Critique on a Shield/SS Tanker Build...?


Combat

 

Posted

I started playing Shield/SS mostly because I love the mechanic behind Shield Charge. *chuckles* In any case, realizing that I was dealing with a positional defense build, I've mostly selected sets that benefit said defenses, and have the character soft-capped Melee, Ranged, and AOE.

Here's how it looks:

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Tomorrow Girl: Level 50 Science Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection -- RedFtn-Def(A), RedFtn-Def/EndRdx(3), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def/Rchg(15), RedFtn-EndRdx(37)
Level 1: Jab -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(42)
Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def(5), RedFtn-Def/Rchg(11), RedFtn-Def/EndRdx/Rchg(33), RedFtn-EndRdx(37)
Level 4: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(40)
Level 6: Fly -- Flight-I(A)
Level 8: Active Defense -- RechRdx-I(A), RechRdx-I(9)
Level 10: Taunt -- Taunt-I(A)
Level 12: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-EndRdx/Rchg(23), Numna-Regen/Rcvry+(31), Numna-Heal/Rchg(36), Numna-Heal/EndRdx/Rchg(36)
Level 14: Against All Odds -- EndRdx-I(A)
Level 16: Phalanx Fighting -- LkGmblr-Def/Rchg(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17)
Level 18: Grant Cover -- LkGmblr-Def/Rchg(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19)
Level 20: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(21), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(37)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(46)
Level 24: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def(43)
Level 26: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dam%(36)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(42)
Level 30: Boxing -- Acc-I(A)
Level 32: One with the Shield -- Aegis-Psi/Status(A)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Dmg/Rchg(43), Oblit-%Dam(43)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), P'Shift-End%(45)
Level 47: Weave -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx(48), RedFtn-Def(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def/Rchg(50)
Level 49: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(50), Thundr-Acc/Dmg/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc/Rchg(7), P'Shift-Acc/Rchg(45), P'Shift-EndMod/Acc(46), P'Shift-End%(46)



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Where do we go from here?

 

Posted

Shield Defense is extremely easy to soft-cap on a Tanker. You don't need anywhere near as many sets as you have adding to defense. You should also enhance your resistance in your toggles as they are adding more layered mitigation. Get Active Defense down to a 60-second recharge and put it on auto-cast so you can have capped defense debuff resistance and literally ignore any defense debuffs thrown at you. Membranes may be necessary in Active Defense.

Here is a build template I use for Shield Tankers. Add more global recharge (until you have perma-Hasten and 2x Active Defense), HPs, and regeneration to the build in that order.

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Posted

Quote:
Originally Posted by Syntax42 View Post
Shield Defense is extremely easy to soft-cap on a Tanker. You don't need anywhere near as many sets as you have adding to defense. You should also enhance your resistance in your toggles as they are adding more layered mitigation. Get Active Defense down to a 60-second recharge and put it on auto-cast so you can have capped defense debuff resistance and literally ignore any defense debuffs thrown at you. Membranes may be necessary in Active Defense.

Here is a build template I use for Shield Tankers. Add more global recharge (until you have perma-Hasten and 2x Active Defense), HPs, and regeneration to the build in that order.

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About the only changes I'd make to Syntax42's template would be two slotting Active Defense and throwing Focused Accuracy in the dumpster. But that's mainly because I'm just NOT a big fan of Focused Accuracy on a tank. I would however throw the Gaussian's into Build-up. (Did I mention I generally don't like Focused Acc. on a tank? I did? Good. )

Both changes are of course personal preferences. Either would probably suit you better then you're first Soft cap build, and give you greater flexibility.


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Quote:
Originally Posted by Rangle M. Down View Post
About the only changes I'd make to Syntax42's template would be two slotting Active Defense and throwing Focused Accuracy in the dumpster. But that's mainly because I'm just NOT a big fan of Focused Accuracy on a tank. I would however throw the Gaussian's into Build-up. (Did I mention I generally don't like Focused Acc. on a tank? I did? Good. )

Both changes are of course personal preferences. Either would probably suit you better then you're first Soft cap build, and give you greater flexibility.
Focused Accuracy's set can go in a build-up or Rage. That template is just there to show that any Shield Tanker can use those sets to achieve the intended result of soft-capping as efficiently as possible.

The alternative to Focused Accuracy is Conserve Power. That is a worthless power, in my opinion. If you take Energy Mastery, you will probably take Physical Perfection. With Stamina and Physical Perfection slotted as above, my Dark Armor Tanker takes several minutes of sustained combat to run out of endurance. I don't have the Miracle or Numina's uniques slotted on him yet, too. Endurance recovery can go high enough that you will NEVER gain any benefit from Conserve Power, but Focused Accuracy's to-hit bonus can always be useful against +4s if you're tanking in the new TFs.


 

Posted

True Grit and Stamina are way overslotted. True Grit, I prefer, to slot with the Numia and Miracle Procs, the Heals from both and one other heal, then the Steadfast +3%. You could also slip in a plain resitance.

I would also recommend removing Manuevers or Weave, the former mainly, to reduce Endurance drain. Combat Jumping is a better replacement, lower defense, yes, but almost non existant end drain.

And Tough, if you want to use it needs better slotting... Ah hell, I just remade the thing myself. I think this build will be much better for you. Use it if you want, if not, oh well. Endurance is much better, tough is slotted, and you still have softcap with a lot of room to spare for defense debuffs.

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Tomorrow Girl: Level 50 Science Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection

  • (A) Red Fortune - Defense: Level 50
  • (3) Red Fortune - Defense/Endurance: Level 50
  • (9) Red Fortune - Defense/Endurance/Recharge: Level 50
  • (15) Red Fortune - Defense/Recharge: Level 50
  • (33) Red Fortune - Endurance/Recharge: Level 50
  • (37) Red Fortune - Endurance: Level 50
Level 1: Jab
  • (A) Touch of Death - Accuracy/Damage: Level 40
  • (3) Touch of Death - Damage/Endurance: Level 40
  • (31) Touch of Death - Damage/Recharge: Level 40
  • (33) Touch of Death - Accuracy/Damage/Endurance: Level 40
  • (42) Touch of Death - Damage/Endurance/Recharge: Level 40
  • (42) Touch of Death - Chance of Damage(Negative): Level 40
Level 2: Battle Agility
  • (A) Red Fortune - Defense/Endurance: Level 50
  • (5) Red Fortune - Defense: Level 50
  • (11) Red Fortune - Defense/Recharge: Level 50
  • (33) Red Fortune - Defense/Endurance/Recharge: Level 50
  • (37) Red Fortune - Endurance: Level 50
  • (43) Red Fortune - Endurance/Recharge: Level 50
Level 4: Haymaker
  • (A) Touch of Death - Damage/Endurance/Recharge: Level 35
  • (7) Touch of Death - Damage/Recharge: Level 35
  • (11) Touch of Death - Damage/Endurance: Level 40
  • (13) Touch of Death - Accuracy/Damage/Endurance: Level 40
  • (13) Touch of Death - Chance of Damage(Negative): Level 40
  • (40) Touch of Death - Accuracy/Damage: Level 40
Level 6: Fly
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
  • (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
  • (25) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
Level 8: Active Defense
  • (A) Recharge Reduction IO: Level 50
  • (9) Recharge Reduction IO: Level 50
Level 10: Taunt
  • (A) Taunt Duration IO: Level 50
Level 12: True Grit
  • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (15) Numina's Convalescence - Heal: Level 50
  • (23) Miracle - +Recovery: Level 40
  • (31) Miracle - Heal: Level 40
  • (36) Numina's Convalescence - Heal/Endurance: Level 50
  • (36) Steadfast Protection - Resistance/+Def 3%: Level 30
Level 14: Against All Odds
  • (A) Endurance Reduction IO: Level 50
Level 16: Phalanx Fighting
  • (A) Luck of the Gambler - Defense/Recharge: Level 50
  • (17) Luck of the Gambler - Defense: Level 50
  • (17) Luck of the Gambler - Defense/Endurance: Level 50
Level 18: Grant Cover
  • (A) Luck of the Gambler - Defense/Recharge: Level 50
  • (19) Luck of the Gambler - Defense: Level 50
  • (19) Luck of the Gambler - Defense/Endurance: Level 50
Level 20: Knockout Blow
  • (A) Mako's Bite - Accuracy/Damage: Level 50
  • (21) Mako's Bite - Damage/Endurance: Level 50
  • (21) Mako's Bite - Damage/Recharge: Level 50
  • (31) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
  • (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
  • (37) Mako's Bite - Chance of Damage(Lethal): Level 50
Level 22: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (23) Recharge Reduction IO: Level 50
  • (46) Recharge Reduction IO: Level 50
Level 24: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed: Level 50
Level 26: Shield Charge
  • (A) Scirocco's Dervish - Accuracy/Damage: Level 50
  • (27) Scirocco's Dervish - Damage/Endurance: Level 50
  • (27) Scirocco's Dervish - Damage/Recharge: Level 50
  • (34) Scirocco's Dervish - Accuracy/Recharge: Level 50
  • (34) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
  • (36) Scirocco's Dervish - Chance of Damage(Lethal): Level 50
Level 28: Rage
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
  • (40) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
  • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
  • (42) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
Level 30: Boxing
  • (A) Accuracy IO: Level 50
Level 32: One with the Shield
  • (A) Aegis - Psionic/Status Resistance: Level 50
Level 35: Tough
  • (A) Impervium Armor - Resistance: Level 40
  • (45) Impervium Armor - Resistance/Endurance: Level 40
  • (46) Impervium Armor - Resistance/Endurance/Recharge: Level 40
  • (46) Impervium Armor - Resistance/Recharge: Level 40
Level 38: Foot Stomp
  • (A) Obliteration - Damage: Level 50
  • (39) Obliteration - Accuracy/Recharge: Level 50
  • (39) Obliteration - Damage/Recharge: Level 50
  • (39) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
  • (43) Obliteration - Accuracy/Damage/Recharge: Level 50
  • (43) Obliteration - Chance for Smashing Damage: Level 50
Level 41: Conserve Power
  • (A) Recharge Reduction IO: Level 50
Level 44: Hurl
  • (A) Thunderstrike - Accuracy/Damage/Endurance: Level 40
  • (45) Thunderstrike - Accuracy/Damage: Level 50
  • (45) Thunderstrike - Accuracy/Damage/Recharge: Level 50
Level 47: Weave
  • (A) Red Fortune - Defense/Endurance: Level 50
  • (48) Red Fortune - Endurance: Level 50
  • (48) Red Fortune - Defense: Level 50
  • (48) Red Fortune - Defense/Endurance/Recharge: Level 50
  • (50) Red Fortune - Defense/Recharge: Level 50
Level 49: Physical Perfection
  • (A) Performance Shifter - Chance for +End: Level 50
  • (50) Performance Shifter - EndMod: Level 50
  • (50) Performance Shifter - EndMod/Recharge: 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) Flight Speed IO: Level 50
Level 2: Hurdle
  • (A) Empty
Level 2: Health
  • (A) Regenerative Tissue - +Regeneration: Level 30
Level 2: Stamina
  • (A) Endurance Modification IO: Level 50
  • (5) Endurance Modification IO: Level 50
  • (7) Endurance Modification IO: Level 50


 

Posted

Quote:
Originally Posted by Syntax42 View Post
The alternative to Focused Accuracy is Conserve Power. That is a worthless power, in my opinion. If you take Energy Mastery, you will probably take Physical Perfection. With Stamina and Physical Perfection slotted as above, my Dark Armor Tanker takes several minutes of sustained combat to run out of endurance. I don't have the Miracle or Numina's uniques slotted on him yet, too. Endurance recovery can go high enough that you will NEVER gain any benefit from Conserve Power, but Focused Accuracy's to-hit bonus can always be useful against +4s if you're tanking in the new TFs.
I'm with Rangle on this one. I can certainly see occasions that a tank might need Conserve Power, even with Stamina and Physical Perfection.

But even if the OP never uses it, I think CP a better choice than FA. As you know, you can replace FA's To-Hit bonus with a single slot for the Kismet +Acc. But the deal-breaker with FA for me is that to even consider running it, it needs to have 2-3 slots for end reduction. CP, on the other hand, is perfectly fine with a recharge IO in the base slot. I don't know about you, but my tanks are always short on slots, so I think it's silly to spend them on an end-hungry power like FA that can be replaced by a single IO--or two, if you want the +perception.


My Characters

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

 

Posted

I would highly recommend finding another source of melee defense and putting the Force Feedback: Chance for +recharge in Footstomp. That one IO can be picked up for cheap (or used to able to), and can have the same affect as 5 purple sets for recharge (50% to go off per footstomp use * 100% recharge bonus = avg 50% per saturated FS). Trust me, get it.


TW/Elec Optimization

 

Posted

Had to remake it since I didn't save it. Here it is agian, with a couple other minor changes. Melee and Ranged hit 56% and AoE just under 50% for protection agianst Defense Debuffs.

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Tomorrow Girl: Level 50 Science Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection

  • (A) Red Fortune - Defense: Level 50
  • (3) Red Fortune - Defense/Endurance: Level 50
  • (9) Red Fortune - Defense/Endurance/Recharge: Level 50
  • (15) Red Fortune - Defense/Recharge: Level 50
  • (37) Red Fortune - Endurance: Level 50
  • (43) Red Fortune - Endurance/Recharge: Level 50
Level 1: Jab
  • (A) Touch of Death - Accuracy/Damage: Level 40
  • (3) Touch of Death - Damage/Endurance: Level 40
  • (31) Touch of Death - Damage/Recharge: Level 40
  • (33) Touch of Death - Accuracy/Damage/Endurance: Level 40
  • (42) Touch of Death - Damage/Endurance/Recharge: Level 40
  • (42) Touch of Death - Chance of Damage(Negative): Level 40
Level 2: Battle Agility
  • (A) Red Fortune - Defense/Endurance: Level 50
  • (5) Red Fortune - Defense: Level 50
  • (11) Red Fortune - Defense/Recharge: Level 50
  • (33) Red Fortune - Defense/Endurance/Recharge: Level 50
  • (33) Red Fortune - Endurance/Recharge: Level 50
  • (37) Red Fortune - Endurance: Level 50
Level 4: Haymaker
  • (A) Touch of Death - Chance of Damage(Negative): Level 40
  • (7) Touch of Death - Damage/Endurance/Recharge: Level 40
  • (11) Touch of Death - Accuracy/Damage: Level 40
  • (13) Touch of Death - Damage/Endurance: Level 40
  • (13) Touch of Death - Damage/Recharge: Level 40
  • (40) Touch of Death - Accuracy/Damage/Endurance: Level 40
Level 6: Fly
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
  • (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
  • (25) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
Level 8: Active Defense
  • (A) Recharge Reduction IO: Level 50
  • (9) Recharge Reduction IO: Level 50
Level 10: Taunt
  • (A) Taunt Duration IO: Level 50
Level 12: True Grit
  • (A) Numina's Convalescence - Heal: Level 50
  • (15) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (23) Miracle - +Recovery: Level 40
  • (31) Miracle - Heal: Level 40
  • (36) Numina's Convalescence - Heal/Endurance: Level 50
  • (36) Steadfast Protection - Resistance/+Def 3%: Level 30
Level 14: Against All Odds
  • (A) Endurance Reduction IO: Level 50
Level 16: Phalanx Fighting
  • (A) Luck of the Gambler - Defense/Recharge: Level 50
  • (17) Luck of the Gambler - Defense: Level 50
  • (17) Luck of the Gambler - Recharge Speed: Level 50
Level 18: Grant Cover
  • (A) Luck of the Gambler - Defense/Recharge: Level 50
  • (19) Luck of the Gambler - Defense: Level 50
  • (19) Luck of the Gambler - Defense/Endurance: Level 50
Level 20: Knockout Blow
  • (A) Mako's Bite - Accuracy/Damage: Level 50
  • (21) Mako's Bite - Damage/Endurance: Level 50
  • (21) Mako's Bite - Damage/Recharge: Level 50
  • (31) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
  • (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
  • (37) Mako's Bite - Chance of Damage(Lethal): Level 50
Level 22: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (23) Recharge Reduction IO: Level 50
  • (46) Recharge Reduction IO: Level 50
Level 24: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed: Level 50
Level 26: Shield Charge
  • (A) Scirocco's Dervish - Accuracy/Damage: Level 50
  • (27) Scirocco's Dervish - Damage/Endurance: Level 50
  • (27) Scirocco's Dervish - Damage/Recharge: Level 50
  • (34) Scirocco's Dervish - Accuracy/Recharge: Level 50
  • (34) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
  • (36) Scirocco's Dervish - Chance of Damage(Lethal): Level 50
Level 28: Rage
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
  • (40) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
  • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
  • (42) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
Level 30: Boxing
  • (A) Accuracy IO: Level 50
Level 32: One with the Shield
  • (A) Aegis - Psionic/Status Resistance: Level 50
Level 35: Tough
  • (A) Impervium Armor - Resistance: Level 40
  • (45) Impervium Armor - Resistance/Endurance: Level 40
  • (46) Impervium Armor - Resistance/Recharge: Level 40
  • (46) Impervium Armor - Resistance/Endurance/Recharge: Level 40
Level 38: Foot Stomp
  • (A) Obliteration - Damage: Level 50
  • (39) Obliteration - Accuracy/Recharge: Level 50
  • (39) Obliteration - Damage/Recharge: Level 50
  • (39) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
  • (43) Obliteration - Accuracy/Damage/Recharge: Level 50
  • (43) Obliteration - Chance for Smashing Damage: Level 50
Level 41: Conserve Power
  • (A) Recharge Reduction IO: Level 50
Level 44: Hurl
  • (A) Thunderstrike - Accuracy/Damage/Endurance: Level 50
  • (45) Thunderstrike - Accuracy/Damage/Recharge: Level 50
  • (45) Thunderstrike - Damage/Endurance: Level 50
Level 47: Weave
  • (A) Red Fortune - Defense/Endurance: Level 50
  • (48) Red Fortune - Endurance: Level 50
  • (48) Red Fortune - Defense: Level 50
  • (48) Red Fortune - Defense/Endurance/Recharge: Level 50
  • (50) Red Fortune - Defense/Recharge: Level 50
Level 49: Physical Perfection
  • (A) Performance Shifter - Chance for +End: Level 50
  • (50) Performance Shifter - EndMod: Level 50
  • (50) Performance Shifter - EndMod/Accuracy: Level 50
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift
  • (A) Flight Speed IO: Level 50
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Health
  • (A) Regenerative Tissue - +Regeneration: Level 30
Level 2: Stamina
  • (A) Endurance Modification IO: Level 50
  • (5) Endurance Modification IO: Level 50
  • (7) Endurance Modification IO: Level 50



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Posted

I disagree with most of the above build.

If you slot 3 Membranes in Active defense and double stack it you will be at the DDR cap - 95%.
I would use Gaussians in FA, this will cap you to all positions with the unique 3% Def/Res IO and fighting pool.
Go for recharge in Rage - damage.
Slot for recharge in the other sets - this will give you capped DDR, more damage from the recharge and additional mitigation through recharge on Footstamp (KD).
Conserve power and Physical Perfection help negate the End crashes in Hasten and Rage.

Hope this helps.

PS.
I agree strongly with the Force Feedback + Recahrge in Footstomp. If you go against Psi heavy mobs your recharge can go into the red, one Footstomp and you can fully negate this and get your powers coming back up again at a normai rate.


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

Posted

Quote:
Originally Posted by Finduilas View Post
As you know, you can replace FA's To-Hit bonus with a single slot for the Kismet +Acc. But the deal-breaker with FA for me is that to even consider running it, it needs to have 2-3 slots for end reduction. CP, on the other hand, is perfectly fine with a recharge IO in the base slot. I don't know about you, but my tanks are always short on slots, so I think it's silly to spend them on an end-hungry power like FA that can be replaced by a single IO--or two, if you want the +perception.
You can have both Focused Accuracy and the Kismet to-hit IO. To call it a replacement is a bad way to look at it. Focused Accuracy isn't something you turn on and run all the time. You only use it for the times you need the to-hit or perception, like against AVs that use Elude or against critters with defense buffs or low-quality stealth or perception debuffs.

As I pointed out before, Conserve Power is never useful if your endurance recovery is higher than your consumption while attacking. It isn't very hard to get higher recovery than consumption, even on an end-hog like Dark Armor.



DoctorWho:
Turn on Phalanx Fighting in your build. It is automatic and provides 5% defense to all positions without any allies nearby. You are way past the soft caps on all positions. Look at my build again. You could be slotted more efficiently to hit the soft cap (45%). My build only needs more recharge bonuses to get Hasten perma and Active Defense on a 60s cooldown to double-stack it. Once you get Active Defense double-stacked with Membranes you will be able to stay at the DDR cap and ignore defense debuffs. Going past 45% will be pointless for a good Shield Tanker build.

You can slot Gaussian's in Rage if you are convinced that Focused Accuracy is a bad power.


 

Posted

Quote:
Originally Posted by Syntax42 View Post
You can have both Focused Accuracy and the Kismet to-hit IO. To call it a replacement is a bad way to look at it. Focused Accuracy isn't something you turn on and run all the time. You only use it for the times you need the to-hit or perception, like against AVs that use Elude or against critters with defense buffs or low-quality stealth or perception debuffs.

As I pointed out before, Conserve Power is never useful if your endurance recovery is higher than your consumption while attacking. It isn't very hard to get higher recovery than consumption, even on an end-hog like Dark Armor.
I think "replacement" is a perfectly accurate way to put it, since it allows me to completely skip a power I don't want.

Building for sustained endurance under normal conditions is very different than building for sustained endurance while constantly attacking for extended periods of time. Unless you're planning on soloing AVs or something similar, the later just isn't necessary very often. One reason I like CP is that on the rare occasions I need that sort of end recovery, it is there to help, without having to plan my build around needing additional recovery all the time.

Similarly, IMO normal accuracy enhancement in attacks, plus whatever accuracy set bonuses you happen to get, plus the Kismet +Acc is completely adequate for most circumstances. Unless a player is planning to spend a lot of time fighting hard-to-hit foes, FA is a end-hungry waste of a power pick and slots.

That goes double for the current situation, where the OP is building an /SS tank. How often would any player need the kind of ToHit you'd get from Rage, the Kismet +Acc *and* FA? That's just a ridiculous level of overkill, IMO.


My Characters

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

 

Posted

Quote:
Originally Posted by Syntax42 View Post
DoctorWho:
Turn on Phalanx Fighting in your build. It is automatic and provides 5% defense to all positions without any allies nearby. You are way past the soft caps on all positions. Look at my build again. You could be slotted more efficiently to hit the soft cap (45%). My build only needs more recharge bonuses to get Hasten perma and Active Defense on a 60s cooldown to double-stack it. Once you get Active Defense double-stacked with Membranes you will be able to stay at the DDR cap and ignore defense debuffs. Going past 45% will be pointless for a good Shield Tanker build.

You can slot Gaussian's in Rage if you are convinced that Focused Accuracy is a bad power.
Doctor WHAT. ^_^

And I am aware it's well over the cap, but it's a case of it not being hard to get that high, assuming the right sets, that I figured 'why not'?


 

Posted

Quote:
Originally Posted by DoctorWhat View Post
Doctor WHAT. ^_^

And I am aware it's well over the cap, but it's a case of it not being hard to get that high, assuming the right sets, that I figured 'why not'?
Because it is a waste of Inf to go that far over the soft cap. You could have more recharge that actually does something useful for your character. Going over the soft cap does not do something useful unless you get debuffed or the enemies have to-hit buffs. In the case of debuffs, it is better to cap defense debuff resistance (which can be done fairly easily on a Shield Tanker) so you can ignore defense debuffs completely instead of hope they don't put you into a cascading defense failure. In the case of to-hit buffs, those are generally so large on critters that no amount of defense will make a worthwhile difference, and the to-hit buffs are generally on critters that players avoid.


Quote:
Originally Posted by Finduilas View Post
I think "replacement" is a perfectly accurate way to put it, since it allows me to completely skip a power I don't want.
"Alternative" would be the better term. A replacement implies you are providing something just as good or better.

Quote:
Originally Posted by Finduilas View Post
Building for sustained endurance under normal conditions is very different than building for sustained endurance while constantly attacking for extended periods of time.
I already pointed out that it is quite easy to have more than enough endurance to attack over a sustained period on Dark Armor, the biggest end-hog armor set, and not run out of endurance. My Dark/Fire Tanker is missing the Numina's and Miracle uniques and can last several minutes in sustained combat before running low on endurance. Thus, obtaining enough recovery to make Conserve Power useless is quite easy when you pick up Physical Perfection -- the main reason for taking Energy Mastery.

While the to-hit is endurance-hungry to run, it is at least useful to stack it with your other to-hit buffs when facing foes with defense buffs. That alone makes it a better choice than taking a power that provides no benefit.


 

Posted

I have a couple questions.

1. Why would you slot active defense with membranes? It doesn't accept defense enhancements. Plus defense enhancements don't affect DDR, do they?

2. Does phalanx fighting really provide 5% def even while solo? Mids implies otherwise.


 

Posted

Quote:
Originally Posted by Supermax View Post
I have a couple questions.

1. Why would you slot active defense with membranes? It doesn't accept defense enhancements. Plus defense enhancements don't affect DDR, do they?
It depends on the power. On some powers, like Battle Agility, the defense debuff resistance is enhanceable. Active Defense's is enhanceable, but the power does not accept defense enhancements. This could be an oversight or a bug, but has not been addressed by the devs, as far as I know.

Membranes enhance defense and recharge. Without them in Active Defense, you won't reach the DDR cap (95%) on a Shield Tanker.

Quote:
2. Does phalanx fighting really provide 5% def even while solo? Mids implies otherwise.
Mids' power "Info" tab isn't flexible enough to show powers that have more than one of the same type of effect. Look at the "Effects" tab with 0 allies nearby, then increase the allies and look again. Something to keep in mind is the base 5% defense is NOT enhanceable. That makes it a bad idea to enhance the defense because you may not have any allies nearby to soft cap you if you depend on allies to reach the soft cap.


 

Posted

Quote:
Originally Posted by Finduilas View Post
I think "replacement" is a perfectly accurate way to put it, since it allows me to completely skip a power I don't want.

Building for sustained endurance under normal conditions is very different than building for sustained endurance while constantly attacking for extended periods of time. Unless you're planning on soloing AVs or something similar, the later just isn't necessary very often. One reason I like CP is that on the rare occasions I need that sort of end recovery, it is there to help, without having to plan my build around needing additional recovery all the time.

Similarly, IMO normal accuracy enhancement in attacks, plus whatever accuracy set bonuses you happen to get, plus the Kismet +Acc is completely adequate for most circumstances. Unless a player is planning to spend a lot of time fighting hard-to-hit foes, FA is a end-hungry waste of a power pick and slots.

That goes double for the current situation, where the OP is building an /SS tank. How often would any player need the kind of ToHit you'd get from Rage, the Kismet +Acc *and* FA? That's just a ridiculous level of overkill, IMO.
Although I appreciate your position on this, I feel that you are missing the reasoning behind taking FA.
Primarily it's a set mule for the Gaussians - in one set you are able to cap your defense to all positions and as such IMO is too good to pass up. A set of Gaussians allow you to then concentrate on recharge.
You can as you say put Gaussians in Rage - Rage however is stackable and benefits greatly from high recharge which the Gaussians don't have. IMO Rage should simply have 3 standard recharge IO's; Gaussians in Rage will reduce the damage output of the build.

I would expect the Gaussians to be the first set purchased in order to cap defense and as such would use FA as a mule, when all of the other sets are in place and you have alot of Global Recharge you could probably swap Gaussians into Rage due to diminishing returns on recharge.


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

Posted

Quote:
Originally Posted by Psiphon View Post
Although I appreciate your position on this, I feel that you are missing the reasoning behind taking FA.
Primarily it's a set mule for the Gaussians - in one set you are able to cap your defense to all positions and as such IMO is too good to pass up. A set of Gaussians allow you to then concentrate on recharge.
You can as you say put Gaussians in Rage - Rage however is stackable and benefits greatly from high recharge which the Gaussians don't have. IMO Rage should simply have 3 standard recharge IO's; Gaussians in Rage will reduce the damage output of the build.

I would expect the Gaussians to be the first set purchased in order to cap defense and as such would use FA as a mule, when all of the other sets are in place and you have alot of Global Recharge you could probably swap Gaussians into Rage due to diminishing returns on recharge.
I was commenting on Syntax's reasons for taking FA, not yours. I've never felt the need for triple-stacked Rage on my SS characters, but yes, if you want to have Rage with very high recharge and don't want to spend a ton of influence on other sources of recharge, using Gaussian's in Rage is probably not the way to go.

I do always recommend getting a Gaussian's set for positional defense characters; the bonuses are just too good to pass up. Build Up or Rage is my first choice for slotting it, but using FA as a set mule isn't a bad choice either. I just disagree with Syntax that FA is a good power choice as something other than a set mule.


My Characters

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

 

Posted

Thanks syntax!


 

Posted

Here's my 2 cents. And its not a cheap build.

This build is intended to be played with either Cardiac or Spiritual Incarnates depending on team (or absence of).

162.5% Global Rech. Perma Hasten with Spiritual. This much recharge makes endurance management key. I use in game macro buttons to automatically combine inspirations into the type I need...in this case blues. But it can also be automated with into your movement.

See: http://boards.cityofheroes.com/showt...aker%27s+guide

Another thing to note is that Grant Cover provides 30% status resistance to Recharge debuffs (not to mention Def debuff Res), so its worth having as an emergency option even if it's really used as a LOTG mule. Recharge debuffs can be pretty deadly to a Shield Defense toon, since they can stop Active Defense from coming up leaving you venerable to defense debuffs and in the worst case scenario even mezzes.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Build by Dr. Cause: Level 50 Technology Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(11), LkGmblr-Def:50(11), Aegis-ResDam:50(15), Aegis-ResDam/EndRdx/Rchg:50(15), Aegis-ResDam/EndRdx:50(29)
Level 1: Jab -- Mako-Acc/Dmg/EndRdx/Rchg:50(A), Mako-Acc/Dmg:50(13), Mako-Dmg/EndRdx:50(13)
Level 2: Battle Agility -- RedFtn-Def/EndRdx:50(A), RedFtn-Def:50(17), RedFtn-Def/Rchg:50(17), RedFtn-EndRdx/Rchg:50(25), RedFtn-EndRdx:50(31), RedFtn-Def/EndRdx/Rchg:50(37)
Level 4: True Grit -- Numna-Heal/Rchg:50(A), Numna-Heal:50(23), Numna-Heal/EndRdx:50(27), Aegis-ResDam/Rchg:50(29), Aegis-ResDam:50(31), Aegis-ResDam/EndRdx:50(43)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7)
Level 8: Active Defense -- HO:Membr(A), HO:Membr(33)
Level 10: Against All Odds -- EndRdx-I:50(A)
Level 12: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
Level 14: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(39)
Level 16: Boxing -- Empty(A)
Level 18: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResPsi:40(19), ImpArm-ResDam:40(19), ImpArm-ResDam/EndRdx/Rchg:40(23)
Level 20: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(21), LkGmblr-Def:50(21)
Level 22: Knockout Blow -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(25), BasGaze-Acc/EndRdx/Rchg/Hold:30(27), BasGaze-EndRdx/Rchg/Hold:30(31), Hectmb-Dmg:50(33), Dmg-I:50(42)
Level 24: Grant Cover -- LkGmblr-Rchg+:50(A)
Level 26: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(34), Oblit-Dmg/Rchg:50(34), Oblit-Acc/Dmg/Rchg:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(36), Oblit-%Dam:50(36)
Level 28: Rage -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(36), AdjTgt-ToHit/EndRdx/Rchg:50(37), AdjTgt-EndRdx/Rchg:50(37), AdjTgt-ToHit:50(50)
Level 30: Taunt -- Mocking-Taunt/Rchg/Rng:50(A)
Level 32: One with the Shield -- S'fstPrt-ResDam/Def+:30(A)
Level 35: Haymaker -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(42), C'ngImp-Acc/Dmg/Rchg:50(42), C'ngImp-Acc/Dmg/EndRdx:50(43), C'ngImp-Dmg/EndRdx/Rchg:50(43)
Level 38: Foot Stomp -- Armgdn-Dam%:50(A), Armgdn-Dmg/Rchg:50(39), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(40), Armgdn-Dmg/EndRdx:50(40), FrcFbk-Rechg%:50(40)
Level 41: Gloom -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(45), Decim-Dmg/Rchg:40(45), Decim-Acc/EndRdx/Rchg:40(45), Decim-Acc/Dmg/Rchg:40(46)
Level 44: Dark Obliteration -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(46), Posi-Dmg/Rchg:50(46), Posi-Dam%:50(48), Posi-Acc/Dmg/EndRdx:50(48)
Level 47: Darkest Night -- DarkWD-ToHitDeb:50(A), DarkWD-Rchg/EndRdx:50(48), DarkWD-ToHitDeb/EndRdx:50(50), DarkWD-ToHitdeb/Rchg/EndRdx:50(50)
Level 49: Super Jump -- Winter-ResSlow:50(A)
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(3), Mrcl-Heal:40(7), RgnTis-Regen+:30(9), Mrcl-Rcvry+:40(9), Numna-Regen/Rcvry+:50(33)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(3), P'Shift-EndMod/Rchg:50(5), P'Shift-EndMod/Acc:50(5)
------------
Set Bonus Totals:

  • 7% DamageBuff(Smashing)
  • 7% DamageBuff(Lethal)
  • 7% DamageBuff(Fire)
  • 7% DamageBuff(Cold)
  • 7% DamageBuff(Energy)
  • 7% DamageBuff(Negative)
  • 7% DamageBuff(Toxic)
  • 7% DamageBuff(Psionic)
  • 4.875% Defense(Smashing)
  • 4.875% Defense(Lethal)
  • 9.25% Defense(Fire)
  • 9.25% Defense(Cold)
  • 6.75% Defense(Energy)
  • 6.75% Defense(Negative)
  • 4.875% Defense(Psionic)
  • 6.75% Defense(Melee)
  • 6.75% Defense(Ranged)
  • 6.125% Defense(AoE)
  • 4.5% Max End
  • 49% Enhancement(Accuracy)
  • 92.5% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 245.97 HP (13.13%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Immobilize) 10.45%
  • MezResist(Stun) 2.2%
  • 18.5% (0.309 End/sec) Recovery
  • 54% (4.225 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 5.355% Resistance(Fire)
  • 5.355% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 3% Resistance(Psionic)
  • 15% RunSpeed




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