What Set Bonuses to go for?


Akhillius

 

Posted


Hi everybody,

I'm currently thinking about what IO sets I could slot into my level 50 WP/DB tanker. My first thought was to look for fire/cold/energy/negative defense, since that's what the Willpower set provides but doesn't softcap by itself.

However, on a second thought it occured to me that I might want to go for regeneration bonuses instead.

Before I spend lots and lots of INF on the appropriate sets, what do you think provides more PVE survivability for the tank?

Thanks for your opinions,

10


 

Posted

I’ve never run a WP tanker, but I do have a level 50 WP scrapper and while there will be a few differences, many of the sets will be the same. Most of the sets below I use on all my tanks as they are universally good.

Currently I’m slotting for Defense, Resistance and Regeneration. The sets I use the most are:

Red Fortune – Defense
Luck of the Gambler – Defense
Reactive Armor – Resistance
Numina’s Convalescence – Regeneration
Doctored Wounds - Healing
Smashing Haymaker – Damage (For the set bonuses)
Kinetic Combat (Twice as good as Haymaker but 10 time more expensive)
Blessing of the Zephyr – Travel (Nice set bonuses)

It should be noted that with the exception of Kinetic Combat, the above sets can be had on a working middle class hero’s salary, not to say that it will be cheap (2 to 3 hundred million) but it won’t run you into the one half to three quarter BILLION range.


Dark Tower. SL50 Stone/Stone Tanker
Founder The Freedom Phalanx Reserve
An Infinity Top 25 Super Group
Founded January 4th 2006

 

Posted

S/L defense is going to get you farthest. Slot resistance powers with 4 Reactive Armors, ST attacks with 4 Kinetic Combats, and PBAoEs with Obliteration sets. Really the oblits are optional but whatever. Once you get all the S/L defense you can, aim for +hp.


 

Posted

Quote:
Originally Posted by Emberly View Post
S/L defense is going to get you farthest. Slot resistance powers with 4 Reactive Armors, ST attacks with 4 Kinetic Combats, and PBAoEs with Obliteration sets. Really the oblits are optional but whatever. Once you get all the S/L defense you can, aim for +hp.
Really, S/L defense? By myself I only have about 16% of that.

WP is S/L resistance and F/C/E/N defense, so I wanted to enhance that. (Unfortunately there are almost no sets that offer S/L resistance bonuses, though.)

I'm not sure if I can get enough set bonuses for S/L defense to reach the softcap (45%). Wouldn't it be better to try to softcap the already higher F/C/E/N defense?

Thanks,
10


 

Posted

You can actually be softcapped to most damage types. I've seen builds that were softcapped to everything except maybe toxic and psi and reach the old Tank HP cap.


[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]

 

Posted

Quote:
Originally Posted by Ten__ View Post
Really, S/L defense? By myself I only have about 16% of that.

WP is S/L resistance and F/C/E/N defense, so I wanted to enhance that. (Unfortunately there are almost no sets that offer S/L resistance bonuses, though.)

I'm not sure if I can get enough set bonuses for S/L defense to reach the softcap (45%). Wouldn't it be better to try to softcap the already higher F/C/E/N defense?

Thanks,
10
You don't need the soft cap.

Getting w/in a purple inspo (or two) of cap is good enough for WP. WP doesn't have DDR to speak of. So enemies that do -def melt through your def very quickly. Then it comes down to you other layers of survivability enhancing attributes, (res and regen).
This means that you have to keep purples on you. But, it's really not that hard.

Here're the binds I use to combine inspos on the fly. I don't run short on purples until I run low on inspirations. Usually I don't run out though.
Code:
CTRL+NUMLOCK "inspcombine Keen_Insight Good_Luck$$inspcombine Focused_Rage Good_Luck$$inspcombine Take_a_Breather Good_Luck$$inspcombine Dramatic_Improvement Good_Luck$$inspcombine Rugged Good_Luck$$inspcombine Emerge Good_Luck"
SHIFT+NUMLOCK "inspcombine enrage luck$$inspcombine insight luck$$inspcombine awaken luck$$inspcombine respite luck$$inspcombine catch_a_breath luck$$inspcombine Break_Free luck"
ALT+NUMLOCK "inspcombine Uncanny_Insight Phenomenal_Luck$$inspcombine Righteous_Rage Phenomenal_Luck$$inspcombine Second_Wind Phenomenal_Luck$$inspcombine Resurgence Phenomenal_Luck$$inspcombine Robust Phenomenal_Luck"


 

Posted

Quote:
Originally Posted by Ten__ View Post
Really, S/L defense? By myself I only have about 16% of that.

WP is S/L resistance and F/C/E/N defense, so I wanted to enhance that. (Unfortunately there are almost no sets that offer S/L resistance bonuses, though.)

I'm not sure if I can get enough set bonuses for S/L defense to reach the softcap (45%). Wouldn't it be better to try to softcap the already higher F/C/E/N defense?

Thanks,
10
Yes, really, S/L defense. Something like 70% of the attacks in game have an S/L component, including attacks that deliver plenty of non S/L damage. Get up to around 35% S/L defense and you are going to stay upright a lot longer. Trying to achieve more FCEN defense at the expense of S/L is going to make you a lot more frail than simply ignoring FCEN and aiming at S/L.

You don't need to hit 45% to gain a lot of survivability. Your defense is layering on top of your resistances and regen, so getting to say 35% is going to help you a lot. A small purple gets you there and you are a tiny god. Like all_hell, I have binds to make purples, but they are on my movement keys so I am constantly making purples without even trying


 

Posted

Quote:
Originally Posted by Emberly View Post
Like all_hell, I have binds to make purples, but they are on my movement keys so I am constantly making purples without even trying
How does that work?
Can I see one?


 

Posted

Quote:
Originally Posted by all_hell View Post
How does that work?
Can I see one?
It works really well! Edit to taste, of course.
Code:
/bind a "+left$$inspcombine insight luck$$inspcombine catch_a_breath luck$$inspcombine respite luck$$inspcombine sturdy luck$$inspcombine break_free luck$$inspcombine awaken luck$$inspcombine enrage luck"

/bind d "+right$$inspcombine righteous_rage phenomenal_luck$$inspcombine uncanny_insight phenomenal_luck$$inspcombine second_wind phenomenal_luck$$inspcombine robust phenomenal_luck$$inspcombine escape phenomenal_luck"

/bind w "+forward$$inspcombine focused_rage good_luck$$inspcombine keen_insight good_luck$$inspcombine rugged good_luck$$inspcombine emerge good_luck$$inspcombine bounce_back good_luck"


 

Posted

Quote:
Originally Posted by Emberly View Post
It works really well! Edit to taste, of course.
Code:
/bind a "+left$$inspcombine insight luck$$inspcombine catch_a_breath luck$$inspcombine respite luck$$inspcombine sturdy luck$$inspcombine break_free luck$$inspcombine awaken luck$$inspcombine enrage luck"

/bind d "+right$$inspcombine righteous_rage phenomenal_luck$$inspcombine uncanny_insight phenomenal_luck$$inspcombine second_wind phenomenal_luck$$inspcombine robust phenomenal_luck$$inspcombine escape phenomenal_luck"

/bind w "+forward$$inspcombine focused_rage good_luck$$inspcombine keen_insight good_luck$$inspcombine rugged good_luck$$inspcombine emerge good_luck$$inspcombine bounce_back good_luck"
thank you very much


 

Posted

I find getting as far as possible with s/l and n/e defense will be just enough for a WP tank. They usually help you survive against almost anything. I made a build for my WP/ice melee tanker and got 43-44% s/l and n/e. Even without aiming to go far with cold and fire defense I got them to over 35%, without any set bonuses. This with Weave and Combat jumping pool powers added to defense from Heightened senses. As an addition I put 2-3 pieces of numina's convalesence (however you spell it) to all my heal powers and 3-4 pieces of Luck of the Gamler to boost the regen rate.


The Man is the Disciple and Pain his Master

My Disciples on Freedom:

Dark Access - LVL 50+3 Dark/Dark/Stone Mastery, Master of debuff and Control

Healing Aoi - LVL 50+3 Empathy/Archery/Power Mastery, Defender Blaster hybrid

Mega Electron - LVL 50+3 Electrical Armor/Kinetic Melee/Mu Mastery, Spanker

Max Fource - LVL 50+3 Fiery Aura/Electrical Melee/Pyre Mastery, Blanker (Blaster+tanker)

 

Posted

Quote:
Originally Posted by Ten__ View Post
I'm not sure if I can get enough set bonuses for S/L defense to reach the softcap (45%). Wouldn't it be better to try to softcap the already higher F/C/E/N defense?

Thanks,
10

The hell you can't!

Granted, it ain't CHEAP. But it's EASILY do-able.

Here's a 2-minute, badly optimized (and disgustingly expensive) build that's SLEN-capped and damn-near capped for FC as well.

Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Dual Blades
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed

Hero Profile:
Level 1: High Pain Tolerance
  • (A) Reactive Armor - Resistance: Level 40
  • (9) Reactive Armor - Resistance/Endurance: Level 40
  • (9) Reactive Armor - Resistance/Recharge: Level 40
  • (11) Reactive Armor - Resistance/Endurance/Recharge: Level 40
  • (11) Steadfast Protection - Resistance/+Def 3%: Level 30
Level 1: Nimble Slash
  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (3) Kinetic Combat - Damage/Endurance: Level 35
  • (3) Kinetic Combat - Damage/Recharge: Level 35
  • (5) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 2: Mind Over Body
  • (A) Reactive Armor - Resistance: Level 40
  • (5) Reactive Armor - Resistance/Endurance: Level 40
  • (7) Reactive Armor - Resistance/Recharge: Level 40
  • (7) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 4: Fast Healing
  • (A) HamiO:Golgi Exposure
  • (46) HamiO:Golgi Exposure
  • (46) HamiO:Golgi Exposure
Level 6: Indomitable Will
  • (A) HamiO:Enzyme Exposure
  • (13) HamiO:Enzyme Exposure
  • (13) HamiO:Enzyme Exposure
Level 8: Rise to the Challenge
  • (A) HamiO:Golgi Exposure
  • (48) HamiO:Golgi Exposure
  • (48) HamiO:Golgi Exposure
Level 10: Power Slice
  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (15) Kinetic Combat - Damage/Endurance: Level 35
  • (15) Kinetic Combat - Damage/Recharge: Level 35
  • (17) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 12: Quick Recovery
  • (A) Endurance Modification IO: Level 50
  • (17) Performance Shifter - EndMod: Level 50
  • (19) Performance Shifter - Chance for +End: Level 50
Level 14: Ablating Strike
  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (19) Kinetic Combat - Damage/Endurance: Level 35
  • (21) Kinetic Combat - Damage/Recharge: Level 35
  • (21) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 16: Taunt
  • (A) Mocking Beratement - Taunt: Level 50
  • (25) Mocking Beratement - Taunt/Recharge: Level 50
  • (25) Mocking Beratement - Taunt/Recharge/Range: Level 50
  • (27) Mocking Beratement - Accuracy/Recharge: Level 50
  • (27) Mocking Beratement - Taunt/Range: Level 50
  • (29) Mocking Beratement - Recharge: Level 50
Level 18: Heightened Senses
  • (A) HamiO:Enzyme Exposure
  • (29) HamiO:Enzyme Exposure
  • (33) HamiO:Enzyme Exposure
Level 20: Typhoon's Edge
  • (A) Multi Strike - Accuracy/Damage: Level 50
  • (33) Multi Strike - Damage/Endurance: Level 50
  • (33) Multi Strike - Damage/Recharge: Level 50
  • (34) Multi Strike - Accuracy/Endurance: Level 50
  • (34) Multi Strike - Accuracy/Damage/Endurance: Level 50
  • (34) Multi Strike - Damage/Endurance/Recharge: Level 50
Level 22: Blinding Feint
  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (36) Kinetic Combat - Damage/Endurance: Level 35
  • (36) Kinetic Combat - Damage/Recharge: Level 35
  • (36) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 24: Boxing
  • (A) Empty
Level 26: Resurgence
  • (A) Recharge Reduction IO: Level 50
  • (39) Recharge Reduction IO: Level 50
  • (39) Recharge Reduction IO: Level 50
Level 28: Vengeful Slice
  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (37) Kinetic Combat - Damage/Endurance: Level 35
  • (37) Kinetic Combat - Damage/Recharge: Level 35
  • (37) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 30: Tough
  • (A) Reactive Armor - Resistance: Level 40
  • (31) Reactive Armor - Resistance/Endurance: Level 40
  • (31) Reactive Armor - Resistance/Recharge: Level 40
  • (31) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 32: Strength of Will
  • (A) HamiO:Enzyme Exposure
  • (50) HamiO:Enzyme Exposure
Level 35: Sweeping Strike
  • (A) Eradication - Damage: Level 30
  • (39) Eradication - Accuracy/Recharge: Level 30
  • (40) Eradication - Damage/Recharge: Level 30
  • (40) Eradication - Accuracy/Damage/Recharge: Level 30
  • (40) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
  • (42) Eradication - Chance for Energy Damage: Level 30
Level 38: One Thousand Cuts
  • (A) Eradication - Damage: Level 30
  • (43) Eradication - Accuracy/Recharge: Level 30
  • (43) Eradication - Damage/Recharge: Level 30
  • (43) Eradication - Accuracy/Damage/Recharge: Level 30
  • (45) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
  • (46) Eradication - Chance for Energy Damage: Level 30
Level 41: Weave
  • (A) HamiO:Enzyme Exposure
  • (42) HamiO:Enzyme Exposure
  • (42) HamiO:Enzyme Exposure
Level 44: Combat Jumping
  • (A) HamiO:Enzyme Exposure
  • (45) HamiO:Enzyme Exposure
  • (45) HamiO:Enzyme Exposure
Level 47: Super Jump
  • (A) Jumping IO: Level 50
Level 49: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (50) Recharge Reduction IO: Level 50
  • (50) Recharge Reduction IO: Level 50
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO: Level 50
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Health
  • (A) Miracle - +Recovery: Level 40
  • (48) Numina's Convalescence - +Regeneration/+Recovery: Level 50
Level 2: Stamina
  • (A) Endurance Modification IO: Level 50
  • (23) Performance Shifter - EndMod: Level 50
  • (23) Performance Shifter - Chance for +End: Level 50
------------
Set Bonus Totals:
  • 28.94% Defense(Smashing)
  • 28.94% Defense(Lethal)
  • 10.19% Defense(Fire)
  • 10.19% Defense(Cold)
  • 13% Defense(Energy)
  • 13% Defense(Negative)
  • 3% Defense(Psionic)
  • 17.38% Defense(Melee)
  • 8% Defense(Ranged)
  • 12.69% Defense(AoE)
  • 5.4% Max End
  • 7.5% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 224.89 HP (12%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 17.05%
  • MezResist(Sleep) 1.65%
  • MezResist(Stun) 1.65%
  • 0.945% Resistance(Fire)
  • 0.945% Resistance(Cold)
  • 10% RunSpeed
  • 4% XPDebtProtection

------------
Set Bonuses:
Reactive Armor
(High Pain Tolerance)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Steadfast Protection
(High Pain Tolerance)
  • 3% Defense(All)
Kinetic Combat
(Nimble Slash)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Reactive Armor
(Mind Over Body)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Kinetic Combat
(Power Slice)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Performance Shifter
(Quick Recovery)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
Kinetic Combat
(Ablating Strike)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Mocking Beratement
(Taunt)
  • 1.8% Max End
  • MezResist(Held) 2.75%
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
  • 7.5% Enhancement(RechargeTime)
Multi Strike
(Typhoon's Edge)
  • MezResist(Sleep) 1.65%
  • 0.945% Resistance(Fire,Cold)
  • MezResist(Stun) 1.65%
  • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
  • 1.875% Defense(Melee), 0.938% Defense(Lethal), 0.938% Defense(Smashing)
Kinetic Combat
(Blinding Feint)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Kinetic Combat
(Vengeful Slice)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Reactive Armor
(Tough)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Eradication
(Sweeping Strike)
  • 1.8% Max End
  • 3.125% Defense(Energy,Negative), 1.563% Defense(Ranged)
  • 42.17 HP (2.25%) HitPoints
  • 2% XPDebtProtection
  • 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
Eradication
(One Thousand Cuts)
  • 1.8% Max End
  • 3.125% Defense(Energy,Negative), 1.563% Defense(Ranged)
  • 42.17 HP (2.25%) HitPoints
  • 2% XPDebtProtection
  • 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed




Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1598;727;1454;HEX;|
|78DAA594CB52134114867B2E21E6461202846B80700F3090524BD485A5A25558A42|
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|5859625CFB544F22D916B2D91AB2D918BA5FE0B6CBA23D9|
|-------------------------------------------------------------------|
Note, this is just a brute-force build to get to the required numbers. It can easily be finessed in many other ways.



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