Elec/Stone/Soul build review and help..


Colossal

 

Posted

Hey all I've been looking for my newest project and since Tanks did not get Broadsword or Katana in the newest round of proliferation I've decided on an Elec/Stone/Soul Tank. However I've been having some trouble coming up with a build that suites all my tastes and would hope for some tips on how to achieve the goals.

Notes/Goals on the build:
Would like to keep the recharge around +50%
Hoping to have S/L/E/NE at 32.5% Defense
Would be open to slot Kinetic Combats (would just take awhile to get them through merits)
Do not want to sacrifice much of the +HP bonuses, but would be willing to sacrifice some Regen.
Many attacks are a bit underslotted and would love a way to fix that while achieving my goals.

Questions of the build:
Tremor...should I be leaving it out?
Alpha slot, cardiac for the +resistance or spiritual for the +recharge?
Destiny slot, rebirth or barrier?

Other than that any comments and critiques are greatly appreciated

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

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5)
Level 1: Stone Fist -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(11), S'ngH'mkr-Dmg/Rchg(13), S'ngH'mkr-Dmg/EndRdx/Rchg(13)
Level 2: Stone Mallet -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(15), S'ngH'mkr-Dmg/Rchg(15), S'ngH'mkr-Dmg/EndRdx/Rchg(17)
Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
Level 6: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11)
Level 8: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Energize -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(34), Dct'dW-Rchg(34)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Heavy Mallet -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(17), S'ngH'mkr-Dmg/Rchg(19), S'ngH'mkr-Dmg/EndRdx/Rchg(19)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Fault -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(40), Stpfy-Stun/Rng(40), Stpfy-Acc/Stun/Rchg(40)
Level 22: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(23), Mocking-Taunt/Rchg/Rng(23), Mocking-Acc/Rchg(25), Mocking-Taunt/Rng(27), Mocking-Rchg(27)
Level 24: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(25)
Level 26: Power Sink -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(43), Efficacy-EndMod(45), Efficacy-Acc/Rchg(45)
Level 28: Lightning Field -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(29), Erad-Dmg(29), Erad-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Dmg/EndRdx(31)
Level 30: Boxing -- Empty(A)
Level 32: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33)
Level 35: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/Rchg(36), LkGmblr-Def/EndRdx/Rchg(36)
Level 38: Seismic Smash -- P'ngFist-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(45), P'ngFist-Acc/Dmg/Rchg(46), P'ngFist-Acc/Dmg/EndRdx/Rchg(46), Mako-Acc/EndRdx/Rchg(48), Mako-Dmg/Rchg(50)
Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(46), DarkWD-ToHitdeb/Rchg/EndRdx(50), DarkWD-ToHitDeb(50)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(48), LkGmblr-Def(48)
Level 49: Power Surge -- RechRdx-I(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: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(34), Numna-Regen/Rcvry+(37), RgnTis-Regen+(37)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37), Efficacy-EndMod/Acc(39), Efficacy-EndMod/EndRdx(39)



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Posted

First off i would switch out the smashing haymaker with kinitic kombats for mor def like this.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13)
Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
Level 6: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11)
Level 8: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Energize -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(34), Dct'dW-Rchg(34)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(19)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Fault -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(40), Stpfy-Stun/Rng(40), Stpfy-Acc/Stun/Rchg(40)
Level 22: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(23), Mocking-Taunt/Rchg/Rng(23), Mocking-Acc/Rchg(25), Mocking-Taunt/Rng(27), Mocking-Rchg(27)
Level 24: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(25)
Level 26: Power Sink -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(43), Efficacy-EndMod(45), Efficacy-Acc/Rchg(45)
Level 28: Lightning Field -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(29), Erad-Dmg(29), Erad-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Dmg/EndRdx(31)
Level 30: Boxing -- Acc-I(A)
Level 32: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33)
Level 35: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/Rchg(36), LkGmblr-Def/EndRdx/Rchg(36)
Level 38: Seismic Smash -- P'ngFist-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(45), P'ngFist-Acc/Dmg/Rchg(46), P'ngFist-Acc/Dmg/EndRdx/Rchg(46), Mako-Acc/EndRdx/Rchg(48), Mako-Dmg/Rchg(50)
Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(46), DarkWD-ToHitdeb/Rchg/EndRdx(50), DarkWD-ToHitDeb(50)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(48), LkGmblr-Def(48)
Level 49: Power Surge -- RechRdx-I(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: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(34), Numna-Regen/Rcvry+(37), RgnTis-Regen+(37)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37), Efficacy-EndMod/Acc(39), Efficacy-EndMod/EndRdx(39)



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Posted

Yeah I pretty much knew that was coming. This gave me the idea to put Kinetic Combats in SF and SM so I could have S/L over 32.5% and move a slot out of Manuevers and into HM which allowed to 5 slot it with Crushing Impacts so it was no longer underslotted. Still I'm left with only 30.3% E/NE which is less than what I had hoped.


 

Posted

One of the great things about Electric Armor is that you don't have to worry about endurance management too much. Your heal provides a pretty nice endurance discount for 30 seconds and can be made permanent with enough recharge bonus. However, it is unlikely that you would obtain that much recharge without sacrificing defense.

I would definitely suggest the Cardiac Alpha. Even though you don't need endurance reduction, it makes it possible to reach the S/L resistance hard cap. Recharge, damage, and accuracy are not as useful as being able to survive better against the most common damage types in the game, in my opinion.

I think you should slot for the build you want instead of planning for Smashing Haymakers. Changing the build to work with Kinetic Combats after you made it work with Smashing Haymakers is probably going to require moving slots around to get the most out of your build.

I'm not sure why you would skip Tremor. I have never played Stone Melee, but I think it would be better to have two AoE knockdowns than just one. I guess it isn't a 100% chance to knock down, unlike Fault. You definitely don't need Build Up on a Tanker.

Darkest Night is not a good choice unless you are only using it to mule a set. Anything higher level than you, or higher ranked will resist the debuff so much that it isn't worth using. A +4 AV resists 85% of the debuff. Dark Obliteration acts as a ranged AoE taunt.

Here's my stab at it. Note that the slotting of toggles is light on endurance reduction because you have Cardiac and Energize. This may not be easy to play when exemplaring. I also removed Build Up so I could push the build closer to the S/L resistance cap without using a 3% resistance IO that costs 3 billion INF.

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Posted

Quote:
Originally Posted by Syntax42 View Post
Darkest Night is not a good choice unless you are only using it to mule a set. Anything higher level than you, or higher ranked will resist the debuff so much that it isn't worth using. A +4 AV resists 85% of the debuff. Dark Obliteration acts as a ranged AoE taunt.
Unless, you know, you wanted the unresistable 21% -damage effect. Or the nice 25 foot radius toggle that aggros things.

I'm not saying there aren't other viable choices out there, but Darkest Night is the reason to take Soul Mastery.


Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.

-Don't just rebel, build a better world, comrade!

 

Posted

Quote:
Originally Posted by Syntax42 View Post
One of the great things about Electric Armor is that you don't have to worry about endurance management too much. Your heal provides a pretty nice endurance discount for 30 seconds and can be made permanent with enough recharge bonus. However, it is unlikely that you would obtain that much recharge without sacrificing defense.

I would definitely suggest the Cardiac Alpha. Even though you don't need endurance reduction, it makes it possible to reach the S/L resistance hard cap. Recharge, damage, and accuracy are not as useful as being able to survive better against the most common damage types in the game, in my opinion.

I think you should slot for the build you want instead of planning for Smashing Haymakers. Changing the build to work with Kinetic Combats after you made it work with Smashing Haymakers is probably going to require moving slots around to get the most out of your build.
Actually when i twiddled around on his build i did not move any slots and I switched out the smashing haymakers for the Kinetic combats with no problem to give him better defense since both u need is 4 to get the s/l bonus on it. And why should a tank not take build up?


 

Posted

Here are my thoughts.

You can use the perfect zinger set in Taunt for more S/L and some more regen you only really lose a bit of recharge.

You can also slot taunt sets in power sink, I have mine 4 slotted with mocking beratement and 2 Efficiency Adapter, and it still drains great and helps keep agro.

I also only have Stamina 2 slotted and have no end problems, I do have Cardiac though.

You could probably drop power surge and pick up dark obliteration you will get more use out the power and some great sets to slot in it.

Darkest night is a great power for that extra survivability, or I love it to pull extra mobs over to you.


Freedom Server - Main = Lil Bug & way too many alts to list

 

Posted

Yeah I'm definitely keeping Darkest Night even though the To-Hit Debuff can be minimal. Other than that thanks for the great responses and I decided to go Rebirth for the Destiny Slot in the final build. Just kinda tinkered with the build you gave me Syntax, lost about 2% resistance to S/L (I can live with that) and in return slotted up some of the attacks and Lightning Field a little better. Hit my goals and isn't too expensive given merits and what not. Thanks for the help guys

Here's the goal build in case anyone is interested:

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

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), ResDam-I(9)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19), P'ngS'Fest-Acc/Dmg(48)
Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
Level 6: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(27)
Level 8: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(11)
Level 12: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(19), Dct'dW-Heal/Rchg(21), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal(36)
Level 14: Super Jump -- Empty(A)
Level 16: Heavy Mallet -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(37), P'ngS'Fest-Dmg/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(43), C'ngImp-Acc/Dmg/Rchg(48)
Level 18: Lightning Reflexes -- Empty(A)
Level 20: Fault -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(46), Stpfy-Acc/EndRdx(46), Stpfy-Stun/Rng(50), Stpfy-Acc/Stun/Rchg(50)
Level 22: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(34), Mocking-Rchg(34)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(37), Efficacy-EndMod(50)
Level 28: Lightning Field -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Rchg(29), M'Strk-Dmg/EndRdx(31)
Level 30: Boxing -- Empty(A)
Level 32: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), ResDam-I(34)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 38: Seismic Smash -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-Acc/Hold(39), BasGaze-EndRdx/Rchg/Hold(39), Dmg-I(40), Dmg-I(40)
Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(45), DarkWD-ToHitDeb/EndRdx(45), DarkWD-Rchg/EndRdx(45)
Level 47: Build Up -- RechRdx-I(A)
Level 49: Power Surge -- RechRdx-I(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 50: Reactive Radial Flawless Interface
Level 50: Rebirth Radial Epiphany
------------
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 -- Numna-Regen/Rcvry+(A), Numna-Heal(13), Numna-Heal/EndRdx(46), RgnTis-Regen+(48)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9)



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Posted

Now the problem with your build is that you will be using more end then your recovery thats not good.


 

Posted

Huh? I'm not sure where your getting those numbers from but in Mids with that build I'm showing 2.81 end recovered/sec and 2.16 end used/sec (maybe you had stamina turned off?) This is before you account for the cardiac alpha and +end from accolades. Plus that on top of the ability to use Power Sink every 25ish seconds and this guy will be a marathon runner.

EDIT: Not to mention the endurance discount given by energize.


 

Posted

Quote:
Originally Posted by Colossal View Post
Huh? I'm not sure where your getting those numbers from but in Mids with that build I'm showing 2.81 end recovered/sec and 2.16 end used/sec (maybe you had stamina turned off?) This is before you account for the cardiac alpha and +end from accolades. Plus that on top of the ability to use Power Sink every 25ish seconds and this guy will be a marathon runner.

EDIT: Not to mention the endurance discount given by energize.
Ba I was looking at the % not the other one.


 

Posted

Quote:
Originally Posted by Colossal View Post
Huh? I'm not sure where your getting those numbers from but in Mids with that build I'm showing 2.81 end recovered/sec and 2.16 end used/sec (maybe you had stamina turned off?) This is before you account for the cardiac alpha and +end from accolades. Plus that on top of the ability to use Power Sink every 25ish seconds and this guy will be a marathon runner.

EDIT: Not to mention the endurance discount given by energize.
The endurance used number does not include endurance used in your attacks, it's just toggles. Since attacks are by far the biggest endurance users you have, less than 1 end/sec is really too small a margin for sustained attacking. The fact that you have Energize and Power Sink will definitely help, but many players would prefer to have a bigger spread between those numbers. With the Cardiac you should be okay, though.

I reworked your build, replacing Stone Mallet with Tremor, adding slots to Stone Fist and Heavy Mallet (they were underslotted for accuracy and damage) and made a few other minor changes. It now has over 32% S/L/E/NE defense and IMO the attacks are slotted better.

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(5)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:30(9), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/EndRdx/Rchg:30(11), Mako-Acc/Dmg/EndRdx/Rchg:50(50)
Level 2: Conductive Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(5), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(7)
Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/EndRdx/Rchg:30(13), KntkC'bat-Dmg/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:30(15)
Level 6: Static Shield -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/EndRdx/Rchg:50(9), Aegis-ResDam:50(31)
Level 8: Grounded -- S'fstPrt-ResDam/Def+:30(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(48)
Level 12: Energize -- Dct'dW-EndRdx/Rchg:50(A), Dct'dW-Heal/Rchg:50(21), Dct'dW-Heal/EndRdx/Rchg:50(21), Dct'dW-Heal:50(34), Dct'dW-Rchg:50(34)
Level 14: Super Jump -- Winter-ResSlow:50(A)
Level 16: Lightning Field -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(17), Erad-Dmg:30(17), Sciroc-Acc/Dmg/EndRdx:50(19), Sciroc-Dmg/EndRdx:50(19)
Level 18: Lightning Reflexes -- Run-I:50(A)
Level 20: Fault -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(39), Stpfy-KB%:30(39), Stpfy-Acc/EndRdx:50(40), Stpfy-Stun/Rng:50(40), Stpfy-Acc/Stun/Rchg:50(40)
Level 22: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(23), Mocking-Taunt/Rchg/Rng:50(23), Mocking-Acc/Rchg:50(25), Mocking-Taunt/Rng:50(27), Mocking-Rchg:50(27)
Level 24: Build Up -- Rec'dRet-Pcptn:20(A), Rec'dRet-ToHit/Rchg:20(25)
Level 26: Power Sink -- Efficacy-EndMod/Acc/Rchg:50(A), Efficacy-EndMod/Rchg:50(29), Efficacy-Acc/Rchg:50(29), Efficacy-EndMod:50(31)
Level 28: Boxing -- Acc-I:50(A)
Level 30: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam/EndRdx:40(45), RctvArm-ResDam/Rchg:40(45)
Level 32: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def/Rchg:50(33), LkGmblr-Def/EndRdx/Rchg:50(33)
Level 35: Tremor -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(36), Erad-Acc/Dmg/Rchg:30(36), Erad-Acc/Dmg/EndRdx/Rchg:30(36), M'Strk-Acc/Dmg/EndRdx:50(43)
Level 38: Seismic Smash -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(45), C'ngImp-Dmg/Rchg:50(46), C'ngImp-Acc/Dmg/Rchg:50(46), C'ngImp-Dmg/EndRdx/Rchg:50(48)
Level 41: Gloom -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(43)
Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx:50(A), DarkWD-Rchg/EndRdx:50(46), DarkWD-ToHitdeb/Rchg/EndRdx:50(50), DarkWD-ToHitDeb:50(50)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(48)
Level 49: Power Surge -- RechRdx-I:50(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: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(34), Numna-Regen/Rcvry+:50(37), RgnTis-Regen+:30(37)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(37), Efficacy-EndMod/EndRdx:50(39)
------------
Set Bonus Totals:
  • 18.6% Defense(Smashing)
  • 18.6% Defense(Lethal)
  • 9.25% Defense(Fire)
  • 9.25% Defense(Cold)
  • 18.3% Defense(Energy)
  • 18.3% Defense(Negative)
  • 3% Defense(Psionic)
  • 10.8% Defense(Melee)
  • 14.9% Defense(Ranged)
  • 6.13% Defense(AoE)
  • 5.4% Max End
  • 4% Enhancement(Heal)
  • 3% Enhancement(Stun)
  • 23% Enhancement(Accuracy)
  • 43.8% Enhancement(RechargeTime)
  • 4% FlySpeed
  • 281.1 HP (15%) HitPoints
  • 4% JumpHeight
  • 4% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 11%
  • MezResist(Terrorized) 2.2%
  • 20% Perception
  • 10% (0.17 End/sec) Recovery
  • 62% (4.84 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 9% RunSpeed

Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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My Characters

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

 

Posted

Hmmm some interesting ideas there. I really don't want to substitute tremor in though because it's such a slow attack (nearly a 3.5 second animation time with Arcanatime) and has meh damage. I do much rather like your slotting of the attacks however and am going to try to fit in those extra slots.

My /Energy Aura brute has nearly identical consumption and recovery rates for endurance not even factoring in attacks (I know they're they most endurance taxing thing) and I never have endurance problems just because of Energy Drain alone. A full blue bar every 25 seconds and it really doesn't matter what else your doing, if you pay attention you'll never detoggle.

One other thing, the chance for knockback proc in fault would be rather annoying, I don't want 20% of the group to go flying away from me.


 

Posted

Quote:
Originally Posted by Colossal View Post
Hmmm some interesting ideas there. I really don't want to substitute tremor in though because it's such a slow attack (nearly a 3.5 second animation time with Arcanatime) and has meh damage. I do much rather like your slotting of the attacks however and am going to try to fit in those extra slots.
Hmm, I'd almost always take an AoE attack over a ST one unless the AoE is really terrible, and Tremor is not.

Quote:
One other thing, the chance for knockback proc in fault would be rather annoying, I don't want 20% of the group to go flying away from me.
Darn it, you're right, I forgot the 6th Stupfy is the KB proc. I wouldn't want that either.

Well something like this would work with Tremor:

Code:
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|-------------------------------------------------------------------|
If you really want Stone Mallet instead, this would work, though it requires pulling the 6th slot from Taunt and losing the 7.5% recharge bonus. Of course, you could get the slot from someplace else. (Stone Mallet's at 35 because I was too lazy to move it.)

Code:
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My Characters

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

 

Posted

I think I'm basing my anti-Tremor mentality off of my old Stone brute where it's all about damage and DPS, for a tanker the more important thing is definitely the mitigation Tremor would provide. Besides I'll have gloom to fill the gap left by not having SM. Guess I won't know till I try it.

Anyways thanks for the input, I've been doing some tinkering and have changed a few things based off your builds (looks more like yours than it does my old one really).