Third party view on my F/F Tank


Caulderone

 

Posted

My understanding is this: with Stealth from the power pool you will lose all your stealth in combat, and at least 1/2 your defenses will be suppressed.

So far my search foo is weak and I haven't found anything stating this directly. Mids does indicate something along these lines, but no specific numbers.


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

It's my understanding that half of Stealth's defense bonus suppresses when in combat, so slotted as you have you'll get around 4% defense instead of the 8% shown in this build. In addition, Stealth has a run speed debuff and IMO, those two things make Maneuvers a much better choice. Maneuvers has a slightly higher endurance cost (.06 EPS) but both are relatively end-heavy and should be slotted for end reduction.

Other issues:

Instead of the Scirocco's Acc/Dam and the end red common in BA, try two Scirocco's, the Dam/End and Acc/Dam/End. That will give you more damage, slightly more end reduction, and the 2-slot regen bonus from the Scirocco's.

As others have noted, the attacks with the Kin Combat sets need another slot, they are currently underslotted for accuracy and damage. I like the Mako's Acc/Dam/End/Rchg, but any IO with accuracy and damage will do.

The GA End/Rchg in Fire Shield is a wasted slot, FS doesn't need that much end reduction. Drop it and move the GA +Def there so you still get the 5-slot bonus.

The slotting in Healing Flames is sub-optimal, using the low-level Triage IOs means that you need to have 6 slots to slot it fully. I prefer 5 Doctored Wounds since it has a recharge bonus, but if you want to keep the Numina's I'd drop the Triage IOs and slot a recharge common instead, which will free up a slot.

You're taking Boxing way earlier than you need to. I'd take Fire Sword at 6, CJ at 14, and Boxing/Tough at 16/18. Alternatively, you could take Boxing/Tough at 14/16, Burn at 18 and CJ at 20. Personally, I'd take Combustion earlier, and delay Taunt or Blazing Aura, but your call.

Consume is pretty heavily slotted for an attack that's primarily a end recovery tool. I'd slot it primarily with recharge and end mod and use the Oblit set in Fire Sword Circle. But if you do want to slot it with an attack set use 3 Eradication instead.

Mocking Beratement has a nice S/L def bonus for 4-slotting, so I'd try to find an additional 3 slots for Taunt.

The fifth slot in Plasma shield is not needed for end reduction and the F/C def bonus is not worth slotting for. I'd drop the RA End, add another slot, and move the Steadfast +Def and Steadfast KB IOs there. Another option is to move the two Steadfasts to Temp Protection, which would actually save a slot.

Tough is very underslotted for resistance in the posted build, I'd put another Reactive Armor set there, which will get your S/L resistance to almost 74% and provide more S/L/E/NE def.

Instead of a end red common in Burn and Combustion, try a Multi Strike Acc/Dam/End, which will more fully slot it for damage. I'd actually swap out the Erad Acc/Rchg for an Acc/Dam/Rchg also.

Weave doesn't need five slots, and you sure as heck don't need the fire resistance bonus for the third GotA. Drop the GotA Def/End/Rchg and use the slot elsewhere.

IMO, the typed defense bonuses in BotZ are really too small to slot for; I'd drop everything but the KB IO.

The Gaussian's set isn't a great choice for typed defense, it's a lot of slots for a relatively small bonus. I'd use 2 Rectified Reticle instead plus a slot or two for recharge and move the rest of the slots elsewhere.

Maneuvers, or Stealth if you choose to keep it, really needs end reduction. I'd drop one of the defense IOs and slot a end red common.

I don't see much point in getting Conserve Power but not Physical Perfection. I'd drop either RotP or Temp Protection. And if you keep Temp Protection, drop the Psi resist IO, it's next to useless.

Here's your build with the changes I recommended. I also managed to free up enough slots to use Boxing as a set mule for another KC set. This gets you within 1% of soft-capping S/L, and E/NE is at 32%

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: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Blazing Aura -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(3), Erad-Acc/Dmg/EndRdx/Rchg(3), Sciroc-Dmg/EndRdx(5), Sciroc-Acc/Dmg/EndRdx(5)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(25)
Level 2: Fire Shield -- GA-ResDam(A), GA-Res/Rech/End(9), GA-End/Res(11), GA-RechRes(11), GA-3defTpProc(13)
Level 4: Healing Flames -- Numna-Heal/Rchg(A), Numna-EndRdx/Rchg(13), Numna-Heal(15), Numna-Heal/EndRdx(15), RechRdx-I(17)
Level 6: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 8: Consume -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(19), P'Shift-EndMod/Acc/Rchg(19), P'Shift-Acc/Rchg(21)
Level 10: Taunt -- Mocking-Taunt/Rchg/Rng(A), Mocking-Taunt(39), Mocking-Taunt/Rchg(39), Mocking-Acc/Rchg(46)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam(23), RctvArm-ResDam/EndRdx/Rchg(25)
Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(17), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx(31)
Level 16: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(29)
Level 18: Burn -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(34), M'Strk-Acc/Dmg/EndRdx(34)
Level 20: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(29)
Level 22: Combustion -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(34), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36), M'Strk-Acc/Dmg/EndRdx(36)
Level 24: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(37), LkGmblr-Def(37), LkGmblr-Rchg+(39)
Level 26: Super Jump -- Zephyr-ResKB(A)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 32: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(45), RechRdx-I(45)
Level 35: Fiery Embrace -- RechRdx-I(A)
Level 38: Maneuvers -- SW-Def(A), SW-ResDam/Re TP(48), LkGmblr-Rchg+(50), EndRdx-I(50)
Level 41: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(46), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50)
Level 44: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(46)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- P'Shift-End%(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(A)
Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(43), Numna-Regen/Rcvry+(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(43), P'Shift-End%(45)
------------
Set Bonus Totals:

  • 3% DamageBuff(Smashing)
  • 3% DamageBuff(Lethal)
  • 3% DamageBuff(Fire)
  • 3% DamageBuff(Cold)
  • 3% DamageBuff(Energy)
  • 3% DamageBuff(Negative)
  • 3% DamageBuff(Toxic)
  • 3% DamageBuff(Psionic)
  • 29.8% Defense(Smashing)
  • 29.8% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 17.9% Defense(Energy)
  • 17.9% Defense(Negative)
  • 6% Defense(Psionic)
  • 20.7% Defense(Melee)
  • 11.9% Defense(Ranged)
  • 6% Defense(AoE)
  • 7.2% Max End
  • 6% Enhancement(Heal)
  • 9% Enhancement(Accuracy)
  • 27.5% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 309.2 HP (16.5%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -11)
  • Knockup (Mag -11)
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 13.2%
  • MezResist(Stun) 2.2%
  • 20% Perception
  • 8.5% (0.14 End/sec) Recovery
  • 52% (4.06 HP/sec) Regeneration
  • 3% Resistance(Smashing)
  • 3% Resistance(Fire)
  • 3% Resistance(Cold)
  • 3% Resistance(Energy)
  • 3% Resistance(Negative)
  • 4.58% Resistance(Toxic)
  • 4.58% Resistance(Psionic)
  • 3% Resistance(Lethal)
  • 10% RunSpeed

Code:
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My Characters

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

 

Posted

Quote:
Originally Posted by Rangle M. Down View Post
My understanding is this: with Stealth from the power pool you will lose all your stealth in combat, and at least 1/2 your defenses will be suppressed.

So far my search foo is weak and I haven't found anything stating this directly. Mids does indicate something along these lines, but no specific numbers.
According to City of Data, here:

http://tomax.cohtitan.com/data/power...bility.Stealth

Tankers get 2.5% base defense from Stealth that suppresses in combat, and 2.5% that does not.


My Characters

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

 

Posted

It says exactly how much of it is supressed in mids.


 

Posted

Yep, I'd done a touch more digging to see that. By then others had chimed in. I had recalled it was 50%, but wanted to make sure I found something "official".


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Quote:
Originally Posted by Finduilas View Post
Mocking Beratement has a nice S/L def bonus for 4-slotting, so I'd try to find an additional 3 slots for Taunt.
Nice and cheap....
But if you're not concern about money, I'd stick a regualr taunt IO in it and move those slots to Brawl for 4 pieces KCs


 

Posted

Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice and cheap....
But if you're not concern about money, I'd stick a regualr taunt IO in it and move those slots to Brawl for 4 pieces KCs
Nice idea then he would be over the cap of the rule of 5 if he did that both KC and the full slot of obliteration have the same number for s/l and there is 4 KCs in it and 1 set of the obliteration. So it would be pointless to put in another KC in brawl.


 

Posted

Quote:
Originally Posted by LSK View Post
Nice idea then he would be over the cap of the rule of 5 if he did that both KC and the full slot of obliteration have the same number for s/l and there is 4 KCs in it and 1 set of the obliteration. So it would be pointless to put in another KC in brawl.
I was just looking at it in general. If you aren't going to slot the full set then I think it's better going after KCs. I really didn't take a good look at the build, but since you brought up... OK, you're right about the build having 4 KCs, wrong about the full set of Oblits having the same numbers though. KCs should actually put you at the softcap for S/L.


 

Posted

Quote:
Originally Posted by Iggy_Kamakaze View Post
I was just looking at it in general. If you aren't going to slot the full set then I think it's better going after KCs. I really didn't take a good look at the build, but since you brought up... OK, you're right about the build having 4 KCs, wrong about the full set of Oblits having the same numbers though. KCs should actually put you at the softcap for S/L.
Look at the numbers KC 4 slot give 3.75%s/l and 1.88% def melee full set of oblits gives you 3.57% s/l def and 1.88% def melee. You can not have more then 5 of the same which that dose give you 5. Rule of 5.


 

Posted

Quote:
Originally Posted by LSK View Post
Look at the numbers KC 4 slot give 3.75%s/l and 1.88% def melee full set of oblits gives you 3.57% s/l def and 1.88% def melee. You can not have more then 5 of the same which that dose give you 5. Rule of 5.
A full set of Oblits gives you 3.75% MELEE Defense, and 1.88% S/L Defense. So no, it wouldn't break the rule of 5.


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Quote:
Originally Posted by Rangle M. Down View Post
A full set of Oblits gives you 3.75% MELEE Defense, and 1.88% S/L Defense. So no, it wouldn't break the rule of 5.
Ok some how when i looked at it i was misreading it. Had a long day sorry.


 

Posted

Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice and cheap....
But if you're not concern about money, I'd stick a regualr taunt IO in it and move those slots to Brawl for 4 pieces KCs
Personally, I don't like the idea of slotting two attacks purely as set mules when the slots would actually have some use in Taunt, but that is an option, and it would put the OP well above the soft-cap for S/L.


My Characters

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

 

Posted

Quote:
Originally Posted by SinisterDirge View Post
It says exactly how much of it is supressed in mids.
Yes, it can. It is easy to set up, too.

In Mids, go to Options->Configuration, go to the 2nd tab (Effects and Math). Find the box on the right side with check boxes, and check "Attacked".

Now stealth will show the "in combat" value instead of the stealthed value. Also handy for any other stealth class powers (veats, stalkers).