Tweaking my Inv/Mace after I19


Blondeshell

 

Posted

I'd already done one rebuild after I19, but I'm looking at another tweak to increase defense. I was able to cannibalize some slots out of other powers and switch in some HOs, without touching my attacks, in order to get the full Perfect Zinger set. The only thing that was really sacrificed was global recharge, but that's what the Alpha slot is for.

Defense Totals
S/L: 45.3%
F/C: 32.8%
E/N: 34.7%
Psi: 13.0%
Melee: 20.8%
Ranged: 15.5%
AoE: 14.5%

Resistance Totals
S/L: 90% (capped)
F/C: 31.3%
En: 32.5%
NE: 41.9%
Tox: 30%
Psi: 0% ( )

Any thoughts or considerations before I take this live?


Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Miss Distress: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: War Mace
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5), S'fstPrt-ResDam/Def+(27)
Level 1: Bash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), F'dSmite-Acc/EndRdx/Rchg(9), F'dSmite-Acc/Dmg/Rchg(9)
Level 2: Pulverize -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), F'dSmite-Acc/EndRdx/Rchg(13), F'dSmite-Acc/Dmg/Rchg(15)
Level 4: Jawbreaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17), F'dSmite-Acc/EndRdx/Rchg(19), F'dSmite-Acc/Dmg/Rchg(19)
Level 6: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(23), Dct'dW-Rchg(25)
Level 8: Unyielding -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(25), Aegis-ResDam(27)
Level 10: Taunt -- Zinger-Dam%(A), Zinger-Taunt(21), Zinger-Taunt/Rchg(31), Zinger-Taunt/Rchg/Rng(31), Zinger-Acc/Rchg(33), Zinger-Taunt/Rng(33)
Level 12: Combat Jumping -- Winter-ResSlow(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Resist Physical Damage -- ResDam-I(A), ResDam-I(29)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(29), HO:Cyto(31)
Level 20: Kick -- Empty(A)
Level 22: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-ToHit/EndRdx(34), AdjTgt-Rchg(34)
Level 24: Tough -- HO:Ribo(A), HO:Ribo(34)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(36)
Level 28: Whirling Mace -- C'ngBlow-Dmg/EndRdx(A), C'ngBlow-Dmg/Rchg(36), C'ngBlow-Acc/Rchg(37), Sciroc-Dmg/EndRdx(37), Sciroc-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(39)
Level 30: Clobber -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(39), Stpfy-Stun/Rng(40), Stpfy-Acc/Stun/Rchg(40)
Level 32: Weave -- DefBuff-I(A), LkGmblr-Rchg+(36)
Level 35: Shatter -- C'ngBlow-Dmg/EndRdx(A), C'ngBlow-Dmg/Rchg(40), C'ngBlow-Acc/Rchg(42), Sciroc-Dmg/EndRdx(42), Sciroc-Acc/Rchg(42), Sciroc-Acc/Dmg/EndRdx(43)
Level 38: Crowd Control -- C'ngBlow-Dmg/EndRdx(A), C'ngBlow-Dmg/Rchg(43), C'ngBlow-Acc/Rchg(43), Sciroc-Dmg/EndRdx(45), Sciroc-Acc/Rchg(45), Sciroc-Acc/Dmg/EndRdx(45)
Level 41: Focused Accuracy -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(46), AdjTgt-ToHit/EndRdx/Rchg(46), AdjTgt-EndRdx/Rchg(46), AdjTgt-ToHit/EndRdx(48)
Level 44: Physical Perfection -- Heal-I(A), EndMod-I(48)
Level 47: Resist Elements -- ResDam-I(A), ResDam-I(48)
Level 49: Resist Energies -- ResDam-I(A), ResDam-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A), Heal-I(50)
Level 2: Stamina -- EndMod-I(A), EndMod-I(50)
------------



Set Bonus Totals:

  • 6.5% DamageBuff(Smashing)
  • 6.5% DamageBuff(Lethal)
  • 6.5% DamageBuff(Fire)
  • 6.5% DamageBuff(Cold)
  • 6.5% DamageBuff(Energy)
  • 6.5% DamageBuff(Negative)
  • 6.5% DamageBuff(Toxic)
  • 6.5% DamageBuff(Psionic)
  • 18.63% Defense(Smashing)
  • 18.63% Defense(Lethal)
  • 6.125% Defense(Fire)
  • 6.125% Defense(Cold)
  • 8% Defense(Energy)
  • 8% Defense(Negative)
  • 3% Defense(Psionic)
  • 10.81% Defense(Melee)
  • 5.5% Defense(Ranged)
  • 4.563% Defense(AoE)
  • 28.75% Enhancement(RechargeTime)
  • 3% Enhancement(Stun)
  • 4% Enhancement(Heal)
  • 18% Enhancement(Accuracy)
  • 119.47 HP (6.375%) HitPoints
  • MezResist(Immobilize) 14.3%
  • MezResist(Terrorized) 4.95%
  • 5.5% (0.092 End/sec) Recovery
  • 40% (3.13 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 2.52% Resistance(Energy)
  • 11.9% Resistance(Negative)
  • 5% RunSpeed


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Posted

Whoops, sorry about that.


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Blondeshell (1381 badges) - My other badge hunters
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Posted

Is this a very old build? I'm curious because Clobber is slotted like it might have been pre-Mace buff. It's now the most damaging attack in the set, so take it as soon as it's available and fully slot it as an attack.

Some other slotting issues:

If TI, UY and Tough are fully slotted, you'll be at the resistance cap with just the Steadfast +Def and a resist common in RPD. So save a slot and move the Steadfast to RPD.

Swap out the Heal/End/Rchg in Dull Pain for a Heal/Rchg so you'll be closer to the ED cut-off for both Heal and Recharge.

The Kinetic Combat sets do fine with just one additional slot rather than two, so you can move some slots if you need them. If you stay at 6 slots, consider using two Pounding Slugfest instead since they give a nice regen bonus.

Reactive Armor is a better choice than Aegis for UY and Tough, since you get both S/L and E/NE defense bonuses, so try to find 4 slots for each.

Perfect Zinger has better bonuses than Mocking Beratement, so slot them in Taunt instead. The additional RA sets will make up for the small amount of lost S/L defense due to the slotting change.

Tough Hide and Weave are underslotted, and it's a particularly a problem for Weave, since it's completely *un*slotted for end reduction. I'd find 3 slots for TH and 4 for Weave, if possible. You should also consider using defense sets; both LotG and GotA have good bonuses, though GotA is considerably less expensive.

Replacing the Scirocco's Dervish IOs in your AoEs with Eradication will give you an additional 9% of E/NE defense, so I strongly recommend that you do so. But keep in mind that if you end up with 3 RA sets you'll want to drop one of the Cleaving Blow sets since it'll put you over the rule-of-5 cap for 1.25% E/NE bonuses.

IMO, Focused Accuracy is a dog. It's a huge end and slot hog, and you can get the same amount of +ToHit by slotting the Kismet +Acc in one of your defense powers. I'd drop it for Conserve Power and use the slots elsewhere.

Here's what I would do with your build; note that it's far enough over the soft-cap for S/L that you could replace one of the Kinetic Combat sets with a (much less expensive) Smashing Haymaker set. Oh, and don't worry about the lack of Psi resistance; Psi damage should be a very minor concern for a well-built Invul tank.

Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Miss Distress: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: War Mace
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:37(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:38(3), RctvArm-ResDam:36(5)
Level 1: Bash -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(7), Mako-Acc/Dmg/EndRdx/Rchg:50(9)
Level 2: Pulverize -- KntkC'bat-Acc/Dmg:31(A), KntkC'bat-Dmg/EndRdx:32(11), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(13), Mako-Acc/Dmg/EndRdx/Rchg:50(13)
Level 4: Jawbreaker -- KntkC'bat-Acc/Dmg:32(A), KntkC'bat-Dmg/EndRdx:35(15), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(17), P'ngS'Fest-Acc/Dmg:30(19), P'ngS'Fest-Dmg/Rchg:30(34)
Level 6: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:46(21), Dct'dW-Heal/Rchg:50(23), Dct'dW-Heal:46(23), Dct'dW-Rchg:50(25)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(25), RctvArm-ResDam:40(27)
Level 10: Taunt -- Mocking-Taunt:42(A), Mocking-Rchg:50(19), Mocking-Taunt/Rchg:50(21), Mocking-Taunt/Rchg/Rng:50(31), Mocking-Acc/Rchg:50(31), Mocking-Taunt/Rng:50(33)
Level 12: Combat Jumping -- Winter-ResSlow:50(A), Ksmt-ToHit+:30(15)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(29)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(29), HO:Cyto(31)
Level 20: Clobber -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(27), C'ngImp-Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/Rchg:50(46), C'ngImp-Dmg/EndRdx/Rchg:50(46)
Level 22: Build Up -- AdjTgt-ToHit:47(A), AdjTgt-ToHit/EndRdx/Rchg:43(33), AdjTgt-ToHit/EndRdx:44(34), AdjTgt-Rchg:50(34)
Level 24: Kick -- Acc-I:50(A)
Level 26: Tough Hide -- LkGmblr-Def/Rchg:50(A), LkGmblr-Def/EndRdx:50(36), LkGmblr-Def:50(46)
Level 28: Whirling Mace -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(36), Erad-Acc/Dmg/Rchg:30(37), Sciroc-Dmg/EndRdx:50(37), Sciroc-Acc/Dmg/EndRdx:50(37)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(39), RctvArm-ResDam/EndRdx/Rchg:40(39), RctvArm-ResDam:40(40)
Level 32: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(36), GftotA-Def/EndRdx/Rchg:40(40), GftotA-Def:40(48)
Level 35: Shatter -- C'ngBlow-Dmg/EndRdx:49(A), C'ngBlow-Acc/Dmg:48(40), C'ngBlow-Acc/Rchg:49(42), Erad-Dmg/Rchg:30(42), Erad-Acc/Dmg/Rchg:30(42), Erad-Acc/Dmg/EndRdx/Rchg:30(43)
Level 38: Crowd Control -- C'ngBlow-Acc/Dmg:49(A), C'ngBlow-Dmg/EndRdx:49(43), C'ngBlow-Acc/Rchg:50(43), Erad-Dmg/Rchg:30(45), Erad-Acc/Dmg/Rchg:30(45), Erad-Acc/Dmg/EndRdx/Rchg:30(45)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- Heal-I:50(A), EndMod-I:50(48)
Level 47: Resist Elements -- ResDam-I:50(A), ResDam-I:50(48)
Level 49: Resist Energies -- ResDam-I:50(A), ResDam-I:50(50)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Heal-I:50(A), Heal-I:50(50)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(39), P'Shift-End%:50(50)
------------
Set Bonus Totals:

  • 2% DamageBuff(Smashing)
  • 2% DamageBuff(Lethal)
  • 2% DamageBuff(Fire)
  • 2% DamageBuff(Cold)
  • 2% DamageBuff(Energy)
  • 2% DamageBuff(Negative)
  • 2% DamageBuff(Toxic)
  • 2% DamageBuff(Psionic)
  • 20.5% Defense(Smashing)
  • 20.5% Defense(Lethal)
  • 6.125% Defense(Fire)
  • 6.125% Defense(Cold)
  • 18.63% Defense(Energy)
  • 18.63% Defense(Negative)
  • 3% Defense(Psionic)
  • 11.75% Defense(Melee)
  • 10.81% Defense(Ranged)
  • 4.563% Defense(AoE)
  • 9% Max End
  • 4% Enhancement(Heal)
  • 16% Enhancement(Accuracy)
  • 17.5% Enhancement(RechargeTime)
  • 126.5 HP (6.75%) HitPoints
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 13.75%
  • MezResist(Terrorized) 2.2%
  • 4% (0.067 End/sec) Recovery
  • 28% (2.191 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 3.76% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)

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My Characters

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

 

Posted

Thanks for the feedback.

Quote:
Originally Posted by Finduilas View Post
Is this a very old build? I'm curious because Clobber is slotted like it might have been pre-Mace buff. It's now the most damaging attack in the set, so take it as soon as it's available and fully slot it as an attack.
Yeah, I'll admit that the last time I really looked at this character was after Issue 12. That's why I wanted to get a fresh take with new eyes after all the changes that have happened since then.

Quote:
Perfect Zinger has better bonuses than Mocking Beratement, so slot them in Taunt instead.
I assume this is a typo since your suggested build actually has Mocking Beratement slotted?

I'll take a good look at this and see if I can't make it work. Being soft-capped to both S/L and E/NE would be very nice.


Blondeshell (1381 badges) - My other badge hunters
VidiotMaps Master Cartographer
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Posted

I actually find it somewhat of a toss up which set is better at times. The MB set gives more recharge and an endurance buff along with some F/C def but less S/L defense. The Zinger gives higher S/L defense, a regen bonus, damage bonus and a damage proc at the cost of some recharge, the end bonus and the F/C defense.

Which is the better set? That depends on the rest of the build. On my four level 50 tankers (well, 3 since one is long retired and untouched since issue 12) I have the MB set on two and the Zinger on CMA. Of course one concern is that the MB set is considerably cheaper... actually it's about the same as SO enhancements.


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Posted

I prefer Mocking Beratement for a couple of reasons. For one, you can get a LotG level recharge bonus for a fraction of the cost--it makes me feel like I'm getting a bargain! Also, the S/L defense bonus is available with 4 slots compared to 6 for PZ, so if you're really short on slots and can't afford 6 it's still worthwhile slotting it.

Don't get me wrong, PZ isn't a bad choice at all, but I usually recommend MB unless it's for a primary that would have trouble soft-capping S/L def without the higher bonus in PZ.


My Characters

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