WP/Stone Melee Tank (Advice)


Flameshot

 

Posted

Hey guys!

I've had this Tank for a long time and really enjoy playing her. The problem is, I know she's lacking severely. So I pulled up my socks and took my first attempt in Mids to see what I could come up with. This build shows significant increases over my current live build (Which someone made for me way back when).

I would absolutely love some advice as to whether this is in fact decent, and or what could be changed. My goal is to keep my damage as high as possible (I've currently also taken Musculature for my Alpha) and to bring my Defenses up from basically nothing to as high as possible. I know there's a balance I need to try to adhere to, and I think my Regen/Recovery is up pretty high still while my Resist has stayed ok as well.

Anyway, here it is! I look forward to your opinions!

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

Click this DataLink to open the build!

TJ Quake NEW: Level 50 Science Tanker
Primary Power Set: Willpower
Secondary Power Set: Stone Melee
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: High Pain Tolerance -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/Rchg(3), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/EndRdx/Rchg(5), TtmC'tng-EndRdx(5), TtmC'tng-EndRdx/Rchg(7)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9), KntkC'bat-Dmg/Rchg(11)
Level 2: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal/Rchg(11), Numna-Heal(13), Numna-Heal/EndRdx(13)
Level 4: Mind Over Body -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(19), TtmC'tng-ResDam/Rchg(19), TtmC'tng-ResDam/EndRdx/Rchg(21), TtmC'tng-EndRdx(21), TtmC'tng-EndRdx/Rchg(23)
Level 6: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
Level 8: Rise to the Challenge -- Mrcl-Rcvry+(A), Mrcl-Heal/EndRdx(25), Mrcl-EndRdx/Rchg(25), Mrcl-Heal/Rchg(27), Mrcl-Heal/EndRdx/Rchg(27), Mrcl-Heal(29)
Level 10: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Dam%(31)
Level 12: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), P'ngS'Fest-Dmg/Rchg(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(34), P'ngS'Fest-Stun%(34)
Level 14: Taunt -- Zinger-Taunt/Rchg(A)
Level 16: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Acc(36), P'Shift-End%(37)
Level 18: Build Up -- GSFC-Build%(A), GSFC-Rchg/EndRdx(37), GSFC-ToHit/Rchg(37)
Level 20: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39)
Level 22: Fault -- Amaze-Stun(A), Amaze-Stun/Rchg(40), Amaze-Acc/Stun/Rchg(40), Amaze-Acc/Rchg(40), Amaze-EndRdx/Stun(42), Amaze-ToHitDeb%(42)
Level 24: Boxing -- Hectmb-Dam%(A)
Level 26: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/Rchg(43)
Level 28: Weave -- S'dpty-Def(A), S'dpty-Def/EndRdx(43), LkGmblr-Rchg+(43)
Level 30: Resurgence -- EnManip-Stun%(A), EnManip-EndMod/Rchg(45)
Level 32: Strength of Will -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(45)
Level 35: Tremor -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(45), Sciroc-Dmg/Rchg(46), Sciroc-Dmg/EndRdx(46), Sciroc-Dam%(46)
Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48), C'ngImp-Dmg/Rchg(50)
Level 41: Salt Crystals -- CSndmn-Heal%(A)
Level 44: Quick Sand -- P'ngTtl--Rchg%(A)
Level 47: Stalagmites -- Ragnrk-Dmg/Rchg(A), Ragnrk-Dmg(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Musculature Boost
------------
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(A)
Level 2: Health -- Mrcl-Heal(A), Mrcl-Heal/Rchg(15), RgnTis-Regen+(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(17), Efficacy-EndMod/Rchg(17)
------------
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)
  • 20.5% Defense(Smashing)
  • 20.5% Defense(Lethal)
  • 10.19% Defense(Fire)
  • 10.19% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 4.875% Defense(Psionic)
  • 15.5% Defense(Melee)
  • 3% Defense(Ranged)
  • 12.69% Defense(AoE)
  • 11% Enhancement(Heal)
  • 33% Enhancement(Accuracy)
  • 40% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 323.28 HP (17.25%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Held) 5.5%
  • MezResist(Immobilize) 11%
  • MezResist(Sleep) 4.4%
  • MezResist(Stun) 4.4%
  • 20% (0.334 End/sec) Recovery
  • 64% (5.007 HP/sec) Regeneration
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 3.125% Resistance(Negative)
  • 5% Resistance(Toxic)
  • 15% RunSpeed
------------
Set Bonuses:
Titanium Coating
(High Pain Tolerance)
  • MezResist(Sleep) 2.2%
  • 28.11 HP (1.5%) HitPoints
  • MezResist(Stun) 2.2%
  • MezResist(Held) 2.75%
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Kinetic Combat
(Stone Fist)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Numina's Convalescence
(Fast Healing)
  • 12% (0.939 HP/sec) Regeneration
  • 35.14 HP (1.875%) HitPoints
  • 6% Enhancement(Heal)
Titanium Coating
(Mind Over Body)
  • MezResist(Sleep) 2.2%
  • 28.11 HP (1.5%) HitPoints
  • MezResist(Stun) 2.2%
  • MezResist(Held) 2.75%
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Luck of the Gambler
(Indomitable Will)
  • 10% (0.782 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Miracle
(Rise to the Challenge)
  • 2.5% (0.042 End/sec) Recovery
  • 35.14 HP (1.875%) HitPoints
  • 5% Enhancement(Heal)
  • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
  • 1.875% Defense(Psionic)
Kinetic Combat
(Stone Mallet)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Kinetic Combat
(Heavy Mallet)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Pounding Slugfest
(Heavy Mallet)
  • 8% (0.626 HP/sec) Regeneration
Performance Shifter
(Quick Recovery)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 35.14 HP (1.875%) HitPoints
  • 2.5% (0.042 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
Gaussian's Synchronized Fire-Control
(Build Up)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 35.14 HP (1.875%) HitPoints
Luck of the Gambler
(Heightened Senses)
  • 10% (0.782 HP/sec) Regeneration
  • 21.08 HP (1.125%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Absolute Amazement
(Fault)
  • 4% (0.067 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
  • 5% Resistance(Toxic)
Aegis
(Tough)
  • 5% RunSpeed
  • 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
Serendipity
(Weave)
  • 4% (0.313 HP/sec) Regeneration
Luck of the Gambler
(Weave)
  • 7.5% Enhancement(RechargeTime)
Energy Manipulator
(Resurgence)
  • 1.5% (0.025 End/sec) Recovery
Steadfast Protection
(Strength of Will)
  • 1.5% (0.025 End/sec) Recovery
  • 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)
Scirocco's Dervish
(Tremor)
  • 10% (0.782 HP/sec) Regeneration
  • 3.125% Resistance(Negative)
  • 9% Enhancement(Accuracy)
  • 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
Kinetic Combat
(Seismic Smash)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints (Exceeded 5 Bonus Cap)
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Ragnarok
(Stalagmites)
  • 4% (0.067 End/sec) Recovery
Luck of the Gambler
(Combat Jumping)
  • 10% (0.782 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Miracle
(Health)
  • 2.5% (0.042 End/sec) Recovery
Efficacy Adaptor
(Stamina)
  • 21.08 HP (1.125%) HitPoints
  • 1.5% (0.025 End/sec) Recovery



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We'll see....

 

Posted

I don't know about others, but I prefer short forum exports. Most people will use Mids' to look at builds so they can have the math done for them, making only the link and data chunk important.

Willpower gives typed (smashing, lethal, etc) defenses but you have a lot of sets that give positional (melee, ranged, AoE) defense. Try to avoid using those unless you have exhausted other options.

If you aim for 32.5% defenses, you can soft cap with 1 small inspiration. Anything between 32.5% and 45% is usually wasted. Lowering your defenses might give you more slots to use for things like recharge and HP bonuses. You can easily take out the 6th Titanium Coatings in both of your powers and not suffer because of it. You can also ignore fire and cold defenses.

You're wasting a lot of slots in Quick Recovery. Fire and cold are rare damage types, so you don't need the defense. Damage bonuses from sets add a trivial amount of damage. Your recovery should be high enough that you don't need recovery bonuses from sets.

The 6th Absolute Amazement isn't doing you any good. Toxic damage is rare and 5% extra resistance won't do you much good when you only have ~10% to start off with.

The Hecatomb proc in Boxing is wasted. It should be in the attack you use most often, like Stone Fist. Figure out an attack chain so you aren't randomly pressing buttons as they recharge. The Scrapper forums might be a good place to search on attack chain information.

Regeneration set bonuses are a drop in the bucket when compared to what you get from your powers. Try to get HP up instead.

High Pain Tolerance needs to be slotted for Healing so you get your HP up.

The purple set in Stalagmites is a waste of INF if you aren't going for the recharge bonus.


 

Posted

Thanks for the suggestions Syntax. I can't say I agree with some of it (That could very well be because I'm not as educated with all of the sets and how they work with one another yet), but definitely appreciate the information.

The above build is miles ahead of my current build so either way I'm winning. Some of the more obscure choices, such as the purple's in Stalagmites are there for specific reason. Such as the 4% end recovery.

I see you're suggesting I lower some of the positional Defenses. This confuses me slightly. I get pretty much slaughtered at the moment by pretty much any mob that debuffs defense. This is because I barely have any on my current build so this was one of the reasons I worked towards those. As for Fire/Cold, I plan on farming Demons and thought the Fire Defenses was a reasonable conclusion?

I'll play with it some more and see what I come up with. I'll post a newer build for more suggestions In the meantime, I appreciate your opinion and anyone else who'd like to offer up advice!




We'll see....

 

Posted

Quote:
Originally Posted by Flameshot View Post
Some of the more obscure choices, such as the purple's in Stalagmites are there for specific reason. Such as the 4% end recovery.
Some Tankers get by with just Stamina. You have Stamina and Quick Recovery. If that isn't enough endurance recovery for you, then you need more endurance reduction in your toggles and attacks. Trust me, you will be fine on recovery without slotting for recovery bonuses. Two purples is a waste of influence if you are only getting the recovery bonus.

Quote:
I see you're suggesting I lower some of the positional Defenses. This confuses me slightly. I get pretty much slaughtered at the moment by pretty much any mob that debuffs defense. This is because I barely have any on my current build so this was one of the reasons I worked towards those. As for Fire/Cold, I plan on farming Demons and thought the Fire Defenses was a reasonable conclusion?
Maybe you don't understand how defense works. If you have a melee + smashing attack and your melee defense is 20% while your smashing defense is 32.5%, the game ignores your melee defense and only counts your smashing defense in the hit calculation. Most attacks have a damage type and a vector, so you won't need both typed defenses and vector defenses.

Defense debuffs reduce ALL of your defenses. The only way to counter them on Willpower is to get more defense. Team buffs and inspirations can help, but don't expect to be an amazingly tough tank against heavy debuffs, like in ITF.

Farming demons may not be playing to your set's strengths. You will have more mitigation against S/L because of your resistance. If you are farming in AE, hand-picking Council and 5th Column critters may be best for you.


 

Posted

Here is attempt #2. I looked around here in the Tank forums a bit and took some advice from some of the other WP threads. I brought down some of the defenses, while others I couldn't seem to bring down too easily without completely flooring it. I moved some slots around as well. Thanks again in advance!

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

Click this DataLink to open the build!

TJ Quake NEW: Level 50 Science Tanker
Primary Power Set: Willpower
Secondary Power Set: Stone Melee
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: High Pain Tolerance -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/Rchg(3), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/EndRdx/Rchg(5), TtmC'tng-EndRdx/Rchg(5)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx(7), P'ngS'Fest-Stun%(9), KntkC'bat-Dmg/EndRdx/Rchg(9), KntkC'bat-Dmg/Rchg(11)
Level 2: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal/Rchg(11), Numna-Heal(13), Numna-Heal/EndRdx(13)
Level 4: Mind Over Body -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(19), TtmC'tng-ResDam/Rchg(19), TtmC'tng-ResDam/EndRdx/Rchg(21), TtmC'tng-EndRdx/Rchg(21)
Level 6: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
Level 8: Rise to the Challenge -- Mrcl-Rcvry+(A), Mrcl-Heal/EndRdx(23), Mrcl-EndRdx/Rchg(25), Mrcl-Heal/Rchg(25), Mrcl-Heal/EndRdx/Rchg(27), Mrcl-Heal(27)
Level 10: Stone Mallet -- KntkC'bat-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(31), P'ngS'Fest-Dmg/EndRdx(31), P'ngS'Fest-Stun%(31)
Level 12: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), P'ngS'Fest-Dmg/Rchg(33), KntkC'bat-Dmg/Rchg(33), P'ngS'Fest-Dmg/EndRdx(34), P'ngS'Fest-Stun%(34)
Level 14: Taunt -- Mocking-Taunt/Rchg/Rng(A), Mocking-Taunt(34), Mocking-Taunt/Rchg(36), Mocking-Rchg(36)
Level 16: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-End%(37)
Level 18: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(37)
Level 20: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39)
Level 22: Fault -- Amaze-Stun(A), Amaze-Stun/Rchg(39), Amaze-Acc/Stun/Rchg(40), Amaze-Acc/Rchg(40), Amaze-EndRdx/Stun(40)
Level 24: Boxing -- Acc-I(A)
Level 26: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/Rchg(42)
Level 28: Weave -- S'dpty-Def(A), S'dpty-Def/EndRdx(42), LkGmblr-Rchg+(43)
Level 30: Resurgence -- EnManip-Stun%(A), EnManip-EndMod(43), EnManip-EndMod/Rchg(43)
Level 32: Strength of Will -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(45)
Level 35: Tremor -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(45), Sciroc-Dmg/Rchg(45), Sciroc-Dmg/EndRdx(46), Sciroc-Dam%(46)
Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48), C'ngImp-Dmg/Rchg(48)
Level 41: Salt Crystals -- CSndmn-Heal%(A)
Level 44: Quick Sand -- P'ngTtl--Rchg%(A)
Level 47: Stalagmites -- Posi-Dam%(A), Posi-Dmg/Rchg(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Musculature Boost
------------
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(A)
Level 2: Health -- Mrcl-Heal(A), Mrcl-Heal/Rchg(15), RgnTis-Regen+(15), Mrcl-Heal/EndRdx(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(17), Efficacy-EndMod/Rchg(17)




We'll see....

 

Posted

Quote:
Originally Posted by Syntax42 View Post
Some Tankers get by with just Stamina. You have Stamina and Quick Recovery. If that isn't enough endurance recovery for you, then you need more endurance reduction in your toggles and attacks. Trust me, you will be fine on recovery without slotting for recovery bonuses. Two purples is a waste of influence if you are only getting the recovery bonus.
I wasn't really looking at it from this angle to be honest. The person who had built my current build did so as to pretty much make my endurance bar not move at all. I've never ever had an end issue on this toon. I guess I just assumed the majority of that was due to some of the sets etc


Quote:
Originally Posted by Syntax42 View Post
Maybe you don't understand how defense works. If you have a melee + smashing attack and your melee defense is 20% while your smashing defense is 32.5%, the game ignores your melee defense and only counts your smashing defense in the hit calculation. Most attacks have a damage type and a vector, so you won't need both typed defenses and vector defenses.
Interesting, I didn't know this. Thanks for the info I'll see if I can't figure out a way to swap out the defenses with regards to this new info

Quote:
Originally Posted by Syntax42 View Post
Defense debuffs reduce ALL of your defenses. The only way to counter them on Willpower is to get more defense. Team buffs and inspirations can help, but don't expect to be an amazingly tough tank against heavy debuffs, like in ITF.
Right. I'm not looking to be a god against them, but I know WP can definitely stand up to them whereas right now, I can barely at all. The second a couple of them -Def me I go down faster than a dress on prom night!

Quote:
Originally Posted by Syntax42 View Post
Farming demons may not be playing to your set's strengths. You will have more mitigation against S/L because of your resistance. If you are farming in AE, hand-picking Council and 5th Column critters may be best for you.
Again, I wasn't even thinking about it from this angle. I do use AE to farm the demons so you're right, I should look into other critters I come from a Fire/Kin as my main, so I'm pretty much used to demons LOL




We'll see....

 

Posted

Here is a build I made for a friend. It isn't the best, but it has more regeneration in HP/s than your build. This is mostly due to having more HP bonus from sets and slotting High Pain Tolerance for healing. It probably doesn't have as much recharge as you might like, but looking at it might help you form your build better. I also noticed your new build dropped below 32.5% S/L defense. You should try to hit that mark because 32.5% + 12.5% from a small inspiration = 45%, aka the soft-cap.

Code:
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