Third party view on my F/F Tank


Caulderone

 

Posted

Greetings CoX community! I have spent many years playing this game and to this day I still go back to my first character, my beloved Fire/Fire tank. I've worked on various versions of him throughout the past 5 years and I feel like I have finally made him as formidable (as of the moment who knows what the devs have planned for end game content in the future!) as he can be. I do enjoy the build but run into minor snags here and there in relation to endurance towards the end of long multi wave fights. All thoughts are appreciated and criticisms are welcomed.

Here is the build as it stands in game today.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Blazing Aura -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(3), Oblit-Dmg/Rchg:50(3), Oblit-Acc/Dmg/Rchg:50(5), Oblit-Acc/Dmg/EndRdx/Rchg:50(5), Oblit-%Dam:50(7)
Level 1: Scorch -- Dmg-I:50(A)
Level 2: Fire Sword -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(7), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/EndRdx:50(9), C'ngImp-Dmg/EndRdx/Rchg:50(11)
Level 4: Healing Flames -- Tr'ge-EndRdx/Rchg:30(A), Tr'ge-Heal/EndRdx/Rchg:30(11), Numna-Heal:50(13), Numna-Heal/EndRdx:50(13), Numna-EndRdx/Rchg:50(15), Numna-Heal/EndRdx/Rchg:50(15)
Level 6: Combustion -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(17), Oblit-Dmg/Rchg:50(17), Oblit-Acc/Dmg/Rchg:50(19), Oblit-Acc/Dmg/EndRdx/Rchg:50(19), Oblit-%Dam:50(21)
Level 8: Consume -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(21), Oblit-Dmg/Rchg:50(23), Oblit-Acc/Dmg/Rchg:50(23), Oblit-Acc/Dmg/EndRdx/Rchg:50(25)
Level 10: Taunt -- Taunt-I:50(A)
Level 12: Fire Shield -- GA-ResDam:50(A), GA-Res/Rech/End:50(25), GA-End/Res:50(27), GA-RechRes:50(27), GA-3defTpProc:50(29)
Level 14: Plasma Shield -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(29), ImpArm-ResPsi:40(31), ImpArm-ResDam/EndRdx/Rchg:30(31), S'fstPrt-ResDam/Def+:30(31)
Level 16: Boxing -- Empty(A)
Level 18: Tough -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(33), S'fstPrt-ResKB:30(33)
Level 20: Weave -- RedFtn-Def:50(A), RedFtn-EndRdx:50(33), RedFtn-Def/EndRdx:50(34), RedFtn-Def/Rchg:50(34), LkGmblr-Rchg+:50(34)
Level 22: Super Jump -- Zephyr-ResKB:50(A)
Level 24: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(36)
Level 26: Burn -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(37), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-%Dam:50(37)
Level 28: Fire Sword Circle -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(40)
Level 30: Fiery Embrace -- RechRdx-I:50(A)
Level 32: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(40), GSFC-Rchg/EndRdx:50(42), GSFC-ToHit/Rchg/EndRdx:50(42), GSFC-Build%:50(42)
Level 35: Rise of the Phoenix -- RechRdx-I:50(A)
Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(46), C'ngImp-Dmg/Rchg:50(46), C'ngImp-Acc/Dmg/Rchg:50(48), C'ngImp-Dmg/EndRdx/Rchg:50(48)
Level 41: Maneuvers -- SW-ResDam/Re TP:50(A), LkGmblr-Rchg+:50(48)
Level 44: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
Level 47: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 49: Physical Perfection -- Panac-Heal/+End:50(A)
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Musculature Partial Radial Revamp
------------
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 -- RgnTis-Regen+:30(A), Mrcl-Heal:40(43), Mrcl-Rcvry+:40(43), Numna-Heal/EndRdx:50(43), Numna-Heal:50(45), Numna-Regen/Rcvry+:50(45)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EnManip-EndMod:20(A), EnManip-EndMod/Rchg:20(45), EndMod-I:50(46)
------------
Set Bonus Totals:

  • 19.5% DamageBuff(Smashing)
  • 19.5% DamageBuff(Lethal)
  • 19.5% DamageBuff(Fire)
  • 19.5% DamageBuff(Cold)
  • 19.5% DamageBuff(Energy)
  • 19.5% DamageBuff(Negative)
  • 19.5% DamageBuff(Toxic)
  • 19.5% DamageBuff(Psionic)
  • 13.5% Defense(Smashing)
  • 13.5% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 6% Defense(Energy)
  • 6% Defense(Negative)
  • 7.88% Defense(Psionic)
  • 21% Defense(Melee)
  • 6% Defense(Ranged)
  • 6% Defense(AoE)
  • 2.25% Max End
  • 59% Enhancement(Accuracy)
  • 6% Enhancement(Heal)
  • 47.5% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 189.7 HP (10.1%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -11)
  • Knockup (Mag -11)
  • MezResist(Immobilize) 6.6%
  • MezResist(Stun) 11%
  • 14% (0.23 End/sec) Recovery
  • 38% (2.97 HP/sec) Regeneration
  • 3% Resistance(Smashing)
  • 4.26% Resistance(Fire)
  • 4.26% Resistance(Cold)
  • 3% Resistance(Energy)
  • 3% Resistance(Negative)
  • 4.58% Resistance(Toxic)
  • 7.58% Resistance(Psionic)
  • 3% Resistance(Lethal)
  • 5% RunSpeed
------------
Set Bonuses:
Obliteration
(Blazing Aura)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Crushing Impact
(Fire Sword)
  • MezResist(Immobilize) 2.2%
  • 21.1 HP (1.13%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Triage
(Healing Flames)
  • 4% (0.31 HP/sec) Regeneration
Numina's Convalescence
(Healing Flames)
  • 12% (0.94 HP/sec) Regeneration
  • 35.1 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
Obliteration
(Combustion)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Obliteration
(Consume)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Gladiator's Armor
(Fire Shield)
  • 2.5% (0.04 End/sec) Recovery
  • 2.25% Max End
  • Knockback,Knockup protection (Mag 3)
  • MezResist(Repel) 1000% (10% chance)
  • 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)
Impervium Armor
(Plasma Shield)
  • 2.5% (0.04 End/sec) Recovery
  • 1.88% Defense(Psionic)
  • 2.25% Max End
  • 3% Resistance(Psionic)
Steadfast Protection
(Plasma Shield)
  • 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)
Impervium Armor
(Tough)
  • 2.5% (0.04 End/sec) Recovery
Steadfast Protection
(Tough)
  • Knockback (Mag -4), Knockup (Mag -4)
Red Fortune
(Weave)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
Luck of the Gambler
(Weave)
  • 7.5% Enhancement(RechargeTime)
Blessing of the Zephyr
(Super Jump)
  • Knockback (Mag -4), Knockup (Mag -4)
Luck of the Gambler
(Combat Jumping)
  • 10% (0.78 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Obliteration
(Burn)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Obliteration
(Fire Sword Circle)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime) (Exceeded 5 Bonus Cap)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Gaussian's Synchronized Fire-Control
(Build Up)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 35.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
Crushing Impact
(Greater Fire Sword)
  • MezResist(Immobilize) 2.2%
  • 21.1 HP (1.13%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime) (Exceeded 5 Bonus Cap)
Shield Wall
(Maneuvers)
  • 3% Resistance(Lethal), 3% Resistance(Smashing), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Psionic), 3% Resistance(Toxic)
Luck of the Gambler
(Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Miracle
(Health)
  • 2.5% (0.04 End/sec) Recovery
Numina's Convalescence
(Health)
  • 12% (0.94 HP/sec) Regeneration
  • 35.1 HP (1.88%) HitPoints
Energy Manipulator
(Stamina)
  • 1.5% (0.03 End/sec) Recovery



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Posted

First off what r u aiming for? Your def are low for tanking. How did you get all of your attacks at those lvls?


 

Posted

Quote:
Originally Posted by LSK View Post
First off what r u aiming for? Your def are low for tanking. How did you get all of your attacks at those lvls?
I have Tier 3 Musculature and most of the sets give boosts to all damage. Yea, unfortunately Fire tanks were never great in regards to Defense. I made sure to get over soft cap in as many areas as I could for Resistance. Don't get me wrong he's far from squishy and can solo +4 for + x4 players but he's in trouble when anything with end drain shows up.

Looking for anything that seems like it could be better. He's fun to play as, just figured I would throw what I'm working with out there and see if anything has any suggestions.


 

Posted

The long forum export is excessively long and is annoying to scroll past when looking for the data chunk. The set bonus total are also not needed because we basically need Mids to look at the overall numbers.

The Shield Wall and Gladiator's resist and defense uniques are going to cost you up to 3 billion INF each. The resistance unique is not worth slotting on most builds. The Panacea proc is also probably out of your budget.


Quote:
Originally Posted by Spadra View Post
I made sure to get over soft cap in as many areas as I could for Resistance.
The "soft-cap" actually refers to defense. Resistance has a hard cap of 90% for Tankers, which means it is not possible to go past that. The defense soft-cap is 45%, which means you can go past it but it won't help in most situations. The only times it does help are if the enemy has increased to-hit or if they have debuffs. To-hit buffs on enemies are generally so large that you can not even hope to slot enough sets to combat them. Defense debuffs are generally around 7.5% and slotting for them is a bad idea because you could be hit by several at once. Inspirations are your best way to combat defense debuffs.


Your defenses should either be focused on S/L and E/N, or melee + ranged + AoE. You can aim for 45% defenses, but that will likely be expensive and use all of your slots for defense bonuses. I suggest aiming for 32.5% defense then using a small inspiration when you need to be at the soft-cap for tougher fights.

To help you achieve your defense goals, you should first slot your defensive toggles. You picked up Weave and Combat Jumping, which are the best two pool powers to start with. Maneuvers costs a lot of endurance to run, but replaces a full set bonus worth of defense in the categories you need.

When you slot your powers, you should try to end sets on either a defense or recharge bonus. Any other bonus won't make a significant difference in your performance. Recovery bonuses are included in that. If you get enough recharge, your Consume power will be up often enough.

Obliteration has nice set bonuses but lacks endurance reduction. Only use it in your best attacks. You won't even need Conserve power if you ensure your attacks have enough endurance reduction slotted. Blazing Aura definitely needs another set because it costs so much endurance.

Gaussian's is only worth using if you are slotting for positional defense and you take it to 6 slots. Instead, use 5 Adjusted Targeting or 2 Rectified Reticles.


The Musculature Alpha is generally not worth using. Damage bonuses from all sources are added together, including from enhancements. Attacks generally have 95% enhancement bonus. Adding an extra 35% from the tier 4 Musculature (after ED) gives about a 15% increase in damage before other buffs, like Build Up. The Spiritual Alpha can help you run a better attack chain and improves your heal power.


 

Posted

Quote:
Originally Posted by Syntax42 View Post
The Shield Wall and Gladiator's resist and defense uniques are going to cost you up to 3 billion INF each. The resistance unique is not worth slotting on most builds. The Panacea proc is also probably out of your budget.
Like I said in the beginning of my first post this is "the build as it stands in game today." I have the IOs listed in the build. I see your point about the length of the first post and it was done purposely for anyone who may be using a mac and not running a windows partition for Mids, I'll adjust it though.

I agreed with what you mentioned regarding ending set bonuses for RECH or DEF, which is why all of my attacks are Obliteration or Crushing Impact. Like you said though downside is lack of end discount for the Obliteration sets. Which could easily be countered with a high enough recharge for Consume but with 3 LoTG's and the recharge set bonuses I already have I'm running a recharge rate as high as I can (as far as I can see). If you have suggestions for it I'm all ears. If it seems like I've done the best I can than I can see a definite need for Spiritual over Musculature.


 

Posted

Quote:
Originally Posted by Spadra View Post
Like I said in the beginning of my first post this is "the build as it stands in game today." I have the IOs listed in the build. I see your point about the length of the first post and it was done purposely for anyone who may be using a mac and not running a windows partition for Mids, I'll adjust it though.

I agreed with what you mentioned regarding ending set bonuses for RECH or DEF, which is why all of my attacks are Obliteration or Crushing Impact. Like you said though downside is lack of end discount for the Obliteration sets. Which could easily be countered with a high enough recharge for Consume but with 3 LoTG's and the recharge set bonuses I already have I'm running a recharge rate as high as I can (as far as I can see). If you have suggestions for it I'm all ears. If it seems like I've done the best I can than I can see a definite need for Spiritual over Musculature.
If you replace your melee attacks with Kin Com you can get the def and open up some space, also on your res you can add reactive armor 4 slot and add a steadfast unique it will get you closer to soft cap on def. But I was looking at your build and you have all your attacks before you got your def power I like to know how you did that.


 

Posted

Sooo, you're running many attacks underslotted for end reduction, in part because you want to get Consume up often enough to make up for the lack of end reduction in your attacks. And you want Spiritual for *more* recharge so you can use your underslotted-for-end-reduction attacks more often and have Consume up more often to compensate.

Consume aside, what is all the recharge *for*? Once you have a smooth attack chain, having a lot of additional recharge is only useful for key long recharge powers, or if you're facing recharge debuffs. At some point, I think you need to ask yourself if you're getting more recharge as an end (no pun intended) in itself rather than as a means to achieve a specific goal.

I'd recommend slotting the majority of your attacks--including BA--with sufficient end reduction so you won't have to rely heavily on Consume to keep your end bar from bottoming out. Make sure you slot your attacks with sets that either provide you with defense, (I'd recommend trying for 32.5% to S/L/E/NE) recharge or some other desirable bonus like recovery or regen. If you have an end-sustainable build, then you should be able to add Spiritual for additional recharge and have Consume as something to get you through the tough spots and not a 'use as soon as it's up' power. After all, you do want some reserve in case of long AV fights, recovery debuffs, etc.


My Characters

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

 

Posted

Quote:
Originally Posted by LSK View Post
If you replace your melee attacks with Kin Com you can get the def and open up some space, also on your res you can add reactive armor 4 slot and add a steadfast unique it will get you closer to soft cap on def. But I was looking at your build and you have all your attacks before you got your def power I like to know how you did that.
Kinetic Combat is such a fun set but my Tank was my first character I made back in the day years ago. I couldn't bring myself to swap out his power sets. I definitely like the call for Reactive Armor. I already have the Steadfast unique slotted, unless you're suggesting placing somewhere else? I have respec'ed many, many times and this was the last build I drafted in Mid's. Does that answer your question regarding selection? I want to thank both of you guys for giving me a hand and making suggestions, I'm getting a few ideas of adjustments that won't be too painful to make.


 

Posted

Quote:
Originally Posted by Finduilas View Post
Sooo, you're running many attacks underslotted for end reduction, in part because you want to get Consume up often enough to make up for the lack of end reduction in your attacks. And you want Spiritual for *more* recharge so you can use your underslotted-for-end-reduction attacks more often and have Consume up more often to compensate.

Consume aside, what is all the recharge *for*? Once you have a smooth attack chain, having a lot of additional recharge is only useful for key long recharge powers, or if you're facing recharge debuffs. At some point, I think you need to ask yourself if you're getting more recharge as an end (no pun intended) in itself rather than as a means to achieve a specific goal.

I'd recommend slotting the majority of your attacks--including BA--with sufficient end reduction so you won't have to rely heavily on Consume to keep your end bar from bottoming out. Make sure you slot your attacks with sets that either provide you with defense, (I'd recommend trying for 32.5% to S/L/E/NE) recharge or some other desirable bonus like recovery or regen. If you have an end-sustainable build, then you should be able to add Spiritual for additional recharge and have Consume as something to get you through the tough spots and not a 'use as soon as it's up' power. After all, you do want some reserve in case of long AV fights, recovery debuffs, etc.
The goal with the recharge was actually to get Conserve Power up quicker. Which has been working to a point. The last string of adjustments I made I was debating whether or not to put my final slot into Hasten or Conserve Power (in hopes of getting CP back up quicker). From what I'm gathering though it seems like my build buried any issues regarding damage, regen/recovery but has left significant holes in endurance which my answer of Conserve Power and Consume coming back up quicker became an unrealistic round-about goal.


 

Posted

Quote:
Originally Posted by Spadra View Post
The goal with the recharge was actually to get Conserve Power up quicker. Which has been working to a point. The last string of adjustments I made I was debating whether or not to put my final slot into Hasten or Conserve Power (in hopes of getting CP back up quicker). From what I'm gathering though it seems like my build buried any issues regarding damage, regen/recovery but has left significant holes in endurance which my answer of Conserve Power and Consume coming back up quicker became an unrealistic round-about goal.
So basicly you have no def when you get exempt down to do some low level stuff.


 

Posted

Quote:
Originally Posted by LSK View Post
So basicly you have no def when you get exempt down to do some low level stuff.
Haha. Yeah, I would pretty much be up the creek and through the wood mill if I ever go for anything where I would be exempt below lvl 30. Luckily for me that situation is irrelevant or simply something a quick respec and better placement wouldn't cure.


 

Posted

Quote:
Originally Posted by Spadra View Post
The goal with the recharge was actually to get Conserve Power up quicker. Which has been working to a point. The last string of adjustments I made I was debating whether or not to put my final slot into Hasten or Conserve Power (in hopes of getting CP back up quicker). From what I'm gathering though it seems like my build buried any issues regarding damage, regen/recovery but has left significant holes in endurance which my answer of Conserve Power and Consume coming back up quicker became an unrealistic round-about goal.
Basically, yes. You shouldn't have to rely on powers like Consume and Conserve Power to get you through every fight.


My Characters

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

 

Posted

Quote:
Originally Posted by Finduilas View Post
Basically, yes. You shouldn't have to rely on powers like Consume and Conserve Power to get you through every fight.
This is so true, on my fire/fire tank I hardly ever use CP and it seems like the only time I have been using consume as of late is for another AoE attack. But I also have alpha spiritual and ageless destiny to also help with the recharge of my attacks.


 

Posted

Quote:
Originally Posted by Spadra View Post
Kinetic Combat is such a fun set but my Tank was my first character I made back in the day years ago. I couldn't bring myself to swap out his power sets. I definitely like the call for Reactive Armor. I already have the Steadfast unique slotted, unless you're suggesting placing somewhere else? I have respec'ed many, many times and this was the last build I drafted in Mid's. Does that answer your question regarding selection? I want to thank both of you guys for giving me a hand and making suggestions, I'm getting a few ideas of adjustments that won't be too painful to make.
No he means to slot your melee powers with the Kinetic Combat enhancement set...not roll an entirely new character with Kinetic Melee. This would give you a great amount of S/L defense but with less sets. However for a set like /Fire I find it more useful to slot for your positional defenses (melee/ranged/aoe) because energy makes up a rather high portion of the endgame content damage.

Also I would refer to you to Grey Pilgrim's guide for the Fire/Fire tanker and pay special attention to the defensive build (it's pretty much the build for tanking normal content):
http://boards.cityofheroes.com/showthread.php?t=209345

I think you'll find that to be most helpful.


 

Posted

Quote:
Originally Posted by Colossal View Post
No he means to slot your melee powers with the Kinetic Combat enhancement set...not roll an entirely new character with Kinetic Melee. This would give you a great amount of S/L defense but with less sets. However for a set like /Fire I find it more useful to slot for your positional defenses (melee/ranged/aoe) because energy makes up a rather high portion of the endgame content damage.

Also I would refer to you to Grey Pilgrim's guide for the Fire/Fire tanker and pay special attention to the defensive build (it's pretty much the build for tanking normal content):
http://boards.cityofheroes.com/showthread.php?t=209345

I think you'll find that to be most helpful.

I realized that a few moments after posting. Unfortunately being in the office I didn't have time to check back and edit. Grey Pilgrim's guide is an excellent source for playing F/F and I've reviewed it a few times but it didn't stop me from experimenting with my last build. All the same the link won't go to waste and has been officially bookmarked. Thanks.

Well folks after listen to suggestions (and having a few minutes to think clearly without invoices flying over my desk) I think I have an updated build that gets me closer to the Defense and Endurance goals I set out for but took a major hit in the land of accuracy and damage. Hopefully the switch to Spiritual will help remedy those two injuries with having Fiery Embrace and Build Up running more frequently. I appreciate all the input from everyone and as much as I love creating unusual builds getting to fine tune them with the help of the community is a real treat for me.

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

Click this DataLink to open the build!

Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Blazing Aura -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(3), Erad-Dmg/Rchg:30(3), Erad-Acc/Dmg/EndRdx/Rchg:30(5), EndRdx-I:30(5)
Level 1: Scorch -- Dmg-I:50(A)
Level 2: Fire Shield -- GA-ResDam:50(A), GA-End/Res:50(7), GA-Res/Rech/End:50(7), GA-RechEnd:50(9), GA-3defTpProc:50(9)
Level 4: Healing Flames -- Tr'ge-Heal/EndRdx:30(A), Tr'ge-Heal/Rchg:30(11), Numna-Heal:50(11), Numna-Heal/Rchg:50(13), Numna-EndRdx/Rchg:50(13), Numna-Heal/EndRdx:50(15)
Level 6: Boxing -- Empty(A)
Level 8: Consume -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(15), Oblit-Dmg/Rchg:50(17), Oblit-Acc/Dmg/Rchg:50(17), Oblit-Acc/Dmg/EndRdx/Rchg:50(19)
Level 10: Taunt -- Taunt-I:50(A)
Level 12: Plasma Shield -- RctvArm-ResDam:40(A), RctvArm-EndRdx:40(19), RctvArm-ResDam/EndRdx:40(21), RctvArm-ResDam/Rchg:40(21), RctvArm-ResDam/EndRdx/Rchg:40(23)
Level 14: Tough -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(23), S'fstPrt-ResKB:30(25)
Level 16: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx/Rchg:50(25), LkGmblr-Def/EndRdx:50(27), LkGmblr-Rchg+:50(27)
Level 18: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(29), KntkC'bat-Dmg/Rchg:35(29), KntkC'bat-Dmg/EndRdx/Rchg:35(31)
Level 20: Burn -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(31), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(33), Oblit-%Dam:50(50)
Level 22: Combustion -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(33), Erad-Acc/Dmg/Rchg:30(34), Erad-Acc/Dmg/EndRdx/Rchg:30(34)
Level 24: Weave -- RedFtn-Def:50(A), RedFtn-Def/EndRdx:50(34), RedFtn-EndRdx:50(36), RedFtn-Def/EndRdx/Rchg:50(36), RedFtn-Def/Rchg:50(36), LkGmblr-Rchg+:50(37)
Level 26: Super Jump -- Zephyr-ResKB:50(A)
Level 28: Fire Sword Circle -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(37), M'Strk-Dmg/Rchg:50(37), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(39), M'Strk-Dmg/EndRdx/Rchg:50(50)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 32: Fiery Embrace -- RechRdx-I:50(A)
Level 35: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(46), GSFC-ToHit/Rchg/EndRdx:50(46), GSFC-Rchg/EndRdx:50(48), GSFC-ToHit/EndRdx:50(48), GSFC-Build%:50(48)
Level 38: Maneuvers -- SW-Def:50(A), SW-ResDam/Re TP:50(43), LkGmblr-Def:50(43), LkGmblr-Def/EndRdx:50(43)
Level 41: Rise of the Phoenix -- RechRdx-I:50(A)
Level 44: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(45), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(45), EndRdx-I:50(46)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- Panac-Heal/+End:50(A)
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Spiritual Total Radial Revamp
------------
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 -- RgnTis-Regen+:30(A), Mrcl-Rcvry+:40(39), Mrcl-Heal:40(40), Numna-Heal:50(40), Numna-Heal/EndRdx:50(40), Numna-Regen/Rcvry+:50(42)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EnManip-EndMod:20(A), EnManip-EndMod/Rchg:20(42), EndMod-I:50(42)



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Posted

I would of taken greater fire sword at an earlier time, plus scorch is way under slotted. If you wanted to take build up you could of gone with 2 rectified recticle and 2 reduce recharge and clear up a few slots. Here is my fire/fire build.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Sir Hell: Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(3), TtmC'tng-ResDam(3), TtmC'tng-EndRdx/Rchg(5), TtmC'tng-ResDam/EndRdx/Rchg(5), TtmC'tng-EndRdx(7)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 2: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(9), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(36)
Level 6: Combat Jumping -- Krma-ResKB(A), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(43)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(42)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg/Rng(13), Zinger-Taunt/Rchg(13), Zinger-Acc/Rchg(15), Zinger-Dam%(15), Zinger-Taunt/Rng(17)
Level 12: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(19), ImpSkn-Status(34), Aegis-Psi/Status(34)
Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(42)
Level 16: Super Speed -- Winter-ResSlow(A)
Level 18: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/EndRdx/Rchg(25), KntkC'bat-Dmg/Rchg(25)
Level 20: Maneuvers -- EndRdx-I(A)
Level 22: Consume -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(23), P'Shift-Acc/Rchg(23), P'Shift-EndMod/Acc(29)
Level 24: Boxing -- Amaze-ToHitDeb%(A), Amaze-Acc/Stun/Rchg(37)
Level 26: Tough -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(33), S'fstPrt-ResDam/EndRdx(34)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def/EndRdx(39)
Level 30: Burn -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(40)
Level 32: Fiery Embrace -- RechRdx(A)
Level 35: Fire Sword Circle -- Oblit-%Dam(A), Oblit-Dmg(37), Oblit-Acc/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(43)
Level 38: Greater Fire Sword -- Zinger-Taunt(A), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(45), C'ngImp-Dmg/EndRdx(46)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Focused Accuracy -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(45), GSFC-ToHit/Rchg(45), GSFC-ToHit(46), GSFC-Build%(46), GSFC-ToHit/EndRdx(48)
Level 47: Energy Torrent -- Posi-Dam%(A), Posi-Dmg/Rchg(48), Posi-Acc/Dmg(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Physical Perfection -- P'Shift-End%(A)
------------
Level 1: Brawl -- Dmg(A)
Level 1: Sprint -- QckFt-EndRdx(A)
Level 2: Rest -- RechRdx(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33), RgnTis-Regen+(33)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-End%(27), P'Shift-EndMod(27), P'Shift-EndMod/Acc/Rchg(29)



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Posted

Just glancing at this thread, here is my fire/fire/fire tanker, altered to the energy mastery pool. I thought i would throw mine out, just for an alternative. You can do what you want, but sometimes its good to see alternatives.

My build was laid out also for the ULTRA RARE BIZZILLION DOLLAR IOS, that you have. I do not, and will not.

At first i focused on a nice mid 20s def, all around, but now my build focuses more on melee defense, rather than AOE or ranged. It has decent regen/recovery/recharge to boot (i can unslot my alpha, and still fight fairly well endurance wise, but use cardiac alpha). Overall, the powers are not too bad, so the build is not too gimpy for set bonuses.

I like stealth to stealth missions, but is only about 3% def (not 6 in Mids), which can put u over soft cap on melee defense when you need it, or bump your S/L def up to the low 40s. Overall with those special IOs, you should have a 40s melee anyway. You are still vulnerable with E/N/P and somewhat to fire and cold, but since its primary defense is melee, i stay in melee range.

An insp generally gets me thru tight spots. Hitting closer to soft def cap, a single DEF insp should boost you up to about 55% def or higher melee...which is alot closer to approaching the soft cap for melee in the new content. I think the reco is around 60%

You the winters gift, which is 20% slow resistance, and if not mistaken, Temp Protection is also 20% slow resistance for a total of 40%. Unless i get nailed with alot of slows or heavy psi, i hardly notice cold and slows, with lots of things (COT, Crey etc). I can only tell you, when you mitigation is healing flames, and consume, you need to mimimize your slows.


I slotted the PVP IOs for 3% def, the added resistance and the Panc in it. Mine build was designed to acomodate most of those IOs.



Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/

Click this DataLink to open the build!

i20 TT Tank: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(3), M'Strk-Dmg/Rchg(5), M'Strk-Acc/EndRdx(13), M'Strk-Acc/Dmg/EndRdx(25), M'Strk-Dmg/EndRdx/Rchg(42)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 2: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(3), TtmC'tng-EndRdx/Rchg(7), TtmC'tng-ResDam/EndRdx/Rchg(31), TtmC'tng-ResDam(39), TtmC'tng-EndRdx(40)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(25)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7)
Level 8: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(46)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 12: Temperature Protection -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(15), GA-3defTpProc(46)
Level 14: Super Speed -- Winter-ResSlow(A)
Level 16: Consume -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 18: Plasma Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(21), TtmC'tng-EndRdx/Rchg(33), TtmC'tng-ResDam/EndRdx/Rchg(34), TtmC'tng-ResDam(43), TtmC'tng-EndRdx(43)
Level 20: Stealth -- Krma-ResKB(A), LkGmblr-Rchg+(33)
Level 22: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(40)
Level 24: Boxing -- Empty(A)
Level 26: Build Up -- RechRdx-I(A)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(40)
Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(31), Aegis-EndRdx/Rchg(31), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam(45)
Level 32: Fiery Embrace -- RechRdx-I(A)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Panac-Heal/+End(A)
Level 47: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), SW-ResDam/Re TP(50)
Level 50: Cardiac Partial Radial Revamp
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21), RgnTis-Regen+(43)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(19), EndMod-I(19)
Level 4: Ninja Run


 

Posted

Okay, the set bonus in Stamina?

WASTE OF SLOTS.

Simply slotted simple, common EndMod IOs will give you higher recovery than is affored by the 1.5% recovery bonus from that L20 set.

Go 2 common 50's and a Chance for +End proc from PerfShifter.

Your main problem is that, while your resting endurance consumption is not bad, your combat End use is ASTRONOMICAL. Most of the sets you have slotted have ATROCIOUS End reduction properties.

So, while you're out of combat, you're going to be fine, but in combat, you're going to be sucking down blues and praying to god Consume comes back up soon.

Consume is under a minute when Hasten is up. But you're NOT perma-hasten.

Your defenses actually aren't all that bad for a Fire tank.

I'd also advise you to rethink your slotting for Weave.
Right now it's really overslotted (5 slots in Weave is NUTS).
4 MAX, if you're including an LOTG +Rech. Either slot straight 3-slot defense or frankenslot Def/End. Or, if money's no object, 3 slots (2 Enzymes and the LOTG).

Take those slots and toss them in Taunt. Right now Taunt is woefully underslotted. Or put one in Build Up. If you're going to put that many slots in a +To Hit power, you may as well six-slot it and enjoy the defense boost.

Health is ridiculously overslotted.


While I'm not claiming this build is great or anything, look at the way it's constructed.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Blazing Aura -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Sciroc-Acc/Dmg/EndRdx:50(3), M'Strk-Acc/Dmg/EndRdx:50(3), M'Strk-Dmg/EndRdx/Rchg:50(5), Sciroc-Dmg/EndRdx:50(5)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9)
Level 2: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(11)
Level 4: Healing Flames -- Numna-Heal/Rchg:50(A), Numna-Heal/EndRdx/Rchg:50(13), Dct'dW-Heal/Rchg:50(13), Dct'dW-Heal/EndRdx/Rchg:50(15)
Level 6: Combustion -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Sciroc-Acc/Dmg/EndRdx:50(15), M'Strk-Acc/Dmg/EndRdx:50(17), M'Strk-Dmg/EndRdx/Rchg:50(17), Sciroc-Acc/Rchg:50(19)
Level 8: Consume -- P'Shift-EndMod/Acc/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(19), Oblit-Acc/Dmg/EndRdx/Rchg:50(21), Sciroc-Acc/Dmg/EndRdx:50(21), M'Strk-Dmg/EndRdx/Rchg:50(23), Efficacy-EndMod/Rchg:50(23)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(25), Mocking-Taunt/Rchg/Rng:50(25), Mocking-Acc/Rchg:50(27), Mocking-Taunt/Rng:50(27), Mocking-Rchg:50(29)
Level 12: Fire Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(29), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31), S'fstPrt-ResKB:30(31)
Level 14: Plasma Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(33), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33), S'fstPrt-ResDam/Def+:30(34)
Level 16: Boxing -- Empty(A)
Level 18: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(34), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam/EndRdx/Rchg:40(36), GA-3defTpProc:50(36)
Level 20: Weave -- HO:Enzym(A), HO:Enzym(36), LkGmblr-Rchg+:50(37)
Level 22: Super Jump -- Zephyr-ResKB:50(A)
Level 24: Combat Jumping -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(37)
Level 26: Burn -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Sciroc-Acc/Dmg/EndRdx:50(37), M'Strk-Acc/Dmg/EndRdx:50(39), M'Strk-Dmg/EndRdx/Rchg:50(39), Sciroc-Acc/Rchg:50(39)
Level 28: Fire Sword Circle -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Sciroc-Acc/Dmg/EndRdx:50(40), M'Strk-Acc/Dmg/EndRdx:50(40), M'Strk-Dmg/EndRdx/Rchg:50(40), Sciroc-Acc/Rchg:50(42)
Level 30: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
Level 32: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(43), GSFC-ToHit/Rchg/EndRdx:50(43), GSFC-Rchg/EndRdx:50(43), GSFC-ToHit/EndRdx:50(45), GSFC-Build%:50(45)
Level 35: Rise of the Phoenix -- Panac-Heal/+End:50(A)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(45), KntkC'bat-Dmg/Rchg:35(46), KntkC'bat-Dmg/EndRdx/Rchg:35(46)
Level 41: Maneuvers -- HO:Enzym(A), LkGmblr-Rchg+:50(46)
Level 44: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- P'Shift-End%:50(A)
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Nerve 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-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(48), RgnTis-Regen+:30(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), EndMod-I:50(50), P'Shift-End%:50(50)



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It's overall resting End consumption is higher, yes. But the combat end consumption is 2-4x LOWER.

Some of your resists are slightly lower, but your overall defenses are boosted.

Also note that I've swapped Musculature for Nerve. While your damage output is reduced, your native accuracy is perfectly acceptable now for your ST attacks and defense is given a small kick in the pants.

So, you're doing slightly less damage, your resists are almost identical, you're HARDER to hit, and your endurance levels are SUSTAINABLE.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

First off... I want to thank you three for sharing your builds. I know most people who play games like this just want a definitive "This is THE BEST WAY" answer and they just want to hit someone who disagrees with their ideal build but for me getting to see how other players are rolling their characters is a lot of fun and gives me ideas to adjust my own. I know we've basically put my Tank up on the chopping block to point out all of its flaws but I'm hoping you all have gained something from this as I have and just maybe I've inspired a few ideas (although probably not many) as you have done for me. I'm going to mess around for a bit and post my updated build (which will probably go live this weekend) taking a little of what I have learned from this collaborative discussion.

Best
-Spad


 

Posted

As promised here is my finalized build which draws from all of the great advice given to me by you all while retaining some of the recov/regen/damage I loved from the previous direction. Thanks to everyone for their input, I know this will be far better for soloing and teaming.

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Spadra FINAL: Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Blazing Aura -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(3), Erad-Acc/Dmg/EndRdx/Rchg:30(3), Sciroc-Acc/Dmg:50(5), EndRdx-I:50(5)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9)
Level 2: Fire Shield -- GA-ResDam:50(A), GA-Res/Rech/End:50(9), GA-End/Res:50(11), GA-RechEnd:50(11), GA-RechRes:50(13)
Level 4: Healing Flames -- Tr'ge-Heal/EndRdx:30(A), Tr'ge-EndRdx/Rchg:30(13), Numna-Heal:50(15), Numna-Heal/EndRdx:50(15), Numna-EndRdx/Rchg:50(17), Numna-Heal/Rchg:50(17)
Level 6: Boxing -- Empty(A)
Level 8: Consume -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(19), Oblit-Dmg/Rchg:50(19), Oblit-Acc/Dmg/Rchg:50(21), Oblit-Acc/Dmg/EndRdx/Rchg:50(21), Oblit-%Dam:50(23)
Level 10: Taunt -- Taunt-I:50(A)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(25), RctvArm-ResDam:40(25), RctvArm-EndRdx:40(27)
Level 14: Tough -- GA-3defTpProc:50(A), S'fstPrt-ResDam/Def+:30(27), S'fstPrt-ResKB:30(29)
Level 16: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(29), DefBuff-I:50(31)
Level 18: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx/Rchg:35(33)
Level 20: Burn -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(33), Erad-Dmg/Rchg:30(33), Erad-Acc/Dmg/EndRdx/Rchg:30(34), EndRdx-I:50(34)
Level 22: Combustion -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(34), Erad-Dmg/Rchg:30(36), Erad-Acc/Dmg/EndRdx/Rchg:30(36), EndRdx-I:50(36)
Level 24: Weave -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(37), GftotA-Def/EndRdx/Rchg:40(37), LkGmblr-Def:50(37), LkGmblr-Rchg+:50(39)
Level 26: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(39), Zephyr-ResKB:50(39)
Level 28: Fire Sword Circle -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(40), M'Strk-Dmg/Rchg:50(40), M'Strk-Acc/EndRdx:50(42), M'Strk-Acc/Dmg/EndRdx:50(42), M'Strk-Dmg/EndRdx/Rchg:50(42)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(40)
Level 32: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(45), GSFC-ToHit/Rchg/EndRdx:50(45), GSFC-Rchg/EndRdx:50(46), GSFC-ToHit/EndRdx:50(46), GSFC-Build%:50(46)
Level 35: Fiery Embrace -- RechRdx-I:50(A)
Level 38: Stealth -- SW-Def:50(A), SW-ResDam/Re TP:50(48), LkGmblr-Def:50(48), LkGmblr-Rchg+:50(50)
Level 41: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(48), KntkC'bat-Dmg/Rchg:35(50), KntkC'bat-Dmg/EndRdx/Rchg:35(50)
Level 44: Temperature Protection -- Aegis-Psi/Status:50(A)
Level 47: Rise of the Phoenix -- RechRdx-I:50(A)
Level 49: Conserve Power -- RechRdx-I:50(A)
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Spiritual Partial Radial Revamp
------------
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 -- RgnTis-Regen+:30(A), Mrcl-Rcvry+:40(43), Numna-Regen/Rcvry+:50(43)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(43), EndMod-I:50(45)

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Posted

First off Stealth is a end hog and if you are going to get it put some end reduction in it. second fire sword and greater fire sword you need more acc in it. third off do you have the influence to get the PvP IOs or al ready have them? Forth off in weave you have 3 gifts I take it it is for fire res which you do not need with out those 3 you are still at res cap for it. SJ is over slotted you do not need all 3 of the BoTZ in there. You really do not need temp protection and the aegis you have for psionic res you really do not need.


 

Posted

Quote:
Originally Posted by LSK View Post
First off Stealth is a end hog and if you are going to get it put some end reduction in it. second fire sword and greater fire sword you need more acc in it. third off do you have the influence to get the PvP IOs or al ready have them? Forth off in weave you have 3 gifts I take it it is for fire res which you do not need with out those 3 you are still at res cap for it. SJ is over slotted you do not need all 3 of the BoTZ in there. You really do not need temp protection and the aegis you have for psionic res you really do not need.
Yeah drop Stealth for Maneuvers and slot some Endurance reductions in it. The attacks are a little underslotted like LSK said. I'd take a slot out of combat jumping and weave (the defense bonuses you get from it are very minimal) and use those to slot in the Mako's Bight quad in each. He's already said a couple times that he has the PvP IO's already so that is no object. But on a Fire tank, I'd say definitely keep all 3 of the BoTZ in SJ...there's no other way to get those defense bonuses for so little slots. Also definitely KEEP temp protection. It's resistance against slows is more than enough to make it a great pick. The Aegis slotted in it is as good as anything else he could put in there. It's not like he's wasting a slot for it.


 

Posted

I had Maneuvers and it drained more end for me when I line it up in Mid's compared to Stealth, hence the switch. I will go back and check on the current build though and to be honest though I think I would take a hit to my end drain to give some defense support to my teammates. I believe my end drain is 1.2? Slightly lower than the builds that you guys shared with me. SJ is slotted for the E/N and Ranged defense bonuses. I couldn't soft cap everything but I wanted to get as close as possible. I also needed to round out my KB protection so why not? The Gift of the Ancients was all about the Defense. Fire resistance wouldn't make sense for me to want. It was about getting the defense and end reduction. Someone FINALLY noticed I do have those IO's lol thank you Colossal. See folks reading can shorten lists.


 

Posted

Quote:
Originally Posted by Spadra View Post
I had Maneuvers and it drained more end for me when I line it up in Mid's compared to Stealth, hence the switch. I will go back and check on the current build though and to be honest though I think I would take a hit to my end drain to give some defense support to my teammates. I believe my end drain is 1.2? Slightly lower than the builds that you guys shared with me. SJ is slotted for the E/N and Ranged defense bonuses. I couldn't soft cap everything but I wanted to get as close as possible. I also needed to round out my KB protection so why not? The Gift of the Ancients was all about the Defense. Fire resistance wouldn't make sense for me to want. It was about getting the defense and end reduction. Someone FINALLY noticed I do have those IO's lol thank you Colossal. See folks reading can shorten lists.
You know how many post a lot of us read it is hard to remember who has what some times. But any way I degrease also I believe that the stealth def only counts when you are stealthing so once you attack the def it provides is gone. I might be wrong on that though I do not have it to test it.


 

Posted

Haha, I hear ya LSK. No worries, just looking to throw a little humor into things. That's an interesting point. Stealth gives a higher defensive bonus of 4% which is a soft cap make or break at a lower end cost (if I straight up swap it for Maneuvers in Mid's without changing the slots) BUT if what you think is true and it drops upon being spotted I'll have to replan things.