Quick question + Elec/Elec build
Yes. The LotG's are global bonuses, and are always active, as opposed to Procs which need to be in a power being used.
Why are you taking the concealment pool? Tanks need to be seen to be of effect, and stealth is a big end hog, not to mention invisibility u can not do anything with it. Btw can u data chunk it? can not see it.
Why are you taking the concealment pool? Tanks need to be seen to be of effect, and stealth is a big end hog, not to mention invisibility u can not do anything with it. Btw can u data chunk it? can not see it.
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I do not plan to use them, just have them to slot in the Luck of the gambler 7.5% recharge bonus.
also i do not know how to find the hex code, but the top of the export has link that downloads the file
Ok data chunk added.
Ok first off you are no where near SC, second off you are over your limit on some of your stuff, 5 is the most you can get out of it. When you do a build look at the view totals to help you get close to SC on s/l which is 45% Also look at view active sets when you see it in red it means its at its cap. I am not an expert on mids, but I try to do that and build my builds looking at those 2 things. You also missed power sink and power surge, Power sink helps u get your end back.
you said SC for S/L is 45% I am at 70% so is that a waste?
also when you said 5 is the most you can get out of it, what are you referring too.
The devs put a 5 set bonus limit on all IO sets. So if you can only slot for 5% recharge bonus 5 times and still get that bonus. If you slot the same size bonus six times the 6th bonus wont get added to the 1st 5 bonuses. It means you need to slot 5x5%, 5x6.5% and so forth. Also LSK was mentioning defence. Your no where near the defnce softcap. What you thought he ment was 70% resistance which is different. I suggest you read my guide "softcapping electric armor" there is some good info in there about the difference about def and resistance.
LSK also mentioned that you didnt have power sink. I highly advise you take this power. It will drain endurance of up to 10 foes and restore your own. Its a great tool to deal with mass mobs of aggro on your tank
I dont really know what to say
Electric Armour and the Soft cap
Electric Armour and the 1st 20 levels
Thundra Knight
click here for You want the best TANK!? I'll let you decicde!
If u do not know where to look for it here is the link http://boards.cityofheroes.com/showthread.php?t=261846, also untold I see that u updated it the last time I looked at them it was still pre i19. ( I guess I should check the others out as well).
If u do not know where to look for it here is the link http://boards.cityofheroes.com/showthread.php?t=261846, also untold I see that u updated it the last time I looked at them it was still pre i19. ( I guess I should check the others out as well).
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I dont really know what to say
Electric Armour and the Soft cap
Electric Armour and the 1st 20 levels
Thundra Knight
click here for You want the best TANK!? I'll let you decicde!
LSK also mentioned that you didnt have power sink. I highly advise you take this power. It will drain endurance of up to 10 foes and restore your own. Its a great tool to deal with mass mobs of aggro on your tank
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Power Sink is such an invaluable tool to have, even if you don't need the endurance, you can still use it and drain the endurance out of your enemies. If they haven't got the endurance, they can't hit you with their big attacks, and it helps you take less damage over all. Its the gold standard of electric armour.
Your 70% is your S/L resistance. There is no soft cap (SC) for resistance. The hard cap for resistance on a tank is 90%.
A softcap is a point at which adding more of something will have no effect. The most common usage for that term is when referring to defense.
An even con minion has a base 50% chance to hit you. Now, the game will not allow that chance to hit to fall below 5% (or go above 95%), so no matter what you do an enemy will always have a 5% chance to hit you. Since their chance to hit you can't drop below 5%, that means the effective soft cap for defense is 45%. Once you reduce an enemy's chance to hit you to 5%, adding more defense does you no good at all.
also when you said 5 is the most you can get out of it, what are you referring too. |
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
My first impression of the OP's build is that a heck of a lot of influence will be spent for no good reason. Please keep in mind that PvP and purple IOs aren't always the best choices for a high-end build, often there are much better and more useful options for a lot less influence.
For instance, the only Glad Armor IO that I'd recommend for this build is the +Def unique if you can get your hands on one. Be sure to slot a Steadfast +Def IO as well. Currently your resistance powers are very underslotted, and you'd be much better off 4-sloting the much cheaper Reactive Armor sets in them for the S/L and E/NE defense bonuses.
And I agree with the other comments; drop the concealment pool and pick up Power Sink instead. I'd also recommend Leadership as your 4th power pool; Maneuvers can take a LotG +Recharge and give you some additional defense as well.
Stamina and Physical Perfection are very overslotted for End Mod. Remember, anything above the equivalent of 3 SOs of the same type in a power are essentially wasted.
Although high recharge is nice, it doesn't add that much survivability. I'd take a good look at untoldhero's guide to soft-capping an ELA, that strategy will serve you much better than the build you posted.
Oh, and if you want to check to see if a build has set bonuses over the "Rule of 5", go to Windows -> "Sets and Bonuses" in Mids'. Excess bonuses will be highlighted in red.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
[/Quote]
Oh, and if you want to check to see if a build has set bonuses over the "Rule of 5", go to Windows -> "Sets and Bonuses" in Mids'. Excess bonuses will be highlighted in red.[/QUOTE]
I didnt know that thanks for the tip finduilas
I dont really know what to say
Electric Armour and the Soft cap
Electric Armour and the 1st 20 levels
Thundra Knight
click here for You want the best TANK!? I'll let you decicde!
I didnt know that thanks for the tip finduilas |
You're welcome, glad to help.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
The Rule of 5 means that you can have 5 set bonuses of 1 kind. Example 5 1.5% health, but you can still also have 5 1.88% health bonuses also on the same build. Not a total of 5 healthbonused
One thing that may get confusing about the rule of 5 is that you can have up to 10 of 1.875% S/L defense (or other types) without breaking it. If you get five sets that add 1.875% S/L defense and .938% Melee defense, you can still gain the benefit of sets that add 3.75% melee defense and 1.875% S/L defense because they are different bonuses. Slotting using that method is far from optimal, though. You end up spending excessive slots on the set bonus that gives more of the type of defense you are not going for. So, if you want S/L defense, slotting a set that adds more melee defense than S/L ends up using more slots per point of defense for the useful S/L you are gaining.
Electric Armor is an amazing set for Tankers. It is the only set that can compete with Invulnerability and Stone Armor for raw mitigation of damage. If built right, it can reach the S/L resistance hard-cap and easily reach the energy resistance hard-cap. Those damage types are significant because they are far more common than any other damage type in the game, especially at 50. The Cardiac Alpha helps greatly if you are aiming for that. Adding defense on top of resistance-capped characters produces a character you will believe is invincible.
I just recently started playing again and was starting to do some planning. My question is will my toon get the 7.5% Recharge from Luck of the Gambler if I put it on 3 abilities I do not plan on using at all? These are Stealth, Grant Invis, and Invis.
Here is my build. I tried to get as much recharge as possible to have hasten and energize as always/as close to as always on. Please suggest any changes you see fit.
http://www.cohplanner.com/
Click this DataLink to open the build!
KazoWAR: Level 50 Mutation Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Electrical Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Charged Armor -- GA-ResDam(A), GA-End/Res(5)
Level 1: Charged Brawl -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Dmg/EndRdx/Rchg(9)
Level 2: Lightning Field -- Oblit-Dmg(A), Oblit-%Dam(21), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-Acc/Dmg/Rchg(37)
Level 4: Conductive Shield -- GA-ResDam(A), GA-End/Res(5)
Level 6: Static Shield -- GA-ResDam(A), GA-End/Res(7)
Level 8: Grounded -- GA-ResDam(A), GA-End/Res(9)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(33)
Level 12: Energize -- Panac-Heal(A), Panac-Heal/EndRedux(13), Panac-EndRdx/Rchg(13), Panac-Heal/Rchg(15), Panac-Heal/EndRedux/Rchg(15), RechRdx-I(45)
Level 14: Super Jump -- Jump-I(A)
Level 16: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(19), Mocking-Taunt/Rchg/Rng(19), Mocking-Acc/Rchg(37), Mocking-Taunt/Rng(40), Mocking-Rchg(46)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21)
Level 22: Boxing -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(23), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/Rchg(27)
Level 24: Tough -- GA-ResDam(A), GA-End/Res(25)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36)
Level 28: Thunder Strike -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(29), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31)
Level 30: Chain Induction -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(31), Hectmb-Acc/Rchg(36), Hectmb-Dmg/EndRdx(40), Hectmb-Acc/Dmg/Rchg(43), Hectmb-Dam%(43)
Level 32: Stealth -- LkGmblr-Rchg+(A)
Level 35: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 38: Lightning Rod -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(40), Armgdn-Dam%(50)
Level 41: Focused Accuracy -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(42), AdjTgt-ToHit/Rchg(42), AdjTgt-ToHit/EndRdx/Rchg(42), AdjTgt-EndRdx/Rchg(43)
Level 44: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(46)
Level 47: Physical Perfection -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(48), Efficacy-Acc/Rchg(48), Efficacy-EndMod/Acc/Rchg(48), Efficacy-EndMod/Acc(50), Efficacy-EndMod/EndRdx(50)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(17), Panac-Heal/Rchg(17), Panac-Heal/EndRedux/Rchg(34), Panac-Heal(34), Panac-Heal/+End(36)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(11), Efficacy-EndMod/Acc/Rchg(11), Efficacy-Acc/Rchg(33), Efficacy-EndMod/Acc(33), Efficacy-EndMod/EndRdx(34)
Level 4: Ninja Run
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Set Bonus Totals: