AHHH! Returning player need help w/ INV, fitness etc.


Aett_Thorn

 

Posted

So the lure of free to play in the near future has brought me back. Now I lcome back from a test solo run with my LVL 50 INV/SS tanker and find out that:

1) End is back to being a problem again.

2)Fitness is now inherent, but I still have the powers.

3) Have no idea about the caps.

4)Do I keep my hurl, trade it for air sup., or what?

5)The presence pool is still effective low level control for a tanker. But do I still get taunt (as well as provoke)?

6) Are there still limits to the number of pool powers?

7) Where do I go for the newest up to date character builder tool?

I checked the guides but they are I14 for the INV tanker. Please help.


 

Posted

1.) That surprises me. Even if it's a pre-inherent-Fitness tank, it still shouldn't be too terrible. Maybe you should change up how your slots are.

2.) If you respec, it'll set them all to Inherent and open those power selections up.

3.) I believe there isn't a defense cap. Resistance caps are at 90%. I don't know about regen/recovery/etc.

4.) I think that all comes down to a matter of taste. My dad runs a WP/SS tank and prefers Air Superiority. Then again, he doesn't like Hurl anyways.

5.) I would just get taunt. It's better than any of the Presence powers. But if you want the fear ones, that's up to you.
EDIT: I reread your post. If you're asking if you still get Taunt, then yes, you still do.

6.) Yep, 4 plus the Ancillary/Patron.

7.) Try http://www.cohplanner.com/


 

Posted

1) Post your current build, we can probably help with that.

2) On existing characters, you need to respec to make Fitness inherent and open up slots for new powers.

3) Which caps? Defense? Resistance? Or do you mean the "Enhancement Diversification" (ED) cutoffs?

4) Depends mostly on personal preference, unless you want Fly and need Air Sup as a prereq.

5) Not many recommend the presence pool anymore, it's considered by most to be a waste of powers. One of the reasons is that the Taunt in your secondary is far superior to Provoke, so Take Taunt and skip the Presence Pool entirely would be my suggestion.

6) Yes, you can't use powers from more than four pools and the Epic/Ancilliary pool. But since most people took Stamina and it's now inherent, it effectively gives you another pool to play with.

7) Mids' Hero Designer, here:

http://www.cohplanner.com/

I'd recommend posting your current build, and if you install Titan Sentinel, which can be found here:

http://cit.cohtitan.com/sentinel/

you can copy your build from live to post in the forum. Be sure to say what your goals are for your character's build! Do you want a SO build? Common IOs? Set IOs?


My Characters

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

 

Posted

Does Invincibility still have an inherent taunt as the damaging auras do?

I only used taunt in the past when tanking AVs, relying on gauntlet, FS, slotted jab, and the INV aura to maintain aggro. It's not like you can aggro the whole map and herd like the old days anyway.

Properly slottted the fear powers have always been underrated. Those lvl 50 end draining minions ( I forgot which group they are with) were never a problem. I would just use fear on those minions in rooms with multiple end drainers to keep my toggles up. It also is a great means of damage mitigation on large spawns. Plus it fits the character.

That being said, now that I have 3 open power slots, why not take taunt.

I will try to get a post of my build up here. I know that they have constantly tweaked the inherents, so the question has always been, given the old enhancement falloffs, the benefit of slotting the inherents.


 

Posted

Quote:
Originally Posted by Amazing_Brute View Post
Does Invincibility still have an inherent taunt as the damaging auras do?
Yes.

Quote:
I only used taunt in the past when tanking AVs, relying on gauntlet, FS, slotted jab, and the INV aura to maintain aggro. It's not like you can aggro the whole map and herd like the old days anyway.
They've improved Taunt since you went away, I think. It now has no end cost, is autohit except in PvP and hits 5 targets instead of Provoke's one. It also has a -range component that's very useful for taking care of stragglers. You may not need it every spawn, but it's a darn good power to have.

Quote:
Properly slottted the fear powers have always been underrated. Those lvl 50 end draining minions ( I forgot which group they are with) were never a problem. I would just use fear on those minions in rooms with multiple end drainers to keep my toggles up. It also is a great means of damage mitigation on large spawns. Plus it fits the character.
Your call. I think, however, that most players have found the fear powers pretty lackluster, especially considering what you can achieve now with set IOs, and even more so with the Incarnate powers.

Quote:
I will try to get a post of my build up here. I know that they have constantly tweaked the inherents, so the question has always been, given the old enhancement falloffs, the benefit of slotting the inherents.
What "inherents" are you referring to? The powers I think of as "Inherents", like Brawl, Rest, Sprint, and now the Fitness Powers haven't changed at all to my knowledge. Stamina and Health generally do get some slotting, but the others not so much unless there's a specific set bonus the player is aiming for.


My Characters

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

 

Posted

DOH!!!

I misspoke. I meant the passives instead of the inherents.


 

Posted

I'm also wondering what people did to their builds once Fitness became an inherent.

To be honest I am wondering what powers you took that don't require slotting? Since its slots where my build feels tightest

I guess I can go for those extra travel powers, always wanted super speed too. But what other powers work great with no extra slots?


This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04

 

Posted

Quote:
Originally Posted by Jagged View Post
I guess I can go for those extra travel powers, always wanted super speed too. But what other powers work great with no extra slots?
Option 1: Stealth, Grant Invisbility, Invisibility. Don't ever use them. Throw LotG +5% recharges in them.

Option 2: Vengeance. Give it a LotG +recharge and it's perfect. (Yes, this requires two other powers that you probably will never use. On the plus side, you can put a second LotG here.)

Option 3: Recall Friend, Teleport, Team Teleport. All of these are great without any enhancement. One bonus is you could throw in the 20% slow resistance IO. You're the tank, you can run past most of the mission, then teleport your team to you. Teleport is very handy for getting off of layered caltrop patches. Team Teleport can be used to get your teammates out of the same.

Option 4: Use frankenslotting to get more out of your slots, and spread them out. Pick three powers you want that do need slots.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
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don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

If I've got no endurance issues, Leadership is the pool I usually go with. Assault is great with just an EndRed in it. Sure it's not a huge boost in damage, but it affects everyone in range, so it can help. And everyone loves a bit more Defense.


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Posted

Quote:
Originally Posted by Amazing_Brute View Post
DOH!!!

I misspoke. I meant the passives instead of the inherents.
Ah, yes, that makes more sense. The resistance passives in Invul were tweaked when Invul got its buff in Issue 13, including, IIRC, a slight increase in their base resistance value. The bigger change was that all the Invul passives got secondary effects; RPD and Tough Hide, Def Debuff Resistance, ResEn Endurance Debuff Resistance, and ResEl Slow Resistance.

At this point, RPD and Tough Hide are considered by most to be "must haves", ResEn as worth taking, and ResEl worth taking only if you have room. ResEl is the power in Invul most often skipped (besides Unstop, anyway) and that's partly because F/C damage is much rarer than S/L/E/NE and partly because its secondary effect is less useful than the others.

As for slotting, Tough Hide is always worth slotting, IMO; it has the same defense value as Weave. The resistance passives are often slotted for set bonuses--sets like Reactive Armor and Aegis are probably the most popular since they give defense bonuses. If you aren't slotting them for set bonuses either because you don't need them or don't have the slots, one or two resistance common IOs is a good alternative. But note that if you've picked up Tough, and have fully slotted it plus TI and UY, RPD only needs a slot or two to reach the S/L resistance cap.

Hope that helps!


My Characters

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

 

Posted

My old Inv/ is still pretty much frankenslotted and/or common IOs.

When we got inherent fitness, I took the passives and kept them a 1 slot.

With Tough and Weave running, and Tough Hide 3 slotted, 6 mobs surrounding me in melee, I am at both the S/L resistance cap, and 45% S/L defense.

This also includes T3 cardiac Alpha slot.


-Largo

Founder of A.G.O.N.Y. Supergroup on Victory
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Posted

Quote:
Originally Posted by Jagged View Post
Yes "Hand Clap", I am looking at you :evil:
For all its hate, I fully endorse the use of Hand Clap if it's done proper.

There are many times where a well placed Hand Clap in the middle of a mob gives you the time required to recoup your health. The taunt duration on Hand Clap is plenty long enough to ensure they all come running back to you.

Better still is Hand Clap used on the fringe of a mob to knock them into a tighter cluster.

Another use would be to delay an incoming ambush, giving your team the time they need to finish off what remains of the current mob.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Ahh the old tough and weave combo. I never liked using the powers and could never fit them into my build, but now I have the room. Is it possible to hit the soft def. cap and the S/L cap without them (I hate the idea of even MORE toggles).

How much should I slot combat jumping (if at all)?

I can't get rid of UNST either, for nostalgia if nothing else (OH the glory cardiac days of perma-UNS).

I can fit all of the passives in the INV set, and the real issue is what pool powers do I take. Slotting is really an issue now as the three extra powers I get can't get any slots.

Last question - can you perma DP w/ haste and fully slotted?


 

Posted

Quote:
Originally Posted by Amazing_Brute View Post
Ahh the old tough and weave combo. I never liked using the powers and could never fit them into my build, but now I have the room. Is it possible to hit the soft def. cap and the S/L cap without them (I hate the idea of even MORE toggles).
Without at least tough, you'll not hit your Smash/Lethal resist cap, so I would highly suggest you take it. Weave can be skipped but you will need to pick up Maneuvers instead, otherwise you won't hit the soft capped defense.

Quote:
How much should I slot combat jumping (if at all)?
Slot that to your preference. I slotted it for extra HP and recharge.

Quote:
I can't get rid of UNST either, for nostalgia if nothing else (OH the glory cardiac days of perma-UNS).
You really won't need unstop. I know you want it for nostalgic reasons, but you really don't need it if you're running soft capped defense and capped S/L resistance.

Quote:
I can fit all of the passives in the INV set, and the real issue is what pool powers do I take. Slotting is really an issue now as the three extra powers I get can't get any slots.
I would highly recommend taking the passives, they are too good not to take. Pool powers, that is entirely up to you.

Quote:
Last question - can you perma DP w/ haste and fully slotted?
You can perma DP without hasten if you want, you just have to build up enough global recharge. But I have perma DP but I'm using the spiritual Incarnate ability to do so. And to be honest, I don't find myself using DP with capped defense and capped resist to S/L. So I use it as a heal if I need it.


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Posted

Quote:
Originally Posted by Amazing_Brute View Post
Ahh the old tough and weave combo. I never liked using the powers and could never fit them into my build, but now I have the room. Is it possible to hit the soft def. cap and the S/L cap without them (I hate the idea of even MORE toggles).
As Beefcake said, you need Tough to cap S/L resistance. You can soft-cap (with one in range of Invinc is the standard) without Weave, but it's more difficult and will take a substantially bigger investment in set IOs

Quote:
How much should I slot combat jumping (if at all)?
IMO, not more than a couple of slots unless you want a specific set bonus.

Quote:
I can't get rid of UNST either, for nostalgia if nothing else (OH the glory cardiac days of perma-UNS).
Your call, though you probably won't need it much if you go the soft-cap route. If you take it, it doesn't need more than a slot or two.

Quote:
I can fit all of the passives in the INV set, and the real issue is what pool powers do I take. Slotting is really an issue now as the three extra powers I get can't get any slots.
Pretty much all of my tanks get the Fighting Pool, most get CJ unless I want the Medicine Pool or something similar. Hasten is pretty much a must (for me anyway) then a travel power. On some tanks I go with an epic pool, some I don't, depending on how many open slots I have. Personally, I would definitely consider skipping either Unstop or ResEl if there's a pool power you really want but don't have room for.

Keep in mind that one of the benefits of set IOs is that you can often get away using fewer slots than you would with SOs. For instance, I rarely use more than 5 slots for an attack unless I need a 6-slot bonus or something similar; Dull Pain gets 5 Doctored Wounds slots instead of 6, etc. It'll be a challenge to be everything slotted, but it's doable.

Quote:
Last question - can you perma DP w/ haste and fully slotted?
Yes, you can if you accrue enough recharge bonuses. I've never bothered to do so, but it's an option.


My Characters

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

 

Posted

Here is a proposed build. Assuming that hero designer doesn't max out the inv def. bonus, I hit the s/l soft defense cap without multiple mobs in range. I didn't hit the s/l resistance cap, but even my current build (nowhere near the def. cap) I am generally O.K. unless I fight giant monsters. I can always pop uns if I have to. It is IO heavy (for the bonuses).

I might miss the healing pool. I could swap out manuever and AS for the healing pool. The only reason I took AS at 50 was for the IO set bonus (and it is a fun power - both for -fly and knockdown). I know that I don't have taunt, but between slotted provoke (for IO set bonus) gauntlet, invincibility, and taunt slotted attacks I should maintain aggro. I've never had a problem maintaining aggro without taunt (unless they significantly changed the aggro system since I 12)

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Brute: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Presence
Power Pool: Flight
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- GA-ResDam:50(A), GA-Res/Rech/End:50(3), GA-End/Res:50(3), GA-3defTpProc:50(5), GA-RechRes:50(5), GA-RechEnd:50(7)
Level 1: Jab -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg/Rng:50(7), Mocking-Taunt/Rchg:50(9), Mocking-Acc/Rchg:50(9), Mocking-Rchg:50(11), Mocking-Taunt/Rng:50(11)
Level 2: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(13), KntkC'bat-Dmg/EndRdx:35(15), Mocking-Acc/Rchg:50(15), Mocking-Rchg:50(17)
Level 4: Haymaker -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(19), T'Death-Dmg/Rchg:40(21), T'Death-Acc/Dmg/EndRdx:40(21), T'Death-Dmg/EndRdx/Rchg:40(23), T'Death-Dam%:40(23)
Level 6: Dull Pain -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(25), Numna-Heal/Rchg:50(25), Numna-Heal/EndRdx/Rchg:50(27), Numna-Heal:50(27), Numna-Regen/Rcvry+:50(29)
Level 8: Unyielding -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/Rchg:50(29), TtmC'tng-EndRdx:50(31), TtmC'tng-EndRdx/Rchg:50(31), TtmC'tng-ResDam/EndRdx/Rchg:50(31), TtmC'tng-ResDam:50(33)
Level 10: Combat Jumping -- LkGmblr-Def/EndRdx:50(A)
Level 12: Super Jump -- SprngFt-EndRdx/Jump:50(A)
Level 14: Maneuvers -- LkGmblr-Def/EndRdx:50(A)
Level 16: Provoke -- Mocking-Acc/Rchg:50(A), Mocking-Taunt/Rng:50(33), Mocking-Taunt/Rchg/Rng:50(33), Mocking-Taunt/Rchg:50(34)
Level 18: Invincibility -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(34), RedFtn-EndRdx/Rchg:50(34), RedFtn-Def/EndRdx/Rchg:50(36), RedFtn-Def:50(36), RedFtn-EndRdx:50(36)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Knock%:35(37), FrcFbk-Dmg/EndRdx/KB:50(39), FrcFbk-Rechg%:50(39)
Level 22: Resist Physical Damage -- ResDam(A)
Level 24: Resist Energies -- ResDam(A)
Level 26: Tough Hide -- DefBuff(A), DefBuff(39), DefBuff(40)
Level 28: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(40), GSFC-ToHit/Rchg/EndRdx:50(40), GSFC-Rchg/EndRdx:50(42), GSFC-Build%:50(42), GSFC-ToHit/EndRdx:50(42)
Level 30: Resist Elements -- S'fstPrt-ResDam/Def+:30(A)
Level 32: Unstoppable -- RechRdx(A)
Level 35: Intimidate -- N'mare-Fear/Rng:50(A), N'mare-Acc/Fear/Rchg:50(43), N'mare-Acc/Fear:50(43)
Level 38: Foot Stomp -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(43), Oblit-Dmg/Rchg:50(45), Oblit-Acc/Dmg/Rchg:50(45), Oblit-%Dam:50(45), Oblit-Acc/Dmg/EndRdx/Rchg:50(46)
Level 41: Invoke Panic -- Abys-Acc/Rchg:50(A), Abys-EndRdx/Fear:50(46), Abys-Acc/EndRdx:50(46), Abys-Fear/Rng:50(48), Abys-Dam%:50(48), Abys-Acc/Fear/Rchg:50(48)
Level 44: Conserve Power -- RechRdx(A)
Level 47: Physical Perfection -- EndMod(A)
Level 49: Air Superiority -- KntkC'bat-Dmg/EndRdx:35(A), KntkC'bat-Knock%:35(50), KntkC'bat-Acc/Dmg:35(50), KntkC'bat-Dmg/EndRdx/Rchg:35(50)
------------
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 -- Empty(A)
Level 2: Health -- Heal(A), Heal(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod(A), EndMod(19)

I know it is a non-standard build. The question isn't if it is ideal but rather is it playable.


 

Posted

1.) End really shouldn't be a problem, especially with inherent Stamina. Look at your slotting and see if you need more endurance reduction.

2.) Fitness is inherent when you respec. It's "learned" at level 2 with Rest and whatnot.

3.) Tanker Resistance cap is 90%. I can't remember if the defense cap is 50%, 90%, or doesn't exist. The softcap, though, is 45%.

4.) Do what you want with Hurl. It's really a preference thing - some people skip it entirely, some like an extra ranged attack.

5.) I never saw a need for the Presence pool, since Taunt is auto-hit.

6.) Yes. You can still only have 4 different power pools (not powers, but pools).

7.) www.cohplanner.com (Mids' character planner)

Quote:
Assuming that hero designer doesn't max out the inv def. bonus, I hit the s/l soft defense cap without multiple mobs in range.
Unless you adjust the value manually (the little slider in the power description), Mids' assumes one target in range for Invincibility.


 

Posted

Hmm, where to start. First of all, I'll go on the record by saying that I think you'd be much MUCH better off ditching the Presence Pool for Fighting. There's just no comparison on how much additional durability you'd get from Fighting compared to Presence.

Is this build playable? Sure, there're not many builds I'd consider "unplayable", but putting aside the lack of the Fighting Pool, this build is slotted VERY sub-optimally. You have many, many wasted slots in your Invul powers and some of your attacks are poorly slotted too.

From the top:

The only Glad Armor piece I'd bother to slot is the +Def, if you an afford it--it'll run at least 2 billion inf. Otherwise, you'd be much better off 4-slotting TI (and UY, for that matter) with Reactive Armor. Please note that because of ED, more than 4-slotting a def or resistance power is almost always a waste.

I wouldn't use Mocking Beratement in Jab, it leaves it underslotted for Accuracy and completely unslotted for damage. I'd go with another KC set if you need the S/L def and maybe Crushing Impact if you don't.

The two Mocking Beratement in Punch aren't doing that much for you either. I'd go the Mako's Acc/Dam/End/Rchg, or two Pounding Slugfest for the regen bonus.

Touch of Death is not a good set for typed defense--it gives primarily positional defense. See my comment on Jab; use another KC set or Crushing Impact.

Six-slotting Numina's is not a good choice for Dull Pain, the Regen/Recovery unique will only be active when DP is. Slot 2-4 Numina's--including the unique--in Health and 5 slot DP with Doctored Wounds.

As I mentioned earlier, 4 Reactive Armor would be a much better choice for UY than 6 Titanium Coating.

Combat Jumping doesn't need much end reduction; I'd slot it with the LotG +Recharge, the LotG Defense, or both.

Maneuvers DOES need end reduction. I'd add the LotG Def/End/Rchg and possibly the Def or +Recharge if you have the slots.

Take two of the slots pulled from another power and put two more MB slots in Provoke for the F/C def and recharge bonuses.

Red Fortune is also not a good choice for Invinc. I'd go with 4 LotG or Cytoskeletons isntead.

The Force Feedback Proc would be much better in Foot Stomp than in KoB. And as it is, KoB is underslotted for accuracy and damage. Add slots that give you some of both.

Normally I wouldn't recommend fully slotting RPD, but since you don't have Tough, I think you need to. Put another Reactive Armor set there.

IMO, Tough Hide should get another LotG set, or if you're worred about endurance, a Gift of the Ancients set.

The Gaussian's set bonuses are nice, but that's a lot of slots you may need elsewhere.

Obliteration is a poor choice for Foot Stomp; it's low in end reduction and the S/L bonus is not great for 6 slots. You'd be better off using 3-4 slots of Eradication, another set IO for some end reduction, and the FF +Recharge.

Is Air Sup going to be used, or is a set mule? If you're going to use it, I'd add another slot.

Stamina and Physical Perfection are underslotted. I'd at least use two 50 EndMod commons, though adding the Perf Shifter +End would also be a good idea.

Here's your build re-slotted with my recommendations. It's now soft-capped to E/NE as well as S/L, the attacks are fully slotted and it has significantly higher regen and recharge.

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Brute: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Energy 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: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(7), KntkC'bat-Dmg/Rchg:35(9), Mako-Acc/Dmg/EndRdx/Rchg:50(9)
Level 2: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(13), Mako-Acc/Dmg/EndRdx/Rchg:50(15)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(15), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(21), Mako-Acc/Dmg/EndRdx/Rchg:50(21)
Level 6: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Rchg:50(11), Dct'dW-EndRdx/Rchg:50(25), Dct'dW-Heal/Rchg:50(25), Dct'dW-Heal:50(27)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(29), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam:40(31)
Level 10: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(17)
Level 12: Super Jump -- SprngFt-EndRdx/Jump:50(A)
Level 14: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(31), LkGmblr-Rchg+:50(33)
Level 16: Provoke -- Mocking-Acc/Rchg:50(A), Mocking-Taunt/Rng:50(33), Mocking-Taunt/Rchg/Rng:50(33), Mocking-Taunt/Rchg:50(34), Mocking-Taunt:50(36), Mocking-Rchg:50(36)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(34), LkGmblr-Def:50(34), LkGmblr-Rchg+:50(36)
Level 20: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(37), C'ngImp-Dmg/Rchg:50(37), C'ngImp-Acc/Dmg/EndRdx:50(37), BasGaze-Acc/Rchg:30(39), BasGaze-EndRdx/Rchg/Hold:30(39)
Level 22: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(23), RctvArm-ResDam:40(27)
Level 24: Resist Energies -- GA-3defTpProc:50(A)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(39), LkGmblr-Rchg+:50(40)
Level 28: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(40), GSFC-ToHit/Rchg/EndRdx:50(40), GSFC-Rchg/EndRdx:50(42), GSFC-Build%:50(42), GSFC-ToHit/EndRdx:50(42)
Level 30: Resist Elements -- S'fstPrt-ResDam/Def+:30(A)
Level 32: Unstoppable -- RechRdx-I:50(A)
Level 35: Intimidate -- N'mare-Fear/Rng:50(A), N'mare-Acc/Fear/Rchg:50(43), N'mare-Acc/Fear:50(43)
Level 38: Foot Stomp -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(43), Erad-Acc/Dmg/Rchg:30(45), Erad-Acc/Dmg/EndRdx/Rchg:30(45), M'Strk-Acc/Dmg/EndRdx:50(45), FrcFbk-Rechg%:50(46)
Level 41: Invoke Panic -- Abys-Acc/Rchg:50(A), Abys-EndRdx/Fear:50(46), Abys-Acc/EndRdx:50(46), Abys-Fear/Rng:50(48), Abys-Dam%:50(48)
Level 44: Hurl -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(48), Thundr-Dmg/Rchg:50(50), Thundr-Acc/Dmg/Rchg:50(50)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-End%:50(50)
------------
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-Regen/Rcvry+:50(A), Numna-Heal:50(17), Numna-Heal/EndRdx:50(29)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(11), P'Shift-End%:50(19)
------------
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)
  • 24.8% Defense(Smashing)
  • 24.8% Defense(Lethal)
  • 10.4% Defense(Fire)
  • 10.4% Defense(Cold)
  • 21% Defense(Energy)
  • 21% Defense(Negative)
  • 6% Defense(Psionic)
  • 17.3% Defense(Melee)
  • 15.4% Defense(Ranged)
  • 10.1% Defense(AoE)
  • 3.6% Max End
  • 32% Enhancement(Accuracy)
  • 4.4% Enhancement(Terrorized)
  • 4% Enhancement(Heal)
  • 48.8% Enhancement(RechargeTime)
  • 15% FlySpeed
  • 316.2 HP (16.9%) HitPoints
  • 15% JumpHeight
  • 15% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 13.8%
  • MezResist(Terrorized) 2.2%
  • 4.5% (0.08 End/sec) Recovery
  • 52% (4.06 HP/sec) Regeneration
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 15% RunSpeed

Code:
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|-------------------------------------------------------------------|


My Characters

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

 

Posted

Oh, forgot to mention, since it seemed like Air Sup was just a set mule, I dropped it for Hurl. The advantage of Hurl (besides being a ranged attack, which you don't have otherwise) is that you can slot it for a decent E/NE def bonus. If you prefer LBE you can always take that instead and slot it the same way.


My Characters

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

 

Posted

Quote:
Originally Posted by Jagged View Post
My things have changed if my favourite Super Strength companion attach, Air Superiority is now considered a set mule!
Not by everyone, certainly, but taking it at 49 suggested to me that it wasn't going to be a critical part of his attack chain.


My Characters

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

 

Posted

Thanks for the slotting suggestions.

With multiple builds I tried a build with the fighting pool. Too many toggles. I'll still have it availible for when I need it. Of couse slotting both with IOs will be expensive

AS is a great attack. Knockdown is ALWAYS cool, a form of soft control, and damage mitigation. The only reason I have it at 50 is laziness (an afterthought). I would probably squeeze it in much earlier for those times I'm exemplered.


 

Posted

Quote:
Originally Posted by Amazing_Brute View Post
Thanks for the slotting suggestions.

With multiple builds I tried a build with the fighting pool. Too many toggles. I'll still have it availible for when I need it. Of couse slotting both with IOs will be expensive
It would be hugely LESS expensive to get Weave, since you could ditch the GA +Def IO and save 2 billion right there. And although it's nice to use set IOs for Tough and Weave, it's by no means required.

Also, "too many toggles" seems like a rather arbitrary decision given that it would only be one more toggle than you have now--there'd be absolutely no reason to have Maneuvers with Weave. Besides, IME it's not the *number* of toggles, but whether they make you more effective and whether you can handle the end cost.

Quote:
AS is a great attack. Knockdown is ALWAYS cool, a form of soft control, and damage mitigation. The only reason I have it at 50 is laziness (an afterthought). I would probably squeeze it in much earlier for those times I'm exemplered.
AS *is* a great attack. If you want to keep it, I'd suggest dropping Punch or Haymaker, taking AS early and five-slotting it. Honestly, four ST attacks should be plenty, and that way you'd have room for a ranged attack and can stay soft-capped to E/NE.


My Characters

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