-slotting RPD; anything more than a level 50 common resist IO will be wasted since you're at the resistance cap. I'd put the RA set in ResEn instead and leave RPD at a single slot.
If you don't want to take Build Up as your final power, how about Hasten instead? By far the most expensive IOs in your build are going to be the LotG +Recharges, and having Hasten should give you sufficient recharge that you could skip, or at least delay the +Recharges until you have the funds for them.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Right now my tank is 33 and using generic IO's. This is the build I'm planning on for I19.
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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I'm trying to keep the expenses down but I'm wondering if my regen/recovery is too low.
Would appreciate any helpful tips.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
------------
Level 1: Resist Physical Damage
(A) Steadfast Protection - Resistance/+Def 3%
Level 1: Scorch
(A) Bruising Blow - Accuracy/Damage
(3) Smashing Haymaker - Accuracy/Damage
(3) Bruising Blow - Damage/Endurance
(5) Smashing Haymaker - Damage/Endurance
(5) Crushing Impact - Accuracy/Damage/Endurance
Level 2: Temp Invulnerability
(A) Titanium Coating - Resistance/Endurance
(7) Reactive Armor - Resistance/Endurance
(7) Steadfast Protection - Resistance/Endurance
Level 4: Fire Sword
(A) Bruising Blow - Accuracy/Damage
(9) Bruising Blow - Damage/Endurance
(9) Smashing Haymaker - Accuracy/Damage
(11) Smashing Haymaker - Damage/Endurance
(11) Crushing Impact - Accuracy/Damage/Endurance
Level 6: Dull Pain
(A) Triage - Heal/Endurance
(13) Harmonized Healing - Heal/Endurance
(13) Doctored Wounds - Heal/Endurance
Level 8: Resist Elements
(A) Gladiator's Armor - TP Protection +3% Def (All)
(40) Reactive Armor - Resistance
(43) Reactive Armor - Resistance/Endurance
(43) Reactive Armor - Resistance/Recharge
(43) Reactive Armor - Resistance/Endurance/Recharge
Level 10: Unyielding
(A) Steadfast Protection - Resistance/Endurance
(15) Reactive Armor - Resistance/Endurance
(15) Titanium Coating - Resistance/Endurance
Level 12: Resist Energies
(A) Empty
Level 14: Taunt
(A) Mocking Beratement - Taunt
(34) Mocking Beratement - Taunt/Recharge
(34) Mocking Beratement - Taunt/Recharge/Range
(34) Mocking Beratement - Taunt/Range
Level 16: Combustion
(A) Cleaving Blow - Accuracy/Damage
(17) Cleaving Blow - Damage/Endurance
(17) Multi Strike - Accuracy/Damage
(19) Multi Strike - Damage/Endurance
(19) Multi Strike - Accuracy/Damage/Endurance
Level 18: Invincibility
(A) Karma - Defense/Endurance
(21) Serendipity - Defense/Endurance
(21) Red Fortune - Defense/Endurance
(37) Red Fortune - Defense
(40) Serendipity - Defense
Level 20: Boxing
(A) Smashing Haymaker - Accuracy/Damage
(23) Smashing Haymaker - Damage/Endurance
(23) Smashing Haymaker - Damage/Recharge
(25) Smashing Haymaker - Damage/Endurance/Recharge
Level 22: Tough
(A) Steadfast Protection - Resistance/Endurance
(25) Reactive Armor - Resistance/Endurance
(27) Titanium Coating - Resistance/Endurance
Level 24: Weave
(A) Karma - Defense/Endurance
(27) Serendipity - Defense/Endurance
(29) Red Fortune - Defense/Endurance
(37) Serendipity - Defense/Endurance/Recharge
Level 26: Tough Hide
(A) Serendipity - Defense
(29) Red Fortune - Defense
(31) Serendipity - Defense/Recharge
Level 28: Fire Sword Circle
(A) Cleaving Blow - Accuracy/Damage
(31) Cleaving Blow - Damage/Endurance
(31) Multi Strike - Accuracy/Damage
(33) Multi Strike - Damage/Endurance
(33) Multi Strike - Accuracy/Damage/Endurance
Level 30: Combat Jumping
(A) Kismet - Accuracy +6%
(33) Winter's Gift - Slow Resistance (20%)
Level 32: Super Jump
(A) Empty
Level 35: Incinerate
(A) Bruising Blow - Accuracy/Damage
(36) Bruising Blow - Damage/Endurance
(36) Smashing Haymaker - Accuracy/Damage
(36) Smashing Haymaker - Damage/Endurance
(37) Crushing Impact - Accuracy/Damage/Endurance
Level 38: Greater Fire Sword
(A) Bruising Blow - Accuracy/Damage
(39) Bruising Blow - Damage/Endurance
(39) Smashing Haymaker - Accuracy/Damage
(39) Smashing Haymaker - Damage/Endurance
(40) Crushing Impact - Accuracy/Damage/Endurance
Level 41: Maneuvers
(A) Red Fortune - Defense/Endurance
(42) Serendipity - Defense/Endurance
(42) Karma - Defense/Endurance
(42) Serendipity - Defense/Endurance/Recharge
Level 44: Char
(A) Thunderstrike - Accuracy/Damage
(45) Thunderstrike - Damage/Endurance
(45) Thunderstrike - Accuracy/Damage/Recharge
(45) Thunderstrike - Accuracy/Damage/Endurance
Level 47: Fire Blast
(A) Thunderstrike - Accuracy/Damage
(48) Thunderstrike - Damage/Endurance
(48) Thunderstrike - Accuracy/Damage/Recharge
(48) Thunderstrike - Accuracy/Damage/Endurance
Level 49: Fire Ball
(A) Air Burst - Accuracy/Damage
(50) Air Burst - Damage/Endurance
(50) Air Burst - Damage/Recharge
(50) Air Burst - Damage/Range
------------
Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Gauntlet
Level 4: Ninja Run
Level 1: Swift
(A) Empty
Level 1: Hurdle
(A) Empty
Level 1: Health
(A) Numina's Convalescence - +Regeneration/+Recovery
Level 1: Stamina
(A) Performance Shifter - EndMod
(46) Performance Shifter - EndMod/Recharge
(46) Performance Shifter - EndMod/Accuracy
(46) Performance Shifter - Chance for +End
------------
Set Bonus Totals:
11.63% Defense(Smashing)
11.63% Defense(Lethal)
6% Defense(Fire)
6% Defense(Cold)
12.25% Defense(Energy)
12.25% Defense(Negative)
6% Defense(Psionic)
8.813% Defense(Melee)
9.125% Defense(Ranged)
6% Defense(AoE)
1.8% Max End
2% Enhancement(Knockback)
2% Enhancement(Knockup)
14% Enhancement(Accuracy)
5% FlySpeed
70.28 HP (3.75%) HitPoints
5% JumpHeight
5% JumpSpeed
MezResist(Held) 2.75%
MezResist(Immobilize) 12.1%
MezResist(Sleep) 3.3%
11.5% (0.192 End/sec) Recovery
16% (1.252 HP/sec) Regeneration
20% ResEffect(FlySpeed)
20% ResEffect(RechargeTime)
20% ResEffect(RunSpeed)
0.63% Resistance(Smashing)
0.63% Resistance(Lethal)
1.89% Resistance(Fire)
1.89% Resistance(Cold)
5% RunSpeed
------------
Set Bonuses:
Steadfast Protection
(Resist Physical Damage)
3% Defense(All)
Bruising Blow
(Scorch)
1% (0.017 End/sec) Recovery
Smashing Haymaker
(Scorch)
MezResist(Immobilize) 2.2%
Bruising Blow
(Fire Sword)
1% (0.017 End/sec) Recovery
Smashing Haymaker
(Fire Sword)
MezResist(Immobilize) 2.2%
Gladiator's Armor
(Resist Elements)
3% Defense(All)
Reactive Armor
(Resist Elements)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Mocking Beratement
(Taunt)
1.8% Max End
MezResist(Held) 2.75%
2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
Cleaving Blow
(Combustion)
1% (0.017 End/sec) Recovery
Multi Strike
(Combustion)
MezResist(Sleep) 1.65%
0.945% Resistance(Fire,Cold)
Serendipity
(Invincibility)
4% (0.313 HP/sec) Regeneration
Red Fortune
(Invincibility)
MezResist(Immobilize) 2.2%
Smashing Haymaker
(Boxing)
MezResist(Immobilize) 2.2%
21.08 HP (1.125%) HitPoints
1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
Serendipity
(Weave)
4% (0.313 HP/sec) Regeneration
Serendipity
(Tough Hide)
4% (0.313 HP/sec) Regeneration
Cleaving Blow
(Fire Sword Circle)
1% (0.017 End/sec) Recovery
Multi Strike
(Fire Sword Circle)
MezResist(Sleep) 1.65%
0.945% Resistance(Fire,Cold)
Winter's Gift
(Combat Jumping)
20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Bruising Blow
(Incinerate)
1% (0.017 End/sec) Recovery
Smashing Haymaker
(Incinerate)
MezResist(Immobilize) 2.2%
Bruising Blow
(Greater Fire Sword)
1% (0.017 End/sec) Recovery (Exceeded 5 Bonus Cap)
Smashing Haymaker
(Greater Fire Sword)
MezResist(Immobilize) 2.2% (Exceeded 5 Bonus Cap)
Serendipity
(Maneuvers)
4% (0.313 HP/sec) Regeneration
Thunderstrike
(Char)
2% (0.033 End/sec) Recovery
2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
7% Enhancement(Accuracy)
Thunderstrike
(Fire Blast)
2% (0.033 End/sec) Recovery
2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
7% Enhancement(Accuracy)
Air Burst
(Fire Ball)
2% Enhancement(Knockback), 2% Enhancement(Knockup)
14.06 HP (0.75%) HitPoints
0.63% Resistance(Smashing,Lethal)
Performance Shifter
(Stamina)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
35.14 HP (1.875%) HitPoints
2.5% (0.042 End/sec) Recovery