Need SD/SM Slotting Help


Call Me Awesome

 

Posted

Just trying to figure out how to slot my tank, I'm incredibly clueless about it, so I know there's probably a bunch of crappy choices made in the build below, but that's why I came here before slotting things in-game!.. Power-Wise I think I'm happy with the powers I've chosen, unless there's some major, brain-meltingly terrible thing I've overlooked somewhere. If so, just let me know.

As for what I'm aiming for, I'd say my time is spent about 50% killing things with SG Mates, 35% just solo farming stuff, and 15% getting off my butt to do TF's and Raids and such. Which leaves about.. 0% PvPing. So it's important to both be able to stand there and soak up damage so my team doesn't get murderized, and also to do at least decent damage for when I'm soloing.

As for cost, I don't care if it takes me a long time, or if I'm completely broke afterwards, so long as I'm as effective as I can reasonably be.. Specially since then it'd be easier to make more money anyway.

I probably could have done more work trying to make this build better before bringing it here for expert advice, but my brain was starting to melt, so decided to just post it here and hope for the best.

Love long time in advance for any help given.

P.S. I used the unofficial I19 patch for mids, to work in the upcoming inherent fitness.


Hero Plan by Mids' Hero Designer 1.81

http://www.cohplanner.com/

Click this DataLink to open the build!

SD/SM Tank: Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection

  • (A) Aegis - Resistance
  • (43) Aegis - Resistance/Endurance
  • (45) Aegis - Endurance/Recharge
Level 1: Stone Fist
  • (A) Mako's Bite - Accuracy/Damage
  • (42) Mako's Bite - Damage/Endurance
  • (43) Mako's Bite - Chance of Damage(Lethal)
Level 2: Battle Agility
  • (A) Gift of the Ancients - Defense
  • (42) Gift of the Ancients - Defense/Endurance
  • (43) Gift of the Ancients - Endurance/Recharge
Level 4: Heavy Mallet
  • (A) Mako's Bite - Accuracy/Damage
  • (39) Mako's Bite - Damage/Endurance
  • (40) Mako's Bite - Damage/Recharge
  • (42) Mako's Bite - Chance of Damage(Lethal)
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (15) Recharge Reduction IO
  • (15) Recharge Reduction IO
Level 8: True Grit
  • (A) Impervium Armor - Psionic Resistance
  • (37) Impervium Armor - Resistance
  • (46) Impervium Armor - Resistance/Endurance
Level 10: Taunt
  • (A) Perfect Zinger - Taunt
  • (13) Perfect Zinger - Taunt/Recharge
  • (13) Perfect Zinger - Taunt/Recharge/Range
  • (17) Perfect Zinger - Accuracy/Recharge
  • (17) Perfect Zinger - Taunt/Range
  • (19) Perfect Zinger - Chance for Psi Damage
Level 12: Active Defense
  • (A) HamiO:Membrane Exposure
  • (46) HamiO:Membrane Exposure
Level 14: Boxing
  • (A) Pounding Slugfest - Accuracy/Damage
  • (34) Pounding Slugfest - Damage/Endurance
  • (48) Pounding Slugfest - Disorient Bonus
Level 16: Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (34) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 18: Against All Odds
  • (A) Endurance Reduction IO
  • (19) Taunt Duration IO
Level 20: Tough
  • (A) Aegis - Resistance
  • (21) Aegis - Psionic/Status Resistance
  • (21) Aegis - Resistance/Endurance
Level 22: Phalanx Fighting
  • (A) Luck of the Gambler - Defense
  • (23) Luck of the Gambler - Defense/Endurance
  • (46) Luck of the Gambler - Defense/Recharge
Level 24: Weave
  • (A) Gift of the Ancients - Defense
  • (25) Gift of the Ancients - Defense/Endurance
  • (25) Gift of the Ancients - Endurance/Recharge
Level 26: Shield Charge
  • (A) Obliteration - Damage
  • (27) Obliteration - Accuracy/Recharge
  • (27) Obliteration - Damage/Recharge
  • (29) Obliteration - Accuracy/Damage/Recharge
  • (29) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (31) Obliteration - Chance for Smashing Damage
Level 28: Hurl Boulder
  • (A) Apocalypse - Damage
  • (31) Apocalypse - Damage/Recharge
  • (33) Apocalypse - Damage/Endurance
  • (33) Apocalypse - Accuracy/Recharge
  • (34) Apocalypse - Chance of Damage(Negative)
Level 30: Grant Cover
  • (A) Luck of the Gambler - Defense
  • (31) Luck of the Gambler - Defense/Recharge
Level 32: Combat Jumping
  • (A) Luck of the Gambler - Defense
  • (33) Luck of the Gambler - Defense/Endurance
Level 35: Tremor
  • (A) Armageddon - Damage
  • (36) Armageddon - Damage/Recharge
  • (36) Armageddon - Accuracy/Recharge
  • (36) Armageddon - Damage/Endurance
  • (37) Armageddon - Chance for Fire Damage
  • (37) Force Feedback - Chance for +Recharge
Level 38: Seismic Smash
  • (A) Hecatomb - Damage
  • (39) Hecatomb - Damage/Recharge
  • (39) Hecatomb - Accuracy/Recharge
  • (40) Hecatomb - Damage/Endurance
  • (40) Hecatomb - Chance of Damage(Negative)
Level 41: Super Jump
  • (A) Unbounded Leap - Jumping
Level 44: Conserve Power
  • (A) HamiO:Membrane Exposure
  • (45) HamiO:Membrane Exposure
  • (45) HamiO:Membrane Exposure
Level 47: Focused Accuracy
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
Level 49: Physical Perfection
  • (A) Performance Shifter - EndMod
  • (50) Performance Shifter - EndMod/Recharge
  • (50) Performance Shifter - EndMod/Accuracy
  • (50) Performance Shifter - Chance for +End
------------
Level 1: Brawl
  • (A) Damage Increase
Level 1: Sprint
  • (A) Jumping
Level 2: Rest
  • (A) Recharge Reduction
Level 1: Gauntlet
Level 4: Ninja Run
Level 1: Swift
  • (A) Run Speed IO
Level 1: Hurdle
  • (A) Jumping IO
Level 1: Health
  • (A) Numina's Convalescence - Heal/Endurance
  • (7) Numina's Convalescence - Endurance/Recharge
  • (9) Numina's Convalescence - Heal/Recharge
  • (9) Numina's Convalescence - Heal/Endurance/Recharge
  • (11) Numina's Convalescence - Heal
  • (11) Numina's Convalescence - +Regeneration/+Recovery
Level 1: Stamina
  • (A) Performance Shifter - EndMod
  • (3) Performance Shifter - EndMod/Recharge
  • (3) Performance Shifter - EndMod/Accuracy/Recharge
  • (5) Performance Shifter - Accuracy/Recharge
  • (5) Performance Shifter - EndMod/Accuracy
  • (7) Performance Shifter - Chance for +End
------------
Set Bonus Totals:
  • 15% DamageBuff(Smashing)
  • 15% DamageBuff(Lethal)
  • 15% DamageBuff(Fire)
  • 15% DamageBuff(Cold)
  • 15% DamageBuff(Energy)
  • 15% DamageBuff(Negative)
  • 15% DamageBuff(Toxic)
  • 15% DamageBuff(Psionic)
  • 5% Defense(Smashing)
  • 5% Defense(Lethal)
  • 7.813% Defense(Fire)
  • 7.813% Defense(Cold)
  • 3.125% Defense(Energy)
  • 3.125% Defense(Negative)
  • 1.875% Defense(Psionic)
  • 5.313% Defense(Melee)
  • 4.375% Defense(Ranged)
  • 6.25% Defense(AoE)
  • 39% Enhancement(Accuracy)
  • 6% Enhancement(Heal)
  • 40% Enhancement(RechargeTime)
  • 20% FlySpeed
  • 309.22 HP (16.5%) HitPoints
  • 20% JumpHeight
  • 20% JumpSpeed
  • MezResist(Held) 3.3%
  • MezResist(Immobilize) 6.6%
  • MezResist(Stun) 2.2%
  • MezResist(Terrorized) 2.75%
  • 19.5% (0.326 End/sec) Recovery
  • 76% (5.946 HP/sec) Regeneration
  • 10.04% Resistance(Fire)
  • 5.04% Resistance(Cold)
  • 6% Resistance(Psionic)
  • 30% RunSpeed




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Posted

I would suggest looking at other Shield Defense builds. Possibly, copy one and and adapt it to your requirements. Figure out your goals for your build, first. Something every Shield Defense Tanker should have is 45% defense to Melee, Ranged, and AoE. This can be done very easily with only Weave and Combat Jumping taken for defensive pool powers. I explained how to do this in another Shield Defense Tanker thread.

Here are some helpful suggestions for building a Shield Defense tanker, as well as builds in general:

Slot Deflection for defense bonuses. Try hard to slot it for resistance as well, but it isn't the end of the world if you run out of slots first.

Mako's Bite is not a very good set to use unless you go all the way to the 6th slot for the melee defense.

Gift of the Ancients is not a good set to use for Shield Defense.

Turn on Hasten so you can see how close you are to perma-Hasten. You generally don't need more recharge than what it takes to get perma-Hasten.

True Grit needs to be slotted for healing. Resistance bonuses should be a secondary objective on it. Two regular healing (and resistance) IOs is fine. You don't need a set bonus in every power.

Slot for Melee/Ranged/AoE defense, not Smashing/Lethal/Energy/etc... defenses. If you get to the end of your build and you only have a couple powers left that only accept sets that add typed defense, then its ok to use those if they will get you to the soft cap.

Don't slot Boxing, unless you have slots left over or are looking for a bonus that only Boxing can hold.

Gaussian's is a good set for Shield Defense, but only if you 6-slot it.

Don't slot Phalanx Fighting with more than a Luck of the Gambler +recharge, or a Kismet +to-hit. Don't increase the nearby allies counter for it either. Defense enhancements don't increase the defense given when no allies are nearby and you need to be as self-sustaining as possible on a Tanker.

Grant Cover is another power that should not be slotted for defense. It gives no benefit to you, other than some defense debuff resistance.

Conserve Power from Energy Mastery is not very useful. Between Stamina, Physical Perfection, and Miracle and Numina's uniques, you will have more endurance recovery than you need. Also, you over-slotted Stamina and Physical Perfection. I tend to not go for set bonuses in those powers because they gain very little benefit after reaching the ED cap for endurance modification.

In general, slotting for recovery set bonuses won't get you any worthwhile endurance. Slot for reaching the defense soft cap first, then slot for recharge, then HP. Any other bonuses will have little impact on your character and should not be slotted just to obtain those other bonuses.


 

Posted

Quote:
Originally Posted by Syntax42 View Post
Conserve Power from Energy Mastery is not very useful. Between Stamina, Physical Perfection, and Miracle and Numina's uniques, you will have more endurance recovery than you need. Also, you over-slotted Stamina and Physical Perfection. I tend to not go for set bonuses in those powers because they gain very little benefit after reaching the ED cap for endurance modification.
I agree wholeheartedly with most of your suggestions, but I'm going to disagree a bit on this. Not that the OP needs CP, I agree that he/she probably won't. However, I think CP is the "lesser of two evils" when it comes to prereqs for Physical Perfection.

Focused Accuracy is a huge end hog, and you can also replicate most its benefits with a couple of set IOs. If you're actually going to use it, it needs at least a couple of slots for end reduction. I suppose it would be useful strictly as a set mule, but since the OP has Build-Up, which can also take a Gaussian's set, it's not even needed for that.

I treat CP like Boxing, something you have to take to get something better. At least CP can be easily be left at its base slot, and who knows, it might even come in handy during an AV fight.

So my suggestion to the OP is to drop FA, and leave CP with a recharge in the base slot. (Those Hami-O's are a complete waste of influence!) I'd pick up Fault or OwtS for the empty slot.

EDIT: Oh, and be sure to pick up the Steadfast +def for 3% defense to all positions. It can be slotted in Deflection, True Grit, or Tough, though I'd recommend TG or Tough rather than Deflection.


My Characters

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

 

Posted

Quote:
Originally Posted by Syntax42 View Post
I would suggest looking at other Shield Defense builds. Possibly, copy one and and adapt it to your requirements. Figure out your goals for your build, first. Something every Shield Defense Tanker should have is 45% defense to Melee, Ranged, and AoE. This can be done very easily with only Weave and Combat Jumping taken for defensive pool powers. I explained how to do this in another Shield Defense Tanker thread.

Here are some helpful suggestions for building a Shield Defense tanker, as well as builds in general:

Slot Deflection for defense bonuses. Try hard to slot it for resistance as well, but it isn't the end of the world if you run out of slots first.
Minor quibble here, you don't really need defense bonuses in your shields; a SD tanker is close enough to the soft cap on SO's that you can focus on other bonuses instead. I would most definitely save two slots for resistance; it provides a significant boost to S/L resistance.

Quote:
Mako's Bite is not a very good set to use unless you go all the way to the 6th slot for the melee defense.
Agreed

Quote:
Gift of the Ancients is not a good set to use for Shield Defense.
Um, I have to disagree with this, the GotA set gives you recovery and bonus endurance... two things I find HIGHLY useful in completely eliminating all endurance problems. A SD tanker's defense is high enough just slotting your shields to ED caps that you'll only need a few extra % in bonuses... they're easily and fairly cheaply gotten with your attacks.

Quote:
Turn on Hasten so you can see how close you are to perma-Hasten. You generally don't need more recharge than what it takes to get perma-Hasten.
If that's your build goal then by all means. I didn't get Hasten in my i18 SD/Fire tanker's build but I'll be considering it for i19. I did toss 4 LotG +rchg IO's in, and I've a few other recharge bonuses amounting to a bit under 40%.

Quote:
True Grit needs to be slotted for healing. Resistance bonuses should be a secondary objective on it. Two regular healing (and resistance) IOs is fine. You don't need a set bonus in every power.

Slot for Melee/Ranged/AoE defense, not Smashing/Lethal/Energy/etc... defenses. If you get to the end of your build and you only have a couple powers left that only accept sets that add typed defense, then its ok to use those if they will get you to the soft cap.

Don't slot Boxing, unless you have slots left over or are looking for a bonus that only Boxing can hold.

Gaussian's is a good set for Shield Defense, but only if you 6-slot it.

Don't slot Phalanx Fighting with more than a Luck of the Gambler +recharge, or a Kismet +to-hit. Don't increase the nearby allies counter for it either. Defense enhancements don't increase the defense given when no allies are nearby and you need to be as self-sustaining as possible on a Tanker.

Grant Cover is another power that should not be slotted for defense. It gives no benefit to you, other than some defense debuff resistance.
Agreed, but if you have the slots Grant Cover increases it's debuff resistance by the amount of defense slotted into it, so it's useful to have if you have the slots. Take care of everything else first though.

Quote:
Conserve Power from Energy Mastery is not very useful. Between Stamina, Physical Perfection, and Miracle and Numina's uniques, you will have more endurance recovery than you need. Also, you over-slotted Stamina and Physical Perfection. I tend to not go for set bonuses in those powers because they gain very little benefit after reaching the ED cap for endurance modification.

In general, slotting for recovery set bonuses won't get you any worthwhile endurance. Slot for reaching the defense soft cap first, then slot for recharge, then HP. Any other bonuses will have little impact on your character and should not be slotted just to obtain those other bonuses.
I have a different approach here; on a shield character I use my shields for GotA slotting to handle all my endurance issues and use my attacks to pick up the minor additional defense needed... my SD/Fire tanker is around 46%-50% to all positions. I generally go with Pyre mastery for more damage & a ranged AOE attention-getter... therefore I solve my end issues without resorting to Physical Perfection.

Just as an example of what the GotA set 4 slotted in all the shields will do, my BS/Shield scrapper has infinite endurance sustainability while running 9 toggles and attacking full bore. I do have the Miracle and Numina uniques but I don't have any epic pool. My SD/Fire tanker is lighter on end so I only have the Numina on him and I've yet to run my blue below 75%.

Let's see, for defense bonuses on my SD/Fire tank I have one set of Touch of Death, one set of Mako and 3 sets of Multi Strike along with the Steadfast 3% unique... that puts me over the soft cap with Combat Jumping and Weave and leaves lots of room for other bonuses not directly related to survival.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Finduilas View Post
I agree wholeheartedly with most of your suggestions, but I'm going to disagree a bit on this. Not that the OP needs CP, I agree that he/she probably won't. However, I think CP is the "lesser of two evils" when it comes to prereqs for Physical Perfection.

Focused Accuracy is a huge end hog, and you can also replicate most its benefits with a couple of set IOs. If you're actually going to use it, it needs at least a couple of slots for end reduction. I suppose it would be useful strictly as a set mule, but since the OP has Build-Up, which can also take a Gaussian's set, it's not even needed for that.

I treat CP like Boxing, something you have to take to get something better. At least CP can be easily be left at its base slot, and who knows, it might even come in handy during an AV fight.
Focused Accuracy is a good spot to drop a 6-slot Gaussian's in. To-hit bonuses are completely different from accuracy, even though Mids' doesn't show it. It mostly makes a difference when fighting something that has high defense, like AVs that use Elude and other similar powers. Conserve Power may never be needed if you never run low on endurance. I guess it is mostly a play style choice if you take Conserve Power and slot your Build-Up with Gaussian's instead.

Quote:
Originally Posted by Call Me Awesome View Post
Minor quibble here, you don't really need defense bonuses in your shields; a SD tanker is close enough to the soft cap on SO's that you can focus on other bonuses instead. I would most definitely save two slots for resistance; it provides a significant boost to S/L resistance.
Agreed. With two defense IOs Deflection/Battle Agility/Weave, Combat Jumping with a LOTG +recharge, a Steadfast Protection unique, and Gaussian's 6-slot bonus, you would be at 43.3% defense. Getting the last 1.7% is easy. You can simply slot more defense bonus in your main toggles.

Quote:
Agreed, but if you have the slots Grant Cover increases it's debuff resistance by the amount of defense slotted into it, so it's useful to have if you have the slots. Take care of everything else first though.
I would have to check it in game to be sure, but Mids' says the defense debuff resistance is not enhanceable. You need to double-stack Active Defense to hit the DDR cap, so enhancing Grant Cover's defense would be of marginal use to your team.

Quote:
I have a different approach here; on a shield character I use my shields for GotA slotting to handle all my endurance issues and use my attacks to pick up the minor additional defense needed... my SD/Fire tanker is around 46%-50% to all positions. I generally go with Pyre mastery for more damage & a ranged AOE attention-getter... therefore I solve my end issues without resorting to Physical Perfection.
Going past 45% does not help, unless you aren't at the DDR cap and you get debuffed often. Perma Hasten and Active Defense help to ensure you aren't affected by defense debuffs.

The great thing about SD tankers is how easy it is to reach their maximum defensive potential. A SD Scrapper has to devote almost all of their set bonuses just to soft cap, but a SD tanker can do it with one set bonus. That leaves the rest of their slots and powers for enhancing offense through recharge bonuses. If you choose to manage your endurance through set bonuses, you tend to miss out on recharge bonuses.


 

Posted

Quote:
Originally Posted by Syntax42 View Post
Going past 45% does not help, unless you aren't at the DDR cap and you get debuffed often. Perma Hasten and Active Defense help to ensure you aren't affected by defense debuffs.

The great thing about SD tankers is how easy it is to reach their maximum defensive potential. A SD Scrapper has to devote almost all of their set bonuses just to soft cap, but a SD tanker can do it with one set bonus. That leaves the rest of their slots and powers for enhancing offense through recharge bonuses. If you choose to manage your endurance through set bonuses, you tend to miss out on recharge bonuses.
Quite so, the extra defense was mainly incidental in my slotting, not really what I was going after.

I've put in a few recharge bonuses, as I mentioned the 4 LotG 7.5% and a few others but I wasn't really after huge recharge. I'm hardly saying that "Thou Shalt Always Build Thy Shield Tanker This Way", just that it's a way I found effective. I may well end up revising things somewhat, in fact that's a given with issue 19, and that will probably end up giving me a bit more recharge.

The bottom line with a Shield tank is you have lots of options since you don't need to devote as much effort to defense.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Syntax42 View Post
Focused Accuracy is a good spot to drop a 6-slot Gaussian's in. To-hit bonuses are completely different from accuracy, even though Mids' doesn't show it. It mostly makes a difference when fighting something that has high defense, like AVs that use Elude and other similar powers. Conserve Power may never be needed if you never run low on endurance. I guess it is mostly a play style choice if you take Conserve Power and slot your Build-Up with Gaussian's instead.
Yes, that's why I recommend getting the Kismet +Acc instead of Focused Accuracy. Despite the inaccurate name, it gives an additional 6% ToHit, slightly more than unslotted FA.


My Characters

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

 

Posted

Made a second attempt with some of the feedback, still coming short of the softcap, though. Maybe I should drop purples for lesser sets with more AoE/Melee/Ranged defense? But that seems a bit counter-productive to be, so i'm not sure.. No doubt it's still full of allkinds of mistakes, but hopefully it's at least a little better.

I just hope it's at least a little better, and not flat out worse! Hoping to at least be able to start putting the build together in-game before the second respec comes along, just in case.

Again, much thanks in advance.

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

Click this DataLink to open the build!

SD/SM Take 2: Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection

  • (A) Aegis - Resistance
  • (3) Aegis - Resistance/Endurance
  • (3) Aegis - Resistance/Recharge
Level 1: Stone Fist
  • (A) Kinetic Combat - Accuracy/Damage
  • (46) Kinetic Combat - Damage/Endurance
  • (48) Kinetic Combat - Damage/Recharge
  • (48) Kinetic Combat - Damage/Endurance/Recharge
Level 2: Battle Agility
  • (A) Defense Buff IO
  • (5) Defense Buff IO
Level 4: Heavy Mallet
  • (A) Touch of Death - Accuracy/Damage
  • (45) Touch of Death - Damage/Endurance
  • (45) Touch of Death - Damage/Recharge
  • (45) Touch of Death - Accuracy/Damage/Endurance
  • (46) Touch of Death - Damage/Endurance/Recharge
  • (46) Touch of Death - Chance of Damage(Negative)
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (40) Recharge Reduction IO
  • (43) Recharge Reduction IO
Level 8: True Grit
  • (A) Healing IO
  • (25) Healing IO
  • (37) Resist Damage IO
  • (37) Resist Damage IO
Level 10: Taunt
  • (A) Perfect Zinger - Taunt
  • (13) Perfect Zinger - Taunt/Recharge
  • (13) Perfect Zinger - Taunt/Recharge/Range
  • (15) Perfect Zinger - Accuracy/Recharge
  • (15) Perfect Zinger - Taunt/Range
  • (23) Perfect Zinger - Chance for Psi Damage
Level 12: Active Defense
  • (A) HamiO:Enzyme Exposure
Level 14: Boxing
  • (A) Accuracy IO
Level 16: Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (19) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (23) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 18: Against All Odds
  • (A) Taunt Duration IO
Level 20: Tough
  • (A) Steadfast Protection - Resistance/Endurance
  • (21) Steadfast Protection - Resistance/+Def 3%
  • (21) Steadfast Protection - Knockback Protection
Level 22: Phalanx Fighting
  • (A) Luck of the Gambler - Recharge Speed
Level 24: Weave
  • (A) Defense Buff IO
  • (25) Defense Buff IO
Level 26: Shield Charge
  • (A) Obliteration - Damage
  • (27) Obliteration - Accuracy/Recharge
  • (27) Obliteration - Damage/Recharge
  • (34) Obliteration - Accuracy/Damage/Recharge
  • (36) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (37) Obliteration - Chance for Smashing Damage
Level 28: Fault
  • (A) Absolute Amazement - Stun
  • (29) Absolute Amazement - Stun/Recharge
  • (29) Absolute Amazement - Accuracy/Stun/Recharge
  • (33) Absolute Amazement - Accuracy/Recharge
  • (34) Absolute Amazement - Endurance/Stun
  • (34) Absolute Amazement - Chance for ToHit Debuff
Level 30: Hurl Boulder
  • (A) Apocalypse - Damage
  • (31) Apocalypse - Damage/Recharge
  • (31) Apocalypse - Accuracy/Damage/Recharge
  • (31) Apocalypse - Accuracy/Recharge
  • (33) Apocalypse - Damage/Endurance
  • (33) Apocalypse - Chance of Damage(Negative)
Level 32: Grant Cover
  • (A) Luck of the Gambler - Recharge Speed
Level 35: Combat Jumping
  • (A) Defense Buff IO
  • (36) Defense Buff IO
  • (36) Luck of the Gambler - Recharge Speed
Level 38: Tremor
  • (A) Armageddon - Damage
  • (39) Armageddon - Damage/Recharge
  • (39) Armageddon - Accuracy/Damage/Recharge
  • (39) Armageddon - Accuracy/Recharge
  • (40) Armageddon - Damage/Endurance
  • (40) Armageddon - Chance for Fire Damage
Level 41: Seismic Smash
  • (A) Hecatomb - Damage
  • (42) Hecatomb - Damage/Recharge
  • (42) Hecatomb - Accuracy/Damage/Recharge
  • (42) Hecatomb - Accuracy/Recharge
  • (43) Hecatomb - Damage/Endurance
  • (43) Hecatomb - Chance of Damage(Negative)
Level 44: Super Jump
  • (A) Jumping IO
Level 47: Conserve Power
  • (A) HamiO:Membrane Exposure
  • (48) HamiO:Membrane Exposure
Level 49: Physical Perfection
  • (A) Endurance Modification IO
  • (50) Endurance Modification IO
  • (50) Healing IO
  • (50) Healing IO
------------
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Jumping IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Gauntlet
Level 4: Ninja Run
Level 1: Swift
  • (A) Run Speed IO
Level 1: Hurdle
  • (A) Jumping IO
Level 1: Health
  • (A) Numina's Convalescence - Heal/Endurance
  • (7) Numina's Convalescence - Endurance/Recharge
  • (9) Numina's Convalescence - Heal/Recharge
  • (9) Numina's Convalescence - Heal/Endurance/Recharge
  • (11) Numina's Convalescence - Heal
  • (11) Numina's Convalescence - +Regeneration/+Recovery
Level 1: Stamina
  • (A) Endurance Modification IO
  • (5) Endurance Modification IO
  • (7) Endurance Modification IO
------------
Set Bonus Totals:
  • 14.5% DamageBuff(Smashing)
  • 14.5% DamageBuff(Lethal)
  • 14.5% DamageBuff(Fire)
  • 14.5% DamageBuff(Cold)
  • 14.5% DamageBuff(Energy)
  • 14.5% DamageBuff(Negative)
  • 14.5% DamageBuff(Toxic)
  • 14.5% DamageBuff(Psionic)
  • 14.88% Defense(Smashing)
  • 14.88% Defense(Lethal)
  • 7.375% Defense(Fire)
  • 7.375% Defense(Cold)
  • 6.125% Defense(Energy)
  • 6.125% Defense(Negative)
  • 8% Defense(Psionic)
  • 16.44% Defense(Melee)
  • 9.25% Defense(Ranged)
  • 7.063% Defense(AoE)
  • 72.5% Enhancement(RechargeTime)
  • 6% Enhancement(Heal)
  • 54% Enhancement(Accuracy)
  • 5% FlySpeed
  • 210.83 HP (11.25%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 6.05%
  • MezResist(Immobilize) 5.5%
  • MezResist(Stun) 2.2%
  • MezResist(Terrorized) 2.75%
  • 16% (0.267 End/sec) Recovery
  • 38% (2.973 HP/sec) Regeneration
  • 7.56% Resistance(Fire)
  • 7.56% Resistance(Cold)
  • 15% Resistance(Toxic)
  • 10% RunSpeed




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

GRRRR, long, long post eaten by the logout bug!

Here's what I would do with your build; note it fully slots your toggles. By the way, it is NOT true that having purples is always better than "lesser" IOs, especially for a tank where survability is so important. I did retain most of the the purples you slotted, but they're not at all necessary for a good build.

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
SD/SM Take 2: Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(3), Aegis-ResDam:50(3), LkGmblr-Rchg+:50(13), LkGmblr-Def:50(15), LkGmblr-Def/EndRdx:50(46)
Level 1: Stone Fist -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(13), C'ngImp-Dmg/Rchg:50(46), C'ngImp-Acc/Dmg/Rchg:50(48), C'ngImp-Acc/Dmg/EndRdx:50(48)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(5), LkGmblr-Def:50(15), LkGmblr-Def/EndRdx/Rchg:50(34)
Level 4: Heavy Mallet -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(45), C'ngImp-Dmg/Rchg:50(45), C'ngImp-Acc/Dmg/Rchg:50(45), C'ngImp-Acc/Dmg/EndRdx:50(46)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(40), RechRdx-I:50(43)
Level 8: True Grit -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(25), Numna-Heal:50(37), ResDam-I:50(37), ResDam-I:50(43)
Level 10: Taunt -- Range-I:50(A)
Level 12: Active Defense -- HO:Enzym(A), HO:Enzym(23)
Level 14: Boxing -- Acc-I:50(A)
Level 16: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(17), GSFC-ToHit/Rchg/EndRdx:50(17), GSFC-Rchg/EndRdx:50(19), GSFC-ToHit/EndRdx:50(19), GSFC-Build%:50(23)
Level 18: Against All Odds -- EndRdx-I:50(A)
Level 20: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam/EndRdx:50(21), Aegis-ResDam/EndRdx/Rchg:50(21), Aegis-ResDam:50(40)
Level 22: Phalanx Fighting -- Ksmt-ToHit+:30(A)
Level 24: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(25), LkGmblr-Def:50(36), LkGmblr-Rchg+:50(48)
Level 26: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(36), Oblit-%Dam:50(37)
Level 28: Fault -- Amaze-ToHitDeb%:50(A), Amaze-Stun/Rchg:50(29), Amaze-Acc/Stun/Rchg:50(29), Amaze-Acc/Rchg:50(33), Amaze-EndRdx/Stun:50(34)
Level 30: Hurl Boulder -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(31), Apoc-Acc/Dmg/Rchg:50(31), Apoc-Acc/Rchg:50(31), Apoc-Dmg/EndRdx:50(33), Apoc-Dam%:50(33)
Level 32: Grant Cover -- LkGmblr-Rchg+:50(A)
Level 35: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(36)
Level 38: Tremor -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(39), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(39), Armgdn-Dmg/EndRdx:50(40)
Level 41: Seismic Smash -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(42), Hectmb-Acc/Dmg/Rchg:50(42), Hectmb-Acc/Rchg:50(42), Hectmb-Dmg/EndRdx:50(43)
Level 44: Super Jump -- Jump-I:50(A)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- EndMod-I:50(A), EndMod-I:50(50), Heal-I:50(50), Heal-I:50(50)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Jump-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 1: Swift -- Run-I:50(A)
Level 1: Hurdle -- Jump-I:50(A)
------------
Set Bonus Totals:

  • 9.5% DamageBuff(Smashing)
  • 9.5% DamageBuff(Lethal)
  • 9.5% DamageBuff(Fire)
  • 9.5% DamageBuff(Cold)
  • 9.5% DamageBuff(Energy)
  • 9.5% DamageBuff(Negative)
  • 9.5% DamageBuff(Toxic)
  • 9.5% DamageBuff(Psionic)
  • 6.13% Defense(Smashing)
  • 6.13% Defense(Lethal)
  • 10.5% Defense(Fire)
  • 10.5% Defense(Cold)
  • 6.13% Defense(Energy)
  • 6.13% Defense(Negative)
  • 8% Defense(Psionic)
  • 9.25% Defense(Melee)
  • 9.25% Defense(Ranged)
  • 8.63% Defense(AoE)
  • 6% Enhancement(Heal)
  • 92.5% Enhancement(RechargeTime)
  • 86% Enhancement(Accuracy)
  • 5% FlySpeed
  • 267.1 HP (14.3%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 3.3%
  • MezResist(Immobilize) 4.4%
  • MezResist(Stun) 2.2%
  • 14.5% (0.24 End/sec) Recovery
  • 80% (6.26 HP/sec) Regeneration
  • 7.56% Resistance(Fire)
  • 7.56% Resistance(Cold)
  • 15% RunSpeed

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

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

 

Posted

A couple of things in addition to the build I posted:

Take Tremor and Seismic Smash at 35 and 38; Grant Cover can easily be delayed until level 41.

Also, though it doesn't show up in my version of Mid's, Health is overslotted. I'd either drop the Numina's End/Rchg and Heal/End/Rchg and use the slots elsewhere, or replace them with the Regen Tissue and Miracle uniques.


My Characters

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

 

Posted

Definately way better.. I redid health and added those other two uniques like you suggested. I tried moving the skills around to take'em at the suggested levels, however whenever I did, the totals always came back lower. I even double and triple checked that I was slotting the same enhancements and placing the slots at the same levels, yet the totals were always lower after i re-arranged the skills.. Absolutely no idea why, must've overlooked something.

Not a huge deal though, so unless I'm mistaken or someone has a better idea, this will be the build I'm going with.

Thanks to everyone, and especially Finduilas for being extra patient with complete nubs.

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

Click this DataLink to open the build!

Wrexx: Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection

  • (A) Aegis - Resistance/Endurance
  • (3) Aegis - Resistance/Recharge
  • (3) Aegis - Resistance
  • (13) Luck of the Gambler - Recharge Speed
  • (15) Luck of the Gambler - Defense
  • (46) Luck of the Gambler - Defense/Endurance
Level 1: Stone Fist
  • (A) Crushing Impact - Accuracy/Damage
  • (13) Crushing Impact - Damage/Endurance
  • (46) Crushing Impact - Damage/Recharge
  • (48) Crushing Impact - Accuracy/Damage/Recharge
  • (48) Crushing Impact - Accuracy/Damage/Endurance
Level 2: Battle Agility
  • (A) Luck of the Gambler - Defense/Endurance
  • (5) Luck of the Gambler - Recharge Speed
  • (15) Luck of the Gambler - Defense
  • (34) Luck of the Gambler - Defense/Endurance/Recharge
Level 4: Heavy Mallet
  • (A) Crushing Impact - Accuracy/Damage
  • (45) Crushing Impact - Damage/Endurance
  • (45) Crushing Impact - Damage/Recharge
  • (45) Crushing Impact - Accuracy/Damage/Recharge
  • (46) Crushing Impact - Accuracy/Damage/Endurance
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (40) Recharge Reduction IO
  • (43) Recharge Reduction IO
Level 8: True Grit
  • (A) Numina's Convalescence - Heal/Endurance
  • (25) Numina's Convalescence - Heal/Recharge
  • (37) Numina's Convalescence - Heal
  • (37) Resist Damage IO
  • (43) Resist Damage IO
Level 10: Taunt
  • (A) Range IO
Level 12: Active Defense
  • (A) HamiO:Enzyme Exposure
  • (23) HamiO:Enzyme Exposure
Level 14: Boxing
  • (A) Accuracy IO
Level 16: Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (19) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (23) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 18: Against All Odds
  • (A) Endurance Reduction IO
Level 20: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (21) Aegis - Resistance/Endurance
  • (21) Aegis - Resistance/Endurance/Recharge
  • (40) Aegis - Resistance
Level 22: Phalanx Fighting
  • (A) Kismet - Accuracy +6%
Level 24: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (25) Luck of the Gambler - Defense/Endurance/Recharge
  • (36) Luck of the Gambler - Defense
  • (48) Luck of the Gambler - Recharge Speed
Level 26: Shield Charge
  • (A) Obliteration - Damage
  • (27) Obliteration - Accuracy/Recharge
  • (27) Obliteration - Damage/Recharge
  • (34) Obliteration - Accuracy/Damage/Recharge
  • (36) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (37) Obliteration - Chance for Smashing Damage
Level 28: Fault
  • (A) Absolute Amazement - Chance for ToHit Debuff
  • (29) Absolute Amazement - Stun/Recharge
  • (29) Absolute Amazement - Accuracy/Stun/Recharge
  • (33) Absolute Amazement - Accuracy/Recharge
  • (34) Absolute Amazement - Endurance/Stun
Level 30: Hurl Boulder
  • (A) Apocalypse - Damage
  • (31) Apocalypse - Damage/Recharge
  • (31) Apocalypse - Accuracy/Damage/Recharge
  • (31) Apocalypse - Accuracy/Recharge
  • (33) Apocalypse - Damage/Endurance
  • (33) Apocalypse - Chance of Damage(Negative)
Level 32: Grant Cover
  • (A) Luck of the Gambler - Recharge Speed
Level 35: Combat Jumping
  • (A) Luck of the Gambler - Defense
  • (36) Luck of the Gambler - Recharge Speed
Level 38: Tremor
  • (A) Armageddon - Damage
  • (39) Armageddon - Damage/Recharge
  • (39) Armageddon - Accuracy/Damage/Recharge
  • (39) Armageddon - Accuracy/Recharge
  • (40) Armageddon - Damage/Endurance
Level 41: Seismic Smash
  • (A) Hecatomb - Damage
  • (42) Hecatomb - Damage/Recharge
  • (42) Hecatomb - Accuracy/Damage/Recharge
  • (42) Hecatomb - Accuracy/Recharge
  • (43) Hecatomb - Damage/Endurance
Level 44: Super Jump
  • (A) Jumping IO
Level 47: Conserve Power
  • (A) Recharge Reduction IO
Level 49: Physical Perfection
  • (A) Endurance Modification IO
  • (50) Endurance Modification IO
  • (50) Healing IO
  • (50) Healing IO
------------
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Jumping IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Gauntlet
Level 4: Ninja Run
Level 1: Swift
  • (A) Run Speed IO
Level 1: Hurdle
  • (A) Jumping IO
Level 1: Health
  • (A) Numina's Convalescence - Heal/Endurance
  • (7) Regenerative Tissue - +Regeneration
  • (9) Numina's Convalescence - Heal/Recharge
  • (9) Miracle - +Recovery
  • (11) Numina's Convalescence - Heal
  • (11) Numina's Convalescence - +Regeneration/+Recovery
Level 1: Stamina
  • (A) Endurance Modification IO
  • (5) Endurance Modification IO
  • (7) Endurance Modification IO
------------
Set Bonus Totals:
  • 9.5% DamageBuff(Smashing)
  • 9.5% DamageBuff(Lethal)
  • 9.5% DamageBuff(Fire)
  • 9.5% DamageBuff(Cold)
  • 9.5% DamageBuff(Energy)
  • 9.5% DamageBuff(Negative)
  • 9.5% DamageBuff(Toxic)
  • 9.5% DamageBuff(Psionic)
  • 6.125% Defense(Smashing)
  • 6.125% Defense(Lethal)
  • 10.5% Defense(Fire)
  • 10.5% Defense(Cold)
  • 4.25% Defense(Energy)
  • 4.25% Defense(Negative)
  • 8% Defense(Psionic)
  • 9.25% Defense(Melee)
  • 5.5% Defense(Ranged)
  • 8.625% Defense(AoE)
  • 6% Enhancement(Heal)
  • 86% Enhancement(Accuracy)
  • 92.5% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 267.05 HP (14.25%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Immobilize) 4.4%
  • MezResist(Stun) 2.2%
  • 14.5% (0.242 End/sec) Recovery
  • 80% (6.259 HP/sec) Regeneration
  • 7.56% Resistance(Fire)
  • 7.56% Resistance(Cold)
  • 15% RunSpeed




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

I just went by what you originally posted.


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

Click this DataLink to open the build!

SD/SM Tank: Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def(43), S'fstPrt-ResDam/Def+(45)
Level 1: Stone Fist -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(5), Hectmb-Dmg/EndRdx(42), Hectmb-Dam%(43)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(43)
Level 4: Heavy Mallet -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(42), Mako-Acc/EndRdx/Rchg(45)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 8: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(11), Aegis-ResDam(11), Aegis-ResDam/EndRdx(37), Aegis-ResDam/Rchg(46)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(13), Mocking-Taunt/Rchg/Rng(13), Mocking-Acc/Rchg(17), Mocking-Taunt/Rng(17), Mocking-Rchg(19)
Level 12: Active Defense -- HO:Membr(A), HO:Membr(46)
Level 14: Boxing -- Empty(A)
Level 16: Build Up -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(23), GSFC-Rchg/EndRdx(31), GSFC-ToHit/Rchg(33), GSFC-Build%(34), GSFC-ToHit/Rchg/EndRdx(48)
Level 18: Against All Odds -- EndRdx-I(A), Taunt-I(19)
Level 20: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(21), ImpArm-ResDam/EndRdx/Rchg(21), ImpArm-ResDam/Rchg(50)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
Level 28: Hurl Boulder -- Apoc-Dmg(A), Apoc-Dmg/Rchg(31), Apoc-Dmg/EndRdx(33), Apoc-Acc/Rchg(33), Apoc-Dam%(34)
Level 30: Grant Cover -- EndRdx-I(A)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A)
Level 35: Tremor -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(36), Armgdn-Acc/Rchg(36), Armgdn-Dmg/EndRdx(36), Armgdn-Dam%(37), FrcFbk-Rechg%(37)
Level 38: Seismic Smash -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(40), Mako-Acc/EndRdx/Rchg(48)
Level 41: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45)
Level 47: One with the Shield -- Heal-I(A), Heal-I(48)
Level 49: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(50), P'Shift-End%(50)
------------
Level 1: Brawl -- Dmg(A)
Level 1: Sprint -- Jump(A)
Level 2: Rest -- RechRdx(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(7), Numna-Regen/Rcvry+(23)
Level 1: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-EndMod/Acc(5), P'Shift-End%(7)



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

Quote:
Originally Posted by Xorgoth View Post
Definately way better.. I redid health and added those other two uniques like you suggested. I tried moving the skills around to take'em at the suggested levels, however whenever I did, the totals always came back lower. I even double and triple checked that I was slotting the same enhancements and placing the slots at the same levels, yet the totals were always lower after i re-arranged the skills.. Absolutely no idea why, must've overlooked something.

Not a huge deal though, so unless I'm mistaken or someone has a better idea, this will be the build I'm going with.

Thanks to everyone, and especially Finduilas for being extra patient with complete nubs.
Glad to help.

Found the difference in defense totals; it was just in Ranged defense and it was because even though my unmodded version of Mid's didn't display inherent Health (and I therefore couldn't change it) it was still counting the 6-slot Numina's Ranged defense bonus.

Here's a fix: move a slot from somewhere, (I took it from Hasten, but there are other options) and six-slot Mako's bite in place of one of the CI sets. You lose a little recharge that way, but you still have more than enough to be getting on with.

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Wrexx: Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(3), Aegis-ResDam:50(3), LkGmblr-Rchg+:50(13), LkGmblr-Def:50(15), LkGmblr-Def/EndRdx:50(46)
Level 1: Stone Fist -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(13), Mako-Dmg/Rchg:50(43), Mako-Acc/EndRdx/Rchg:50(46), Mako-Acc/Dmg/EndRdx/Rchg:50(48), Mako-Dam%:50(48)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(5), LkGmblr-Def:50(15), LkGmblr-Def/EndRdx/Rchg:50(34)
Level 4: Heavy Mallet -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(45), C'ngImp-Dmg/Rchg:50(45), C'ngImp-Acc/Dmg/Rchg:50(45), C'ngImp-Acc/Dmg/EndRdx:50(46)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(40)
Level 8: True Grit -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(25), Numna-Heal:50(37), ResDam-I:50(37), ResDam-I:50(43)
Level 10: Taunt -- Range-I:50(A)
Level 12: Active Defense -- HO:Enzym(A), HO:Enzym(23)
Level 14: Boxing -- Acc-I:50(A)
Level 16: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(17), GSFC-ToHit/Rchg/EndRdx:50(17), GSFC-Rchg/EndRdx:50(19), GSFC-ToHit/EndRdx:50(19), GSFC-Build%:50(23)
Level 18: Against All Odds -- EndRdx-I:50(A)
Level 20: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam/EndRdx:50(21), Aegis-ResDam/EndRdx/Rchg:50(21), Aegis-ResDam:50(40)
Level 22: Phalanx Fighting -- Ksmt-ToHit+:30(A)
Level 24: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(25), LkGmblr-Def:50(36), LkGmblr-Rchg+:50(48)
Level 26: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(36), Oblit-%Dam:50(37)
Level 28: Fault -- Amaze-ToHitDeb%:50(A), Amaze-Stun/Rchg:50(29), Amaze-Acc/Stun/Rchg:50(29), Amaze-Acc/Rchg:50(33), Amaze-EndRdx/Stun:50(34)
Level 30: Hurl Boulder -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(31), Apoc-Acc/Dmg/Rchg:50(31), Apoc-Acc/Rchg:50(31), Apoc-Dmg/EndRdx:50(33), Apoc-Dam%:50(33)
Level 32: Grant Cover -- LkGmblr-Rchg+:50(A)
Level 35: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(36)
Level 38: Tremor -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(39), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(39), Armgdn-Dmg/EndRdx:50(40)
Level 41: Seismic Smash -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(42), Hectmb-Acc/Dmg/Rchg:50(42), Hectmb-Acc/Rchg:50(42), Hectmb-Dmg/EndRdx:50(43)
Level 44: Super Jump -- Jump-I:50(A)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- EndMod-I:50(A), EndMod-I:50(50), Heal-I:50(50), Heal-I:50(50)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Jump-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 1: Swift -- Run-I:50(A)
Level 1: Hurdle -- Jump-I:50(A)

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

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