Invul/Energy - Pyre Mastery Tank - build advice?
Yeah, there's room for improvement there. Is this the build as it currently is on Live? On a well built Invuln tank the ITF is a cakewalk... it's been probably 5 runs since I even needed Dull Pain more than once in the TF and I've never dropped below 50% since soft capping S/L/E/N def.
First, loose the Status Resistance IO's... they're doing nothing of any value for you. Pull the Steadfast set (leaving the unique of course) and slot another set of Reactive Armor. Toss the Titanium Coating for Reactive Armor.
Pick up RPD, you need it to hard cap your S/L resistance. Yank the slots from Res Elements for RPD, stick the Steadfast unique into Res Elements in the base slot if you keep the power... it's about the most skippable power in the set.
Fly is at the speed cap unslotted so there's no reason to waste extra slots there, and the set bonuses in Winter's Gift aren't worth a lot to you. Leave the unique in the base slot and call it good.
I'm not that impressed with Red Fortune for Invincibility... if you can't get the Cytoskeleton HO's for it then a good alternative would be 4 Gift of the Ancients or Luck of the Gambler.
Whirling Hands is better with 4 Eradication and 2 Scirocco; that gives you more E/N defense.
Move the slots from Unstoppable into Tough... you don't need more than the base slot in Unstoppable. If you drop Res Elements then the Steadfast Unique would fit there nicely.
ET is better slotted with either Kinetic Combat or Smashing Haymaker... ditto for TF. Add an Acc/Dam or Acc/Dam/End IO in a 5th slot in all your single target attacks... both Kin Combat and Smash Haymaker are low on accuracy.
Drop Melt Armor entirely, the numbers a tanker gets from it are nearly worthless. Get Fire Blast and preferably 6 slot it with Thunderstrike. Char is likely just a prereq, I leave it at the base slot.
Here's a very quick & dirty rework of your build... I could improve it further but not without making some power selection changes. One of the bigger improvements would be finding another 4% of E/N def but that would be tough without a bit of rearranging. The easiest way is to snag Combat Jumping, but since you want to keep Fly you'd almost need to drop Hasten to get room.
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COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
I don't use Hasten all that much, honestly it was more important earlier in levels... I could get combat jumping instead... So, remove res elements entirely and put in RPD instead... Not a problem.
I am going to mess around with this, but not until after the TFotW, so I should post a new build this weekend.
As always, thanks for the input!
This is my "final" build.
There are no purples, but I have some HamiOs. I would be interested to see what people think I could do to improve the build with different IOs...
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Beorn: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability
- (A) Reactive Armor - Resistance/Endurance
- (3) Reactive Armor - Resistance/Recharge
- (3) Reactive Armor - Resistance/Endurance/Recharge
- (5) Reactive Armor - Resistance
- (A) Smashing Haymaker - Accuracy/Damage
- (5) Smashing Haymaker - Damage/Endurance
- (7) Smashing Haymaker - Damage/Recharge
- (7) Smashing Haymaker - Damage/Endurance/Recharge
- (9) Crushing Impact - Accuracy/Damage/Endurance
- (A) Smashing Haymaker - Accuracy/Damage
- (9) Smashing Haymaker - Damage/Endurance
- (11) Smashing Haymaker - Damage/Recharge
- (11) Smashing Haymaker - Damage/Endurance/Recharge
- (13) Crushing Impact - Accuracy/Damage
- (A) HamiO:Nucleolus Exposure
- (13) Kinetic Combat - Accuracy/Damage
- (15) Kinetic Combat - Damage/Endurance
- (15) Kinetic Combat - Damage/Recharge
- (17) Kinetic Combat - Knockdown Bonus
- (A) Luck of the Gambler - Recharge Speed
- (A) Doctored Wounds - Heal/Endurance
- (17) Doctored Wounds - Heal/Recharge
- (19) Doctored Wounds - Heal/Endurance/Recharge
- (19) Doctored Wounds - Heal
- (21) Doctored Wounds - Recharge
- (A) Perfect Zinger - Taunt
- (21) Perfect Zinger - Taunt/Recharge
- (23) Perfect Zinger - Taunt/Recharge/Range
- (23) Perfect Zinger - Accuracy/Recharge
- (25) Perfect Zinger - Taunt/Range
- (25) Perfect Zinger - Chance for Psi Damage
- (A) Reactive Armor - Resistance/Endurance
- (27) Reactive Armor - Resistance/Recharge
- (27) Reactive Armor - Resistance/Endurance/Recharge
- (29) Reactive Armor - Resistance
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Eradication - Accuracy/Recharge
- (29) Eradication - Damage
- (31) Eradication - Accuracy/Damage/Recharge
- (31) Eradication - Damage/Recharge
- (31) Scirocco's Dervish - Accuracy/Damage
- (33) Scirocco's Dervish - Accuracy/Recharge
- (A) HamiO:Cytoskeleton Exposure
- (33) HamiO:Cytoskeleton Exposure
- (33) HamiO:Cytoskeleton Exposure
- (A) Reactive Armor - Resistance/Endurance
- (34) Reactive Armor - Resistance/Recharge
- (34) Reactive Armor - Resistance/Endurance/Recharge
- (34) Reactive Armor - Resistance
- (A) Reactive Armor - Resistance
- (36) Reactive Armor - Resistance/Endurance/Recharge
- (36) Reactive Armor - Resistance/Recharge
- (36) Reactive Armor - Resistance/Endurance
- (A) Disorient Duration IO
- (A) Luck of the Gambler - Recharge Speed
- (37) Luck of the Gambler - Defense
- (37) Luck of the Gambler - Defense/Endurance/Recharge
- (37) Luck of the Gambler - Defense/Endurance
- (A) Reactive Armor - Resistance
- (39) Reactive Armor - Resistance/Endurance/Recharge
- (39) Reactive Armor - Resistance/Recharge
- (39) Reactive Armor - Resistance/Endurance
- (A) Gift of the Ancients - Defense
- (40) Gift of the Ancients - Defense/Recharge
- (40) Gift of the Ancients - Defense/Endurance
- (40) Gift of the Ancients - Defense/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Pounding Slugfest - Damage/Endurance
- (42) Pounding Slugfest - Accuracy/Damage
- (42) Pounding Slugfest - Damage/Recharge
- (42) Pulverizing Fisticuffs - Accuracy/Damage/Endurance/Recharge
- (43) Pulverizing Fisticuffs - Accuracy/Damage/Recharge
- (43) Pulverizing Fisticuffs - Accuracy/Damage
- (A) Kinetic Combat - Damage/Recharge
- (43) Kinetic Combat - Damage/Endurance
- (45) Kinetic Combat - Accuracy/Damage
- (45) Kinetic Combat - Knockdown Bonus
- (45) Crushing Impact - Accuracy/Damage/Recharge
- (A) Essence of Curare - Accuracy/Recharge
- (A) Thunderstrike - Damage/Recharge
- (46) Thunderstrike - Accuracy/Damage/Endurance
- (46) Thunderstrike - Accuracy/Damage/Recharge
- (46) Thunderstrike - Damage/Endurance
- (48) Thunderstrike - Damage/Endurance/Recharge
- (48) Thunderstrike - Accuracy/Damage
- (A) Air Burst - Damage/Range
- (48) Air Burst - Accuracy/Damage
- (A) Luck of the Gambler - Recharge Speed
------------
Level 1: Brawl
- (A) Empty
- (A) Run Speed IO
- (A) Recharge Reduction IO
- (A) Run Speed IO
- (A) Jumping IO
- (A) Miracle - +Recovery
- (50) Numina's Convalescence - +Regeneration/+Recovery
- (50) Regenerative Tissue - +Regeneration
- (A) Performance Shifter - Chance for +End
- (50) Endurance Modification IO
Level 4: Ninja Run
------------
Set Bonus Totals:
- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 23.63% Defense(Smashing)
- 23.63% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 16.13% Defense(Energy)
- 16.13% Defense(Negative)
- 3% Defense(Psionic)
- 13.31% Defense(Melee)
- 11.44% Defense(Ranged)
- 3% Defense(AoE)
- 3.6% Max End
- 16% Enhancement(Accuracy)
- 2% Enhancement(Knockback)
- 2% Enhancement(Knockup)
- 4% Enhancement(Heal)
- 32.5% Enhancement(RechargeTime)
- 4% FlySpeed
- 161.64 HP (8.625%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- MezResist(Immobilize) 15.4%
- MezResist(Sleep) 2.2%
- MezResist(Terrorized) 4.95%
- 4% (0.067 End/sec) Recovery
- 38% (2.973 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 3.76% Resistance(Fire)
- 1.26% Resistance(Cold)
- 4% RunSpeed
Set Bonuses:
Reactive Armor
(Temp Invulnerability)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Barrage)
- MezResist(Immobilize) 2.2%
- 21.08 HP (1.125%) HitPoints
- 1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
(Energy Punch)
- MezResist(Immobilize) 2.2%
- 21.08 HP (1.125%) HitPoints
- 1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
(Bone Smasher)
- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Hover)
- 7.5% Enhancement(RechargeTime)
(Dull Pain)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Taunt)
- MezResist(Terrorized) 2.75%
- 10% (0.782 HP/sec) Regeneration
- 5% Enhancement(RechargeTime)
- 2.5% DamageBuff(All)
- 3.125% Defense(Smashing,Lethal), 1.563% Defense(Melee)
(Unyielding)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Fly)
- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Whirling Hands)
- 1.8% Max End
- 3.125% Defense(Energy,Negative), 1.563% Defense(Ranged)
- 42.17 HP (2.25%) HitPoints
(Whirling Hands)
- 10% (0.782 HP/sec) Regeneration
(Resist Physical Damage)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Resist Energies)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Tough Hide)
- 10% (0.782 HP/sec) Regeneration
- 21.08 HP (1.125%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Tough)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Weave)
- 2% (0.033 End/sec) Recovery
- 2.5% Resistance(Fire)
- 1.8% Max End
(Unstoppable)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Energy Transfer)
- 8% (0.626 HP/sec) Regeneration
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged) (Exceeded 5 Bonus Cap)
(Energy Transfer)
- MezResist(Sleep) 2.2%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged) (Exceeded 5 Bonus Cap)
(Total Focus)
- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Fire Blast)
- 2% (0.033 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Fire Ball)
- 2% Enhancement(Knockback), 2% Enhancement(Knockup)
(Combat Jumping)
- 7.5% Enhancement(RechargeTime)
There are a few things I'd recommend changing.
First of all, you are two over the rule of 5 on 1.25% E/NE def bonuses. In addition, you're well over the S/L resistance cap of 90%, so RPD doesn't need nearly that many slots. I'd drop the the RA sets in RPD and ResEn, slot RPD with a resist common in the base slot, and put 3 Aegis in ResEn for the F/C bonus. That will free up four slots.
You're also way over the soft-cap for S/L def; remember, you're going to have more defense than that whenever you're near more than one foe. So I'd drop the the KC set in Bone Smasher and use something like CI instead.
Lastly, your epic attacks can be slotted better. For E/NE def, you're better off using 2 sets of 3 or 4 Thunderstrike than one set of 6. The slots left over from RPD and ResEn will be of use here to better slot those attacks.
Here's your build with the changes I recommended. I had an extra slot to drop into Stamina, and I also put a Kismet +Acc in Tough Hide.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Beorn: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(5)
Level 1: Barrage -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(5), S'ngH'mkr-Dmg/Rchg:35(7), S'ngH'mkr-Dmg/EndRdx/Rchg:35(7), C'ngImp-Acc/Dmg/EndRdx:50(9)
Level 2: Energy Punch -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(9), S'ngH'mkr-Dmg/Rchg:35(11), S'ngH'mkr-Dmg/EndRdx/Rchg:35(11), C'ngImp-Acc/Dmg:50(13)
Level 4: Bone Smasher -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(13), C'ngImp-Dmg/Rchg:50(15), C'ngImp-Acc/Dmg/Rchg:50(15), C'ngImp-Acc/Dmg/EndRdx:50(17)
Level 6: Hover -- LkGmblr-Rchg+:50(A)
Level 8: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(17), Dct'dW-EndRdx/Rchg:50(19), Dct'dW-Heal:50(19), Dct'dW-Rchg:50(21)
Level 10: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(21), Zinger-Taunt/Rchg/Rng:50(23), Zinger-Acc/Rchg:50(23), Zinger-Taunt/Rng:50(25), Zinger-Dam%:50(25)
Level 12: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(27), RctvArm-ResDam/EndRdx/Rchg:40(27), RctvArm-ResDam:40(29)
Level 14: Fly -- Winter-ResSlow:50(A)
Level 16: Whirling Hands -- Erad-Acc/Rchg:30(A), Erad-Dmg:30(29), Erad-Acc/Dmg/Rchg:30(31), Erad-Dmg/Rchg:30(31), Sciroc-Acc/Dmg:50(31), Sciroc-Acc/Rchg:50(33)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(33), HO:Cyto(33)
Level 20: Resist Physical Damage -- ResDam-I:50(A)
Level 22: Resist Energies -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(36), Aegis-EndRdx/Rchg:50(36)
Level 24: Boxing -- Dsrnt-I:50(A)
Level 26: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(37), LkGmblr-Def/EndRdx:50(37), Ksmt-ToHit+:30(37)
Level 28: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx/Rchg:40(39), RctvArm-ResDam/Rchg:40(39), RctvArm-ResDam/EndRdx:40(39)
Level 30: Weave -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(34), GftotA-Def/EndRdx/Rchg:40(34), GftotA-Def/Rchg:40(40)
Level 32: Unstoppable -- S'fstPrt-ResDam/Def+:27(A)
Level 35: Energy Transfer -- P'ngS'Fest-Dmg/EndRdx:30(A), P'ngS'Fest-Dmg/Rchg:30(36), P'ngS'Fest-Acc/Dmg:30(40), P'ngFist-Acc/Dmg:25(40), P'ngFist-Acc/Dmg/Rchg:25(42), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(42)
Level 38: Total Focus -- KntkC'bat-Dmg/Rchg:35(A), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Acc/Dmg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(45), Mako-Acc/Dmg/EndRdx/Rchg:50(45)
Level 41: Char -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(43), Thundr-Acc/Dmg/Rchg:50(43)
Level 44: Fire Blast -- Thundr-Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(46), Thundr-Acc/Dmg/Rchg:50(46), Thundr-Dmg/EndRdx:50(46)
Level 47: Fire Ball -- Posi-Dmg/EndRdx:50(A), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg:50(48), Posi-Dmg/Rng:50(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 50: Cardiac Core Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(50), RgnTis-Regen+:10(50)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(34), EndMod-I:50(50)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:
- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 17.38% Defense(Smashing)
- 17.38% Defense(Lethal)
- 6.125% Defense(Fire)
- 6.125% Defense(Cold)
- 17.38% Defense(Energy)
- 17.38% Defense(Negative)
- 3% Defense(Psionic)
- 10.19% Defense(Melee)
- 10.19% Defense(Ranged)
- 4.563% Defense(AoE)
- 3.6% Max End
- 4% Enhancement(Heal)
- 30% Enhancement(Accuracy)
- 37.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 154.61 HP (8.25%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 12.65%
- MezResist(Sleep) 2.2%
- MezResist(Terrorized) 4.95%
- 8.5% (0.142 End/sec) Recovery
- 38% (2.973 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 5.335% Resistance(Fire)
- 2.835% Resistance(Cold)
- 10% RunSpeed
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My Characters
Knight Court--A CoH Story Complete 2/3/2012
Those were the things I was thinking about...
So, when I am surrounded by opponents (as in, more than 4), my defense is as follows:
Smashing/Lethal Defense: 65.57%
Fire/Cold Defense: 44.94%
Energy/Negative Energy Defense: 58.07%
Psionic Defense: 13.67%
My Damage Resistance is as follows:
Smashing/Lethal: 90%
Fire: 20.85%
Cold: 18.35%
Energy/Negative Energy: 34.18%
Psionic: 0.00%
Toxic: 17.09%
And yet, I was in a AE mission to test out my armor in varying scenarios, and I got my butt handed to me in one where, I THINK, it was toxic damage.
I am now routinely at +2/x8 simply because I think more stuff drops that way [and as a 50(+1) it really is only +1] like shards, tickets, recipes, etc.
It seems to me, Finduilas, that you and Call Me Awesome have a difference of opinion on the effectiveness of RPD...
With the numbers I just looked up, in combat, what is "wrong" with the build other than the violation of the "rule of 5"?
*EDIT* - Now, the epic attacks are something I was curious about... I really think Fireball and Char are more useful than Fireblast. I use Fireball more as a PBAoE (right before or after Whirling Hands), and if I need to pick someone out from a distance I usually use a Nemesis Staff or Blackwand. I had planned on putting Basilisk's Gaze on Char (4 slots worth) for the Recharge, and as a good hold besides (for Hami Greens and other stuff). But I don't know. I love him the way he is, but tweaking him for better damage, recharge and survivability (for things OTHER THAN Smashing/Lethal) are always desirable.
So, Finduilas, looking at the E/NE numbers I posted regarding multiple opponents, do you still recommend the same reslotting?
*EDIT* - Part Deux - Those numbers were without hover on too... add another +2.83% defense to all the above numbers with hover toggled.
Yeah, I knew about the toxic (seems unlikely you can "avoid sewage"), but when I first started this thread it was to make myself as generally unkillable as possible. With even ONE foe in range, I am pretty darn close to that, provided the damage is not solely toxic/fire/cold. Most damage in game has a smashing and/or lethal component, so I thought I would be okay...
I did not want to break the rule of 5 though. I am less enthused about dropping a Kinetic Combat than Smashing Haymaker. Twice as effective and I really use the Knockdown to my advantage when soloing.
I have 4 Hamis on this build, but no purples... Are there even any that would benefit this build?
See, I am a learned man, but in classical crud and I have very little understanding for Mids and/or computery stuph. So, asking for this kind of assistance is my way of remaining lazy and not learning a new skill.
But, honestly, I ask 4 invul tanks and get 5 different build ideas...
Apocalypse could be helpful in increasing your survivability. It's a 16% regeneration buff and a 3% hit point buff. It's a bit better than Devastation, but probably not worth the cost. The Hamidon Enhancements you have should sell well enough. You could keep them in Invincibility, but Luck of the Gambler provides about 20 more health and 10% more regeneration.
Have another build idea.
Hero Plan by Mids' Hero Designer 1,92
http://www.cohplanner.com/
Click this DataLink to open the build!
Build Idea Number Six: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/Rchg(3)
Level 1: Barrage -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(5), P'ngS'Fest-Dmg/EndRdx(5), Mako-Acc/Dmg/EndRdx/Rchg(25)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(36)
Level 4: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 6: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(13)
Level 8: Unyielding -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/Rchg(17)
Level 10: Taunt -- Zinger-Taunt/Rng(A), Zinger-Dam%(13), Zinger-Taunt(15), Zinger-Taunt/Rchg/Rng(15), Zinger-Taunt/Rchg(42), Zinger-Acc/Rchg(46)
Level 12: Fly -- Winter-ResSlow(A)
Level 14: Energy Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 16: Resist Energies -- Aegis-ResDam/Rchg(A), Aegis-ResDam(31), Aegis-ResDam/EndRdx(31)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19)
Level 20: Whirling Hands -- Erad-Dmg(A), Erad-Dmg/Rchg(21), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(23)
Level 22: Resist Elements -- Aegis-Psi/Status(A), Aegis-ResDam(29), Aegis-ResDam/EndRdx(31)
Level 24: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), Aegis-ResDam/Rchg(29)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(33)
Level 28: Boxing -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(34), P'ngS'Fest-Dmg/EndRdx(34)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(46)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(36)
Level 35: Energy Transfer -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(40), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(48)
Level 38: Total Focus -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(39), P'ngS'Fest-Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39)
Level 41: Char -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(42), Thundr-Dmg/EndRdx(43), BasGaze-Acc/Hold(45), BasGaze-Rchg/Hold(46)
Level 44: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(50)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(50), Posi-Acc/Dmg/EndRdx(50)
Level 49: Unstoppable -- S'fstPrt-ResDam/Def+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Heal-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(36), Numna-Heal(37), Numna-Heal/EndRdx(37), Heal-I(37)
Level 2: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc(25), P'Shift-EndMod(33)
Wow! That is a nice build too! Now, instead of the Heal IO in Health, what about a Miracle?
You go from healing 35 hit points per second to healing 33.7 hit points per second. It's not a huge difference.
If you don't mind going down to 32.63 Hit points per second, you can also switch out Perfect Zinger for Mocking Beratement. You'll get 45.3% Smashing/Lethal, 44.6% Energy/Negative Energy, and 47.1% Fire/Cold defense that way. And 2.5% more recharge bonus. I wouldn't though. 44% Fire/Cold should be more than enough.
Those were the things I was thinking about...
So, when I am surrounded by opponents (as in, more than 4), my defense is as follows: Smashing/Lethal Defense: 65.57% Fire/Cold Defense: 44.94% Energy/Negative Energy Defense: 58.07% Psionic Defense: 13.67% My Damage Resistance is as follows: Smashing/Lethal: 90% Fire: 20.85% Cold: 18.35% Energy/Negative Energy: 34.18% Psionic: 0.00% Toxic: 17.09% And yet, I was in a AE mission to test out my armor in varying scenarios, and I got my butt handed to me in one where, I THINK, it was toxic damage. |
It seems to me, Finduilas, that you and Call Me Awesome have a difference of opinion on the effectiveness of RPD... |
With the numbers I just looked up, in combat, what is "wrong" with the build other than the violation of the "rule of 5"? |
*EDIT* - Now, the epic attacks are something I was curious about... I really think Fireball and Char are more useful than Fireblast. I use Fireball more as a PBAoE (right before or after Whirling Hands), and if I need to pick someone out from a distance I usually use a Nemesis Staff or Blackwand. I had planned on putting Basilisk's Gaze on Char (4 slots worth) for the Recharge, and as a good hold besides (for Hami Greens and other stuff). But I don't know. I love him the way he is, but tweaking him for better damage, recharge and survivability (for things OTHER THAN Smashing/Lethal) are always desirable. So, Finduilas, looking at the E/NE numbers I posted regarding multiple opponents, do you still recommend the same reslotting? |
*EDIT* - Part Deux - Those numbers were without hover on too... add another +2.83% defense to all the above numbers with hover toggled. |
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Is this a trick question? Yes, I do, since my goal was to optimize your slots for defense bonuses and improve the damage slotting of your epic attacks, and I think I pretty clearly succeeded. BTW, Basilisk's Gaze in Char is a good choice, I've used them myself, but I usually also slot some Thunderstrike so it's also enhanced for damage.
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I don't mean to sound like I am ungrateful for the assistance from those better at understanding the system than I do, and I certainly hope it didn't come off that way.
I can see that this is going to be a major work in progress. He is "fine" the way he is, but he could be much better, and all of these ideas are excellent!
I'm going to look through these things again this weekend and see what I need for the next respec.
Not really. Mouse over the S/L resistance total on your build in Mid's and you'll see that you're way over the hard cap for S/L resistance; anything over 90% is just not used. I'm sure CMA recommended the RA set for the bonuses, since RPD doesn't need to be that heavily slotted for an Invul tank with Tough to hit the hard cap. Normally using RPD as a set mule is a good strategy, but in this case the slotting in ET made those RA sets unusable.
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In Beorn's build getting the 1.25% E/N bonus twice in ET does waste that bonus in two of the 5 RA sets. It's a common mistake that I've made myself when working "on paper" on something looking for more E/N def. I'd personally dump the Kin Combat set from TF and put a pair of Smashing Haymaker sets into ET & TF... it's MUCH cheaper and you'll end up with the same def numbers.
In fact you can pull BOTH sets of Kin Combat, put in ONE set of Smash Haymaker and keep soft capped S/L def. Bearing that in mind I'd be tempted to 5 slot ET & TF with Crushing Impact for 14% accuracy and 10% recharge bonuses. By doing that you'll end up with soft capped S/L/E/N defense, more accuracy, more recharge, a bit more HP AND you'll save close to a billion influence. That sounds really attractive to me anyway. You do hit rule of 5 on one of the 1.125% HP bonuses but that's only 20 HP of bonus wasted.
Anyway, that's my thinking; the build you've outlined will work quite well, you're just spending considerably more inf than needed and wasting some bonuses. Oh, I would suggest slotting an accuracy into Boxing's default slot instead of the disorient... the stun won't happen that often and when it does it'll only affect minions anyway. Better to have it hit more often than enhance a short duration effect.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
To everyone who has helped me with my build, I can only say thank you. With my S/L at the soft cap with no enemies in range, and E/NE at the soft cap with 1 enemy in range, and F/C same at 2 enemies, I have been walking through all the WTFs with impunity. Even when someone gets a nasty hit on me, my 90% resist for S/L makes it seems as if I get a scratch.
My hit points right now are 2459 before Dull Pain, and damn near 3500 with it.
With the 4th tier Cardiac, I am never out of end and the added dam resist is just gravy.
Once again, thank you all, and now I wonder if I should work on the 2nd (or 3rd) build(s) with purples and HamiOs for more damage or more "ooh shiny," or just be happy that he is nigh unkillable...
Hello to all my fellow players, with a special "hi" to my brother and sister (and other) tankers, with an even extra-ultra-spiffy "howdy" to my fellow Invulnerability tanks.
So, I've been playing this game on and off since Beta. I never really tried to get much out of my builds. I, like many casual players, just played to play and if I got something nifty I'd either craft or sell it.
Til I hit 50 the first time...
Then I started looking for ways to play my tank that were more than "fun" but also "useful."
The first time I got my butt kicked on the ITF (as I was told on that disastrous outing, "Invul ain't good for Rommie, bro"), I thought, 'how can I improve my style of play?'
I tried and I think I got better at holding aggro, taunting, assisting my squishier teamies, but I was STILL getting beat up a great deal.
You can't be much of a meat shield when you are either A) on your back or B) going to/coming from/AT the hospital.
So, I FINALLY started looking at my tank as a protector, rather than a really buff but still kinda weak scrapper.
Here is my build. I didn't want to sacrifice my concept (The armor he wears is magical and passed down through his family, and it glows with heat, makes him able to fly, and protects him from all mortal peril), but I am more than willing to swap out or Frankenslot my guy for max effect.
Two caveats-
1- I am an ALT-itis sufferer. I don't have as many 50s as many, but more than some, and I enjoy GETTING to 50 and then I start trying to get the next one to 50, so I am not farming or playing ALL the time on Beorn.
2- I don't really have the scratch to purple out or Hamify my build. But, spending 1 billion overall I reckon is serious enough.
Here is the build, and comments are always welcome!
Thanks!
Beorn-
http://www.cohplanner.com/mids/downl...5289BF57F30CF7