Can you help tweak my Inv/SS Tank build please!


Finduilas

 

Posted

Hello Everyone,

This is my first tank build. I have seen some very nice tanks that seem to go through mobs like butter, do decent damage and can take heaps of it too.

I have built this tank based on some things I have read. I just dont know enough about making it my ultimate tank.

Right now I dont have the purples in it but I have everything else in it and Im having MAJOR problems with endurance and I dont seem to be doing a lot of damage either. I notice that when Unstoppable wears off I nearly die. I would like to get rid of that power if possible with keeping to my dream of the ultimate tank!


Im hoping those tank pros out there can help me make this build my dream tank! Thanks in advance for any help you can offer.

----------------------------------------

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Solo Tanker: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:






Level 1: Resist Physical Damage

  • (A) Aegis - Resistance/Endurance: Level 50
  • (13) Aegis - Resistance/Recharge: Level 50
  • (13) Aegis - Endurance/Recharge: Level 50
  • (15) Aegis - Resistance/Endurance/Recharge: Level 50
  • (15) Aegis - Resistance: Level 50
  • (17) Aegis - Psionic/Status Resistance: Level 50
Level 1: Jab
  • (A) Damage Increase IO: Level 50
Level 2: Temp Invulnerability
  • (A) Steadfast Protection - Resistance/Endurance: Level 30
  • (17) Steadfast Protection - Resistance/+Def 3%: Level 30
  • (19) Steadfast Protection - Knockback Protection: Level 30
Level 4: Haymaker
  • (A) Hecatomb - Damage: Level 50
  • (36) Hecatomb - Damage/Recharge: Level 50
  • (36) Hecatomb - Accuracy/Damage/Recharge: Level 50
  • (36) Hecatomb - Accuracy/Recharge: Level 50
  • (37) Hecatomb - Damage/Endurance: Level 50
Level 6: Resist Elements
  • (A) Impervium Armor - Resistance: Level 40
  • (40) Impervium Armor - Psionic Resistance: Level 40
Level 8: Dull Pain
  • (A) Numina's Convalescence - Heal: Level 50
  • (31) Numina's Convalescence - Heal/Endurance: Level 50
  • (31) Numina's Convalescence - Heal/Recharge: Level 50
  • (33) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
Level 10: Taunt
  • (A) Perfect Zinger - Taunt: Level 50
  • (21) Perfect Zinger - Taunt/Recharge: Level 50
  • (23) Perfect Zinger - Taunt/Recharge/Range: Level 50
  • (23) Perfect Zinger - Accuracy/Recharge: Level 50
  • (25) Perfect Zinger - Taunt/Range: Level 50
  • (25) Perfect Zinger - Chance for Psi Damage: Level 50
Level 12: Unyielding
  • (A) Impervium Armor - Resistance: Level 40
  • (40) Impervium Armor - Psionic Resistance: Level 40
Level 14: Resist Energies
  • (A) Impervium Armor - Resistance/Endurance: Level 40
  • (33) Impervium Armor - Resistance/Recharge: Level 40
  • (33) Impervium Armor - Endurance/Recharge: Level 40
  • (34) Impervium Armor - Resistance/Endurance/Recharge: Level 40
  • (34) Impervium Armor - Resistance: Level 40
  • (34) Impervium Armor - Psionic Resistance: Level 40
Level 16: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (19) Recharge Reduction IO: Level 50
  • (21) Recharge Reduction IO: Level 50
Level 18: Super Speed
  • (A) Run Speed IO: Level 50
Level 20: Invincibility
  • (A) Luck of the Gambler - Defense/Endurance: Level 50
  • (27) Luck of the Gambler - Defense/Recharge: Level 50
  • (27) Luck of the Gambler - Endurance/Recharge: Level 50
  • (29) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
  • (29) Luck of the Gambler - Defense: Level 50
  • (31) Luck of the Gambler - Recharge Speed: Level 50
Level 22: Knockout Blow
  • (A) Crushing Impact - Accuracy/Damage: Level 50
  • (45) Crushing Impact - Damage/Endurance: Level 50
  • (46) Crushing Impact - Damage/Recharge: Level 50
  • (46) Crushing Impact - Accuracy/Damage/Recharge: Level 50
  • (46) Crushing Impact - Accuracy/Damage/Endurance: Level 50
  • (48) Crushing Impact - Damage/Endurance/Recharge: Level 50
Level 24: Punch
  • (A) Mako's Bite - Accuracy/Damage: Level 50
  • (42) Mako's Bite - Damage/Endurance: Level 50
  • (42) Mako's Bite - Damage/Recharge: Level 50
  • (43) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
Level 26: Tough Hide
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (43) Luck of the Gambler - Defense: Level 50
  • (43) Luck of the Gambler - Defense/Endurance: Level 50
  • (45) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
Level 28: Rage
  • (A) Adjusted Targeting - To Hit Buff: Level 50
  • (45) Adjusted Targeting - To Hit Buff/Endurance: Level 50
Level 30: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (48) Luck of the Gambler - Defense: Level 50
Level 32: Assault
  • (A) Endurance Reduction IO: Level 50
Level 35: Unstoppable
  • (A) Impervium Armor - Resistance: Level 40
  • (37) Impervium Armor - Psionic Resistance: Level 40
  • (37) Impervium Armor - Resistance/Endurance: Level 40
Level 38: Foot Stomp
  • (A) Armageddon - Damage: Level 50
  • (39) Armageddon - Damage/Recharge: Level 50
  • (39) Armageddon - Accuracy/Damage/Recharge: Level 50
  • (39) Armageddon - Accuracy/Recharge: Level 50
  • (40) Armageddon - Damage/Endurance: Level 50
Level 41: Hurl
  • (A) Entropic Chaos - Accuracy/Damage: Level 35
  • (42) Entropic Chaos - Damage/Endurance: Level 35
Level 44: Conserve Power
  • (A) Endurance Reduction IO: Level 50
Level 47: Focused Accuracy
  • (A) Adjusted Targeting - To Hit Buff: Level 50
  • (48) Adjusted Targeting - To Hit Buff/Endurance: Level 50
Level 49: Physical Perfection
  • (A) Numina's Convalescence - Heal: Level 50
  • (50) Numina's Convalescence - Heal/Endurance: Level 50
  • (50) Numina's Convalescence - Heal/Recharge: Level 50
  • (50) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
------------






Level 1: Brawl
  • (A) Empty
Level 1: Gauntlet






Level 1: Sprint
  • (A) Run Speed IO: Level 50
Level 2: Rest
  • (A) Healing IO: Level 50
Level 4: Ninja Run






Level 2: Swift
  • (A) Run Speed IO: Level 50
Level 2: Health
  • (A) Numina's Convalescence - Heal/Endurance: Level 50
  • (7) Numina's Convalescence - Endurance/Recharge: Level 50
  • (9) Numina's Convalescence - Heal/Recharge: Level 50
  • (9) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
  • (11) Numina's Convalescence - Heal: Level 50
  • (11) Numina's Convalescence - +Regeneration/+Recovery: Level 50
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Stamina
  • (A) Efficacy Adaptor - EndMod: Level 50
  • (3) Efficacy Adaptor - EndMod/Recharge: Level 50
  • (3) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
  • (5) Efficacy Adaptor - Accuracy/Recharge: Level 50
  • (5) Efficacy Adaptor - EndMod/Accuracy: Level 50
  • (7) Efficacy Adaptor - EndMod/Endurance: Level 50




Set Bonus Totals:
  • 12% DamageBuff(Smashing)
  • 12% DamageBuff(Lethal)
  • 12% DamageBuff(Fire)
  • 12% DamageBuff(Cold)
  • 12% DamageBuff(Energy)
  • 12% DamageBuff(Negative)
  • 12% DamageBuff(Toxic)
  • 12% DamageBuff(Psionic)
  • 4.56% Defense(Melee)
  • 6.13% Defense(Smashing)
  • 6.13% Defense(Lethal)
  • 7.69% Defense(Fire)
  • 7.69% Defense(Cold)
  • 4.88% Defense(Energy)
  • 4.88% Defense(Negative)
  • 6.75% Defense(Psionic)
  • 6.75% Defense(Ranged)
  • 7.69% Defense(AoE)
  • 2.25% Max End
  • 55% Enhancement(Accuracy)
  • 57.5% Enhancement(RechargeTime)
  • 18% Enhancement(Heal)
  • 246 HP (13.1%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 8.8%
  • MezResist(Immobilize) 5.5%
  • MezResist(Terrorized) 2.75%
  • 21% (0.35 End/sec) Recovery
  • 86% (6.72 HP/sec) Regeneration
  • 5.04% Resistance(Fire)
  • 5.04% Resistance(Cold)
  • 3.13% Resistance(Toxic)
  • 23.8% Resistance(Psionic)
  • 5% RunSpeed
  • 2.5% XPDebtProtection






Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1383;672;1344;HEX;|
|78DA6593D96E52511486F76128E50096A103958E9496A1F4C06931714ABCB06DD2A|
|44DAAA0B7486117507240A046EE7C005BF505D478E9E338EB3B38BC012ED6BFAD28|
|24876F9F7F9FB5FEBD56D63E78BCED15E2C90DA1796F364A9D4EB150B21EC8B65E9|
|0E59AD56C34AB3D4F9EB004D9258458C0B2B82D8FA5D591C69EF5E8A461C976E9A8|
|DEA8777B11B57D201B521AF99316ADF3DDB6B4AADD5A60CFAA495A768D3F0BFDB0D|
|96C18F9969495095EEECB5245B63BB57AEBFF771FBFEFD6ABB56EDDAA86765AF5B2|
|B143BED55EF1A0D4E9CA762F4CA75BA5E79D9BFE347A44DF29B2B43085D70436191|
|7B6801CC37F8991D685FAF585981703E93D25D290C8A64D6B03D93FC308861906C5|
|D811E3B0AFD906312B7120012419B114E323E573229FE64CD0222EE249C607DA716|
|1C7EEBAC3E759B805E4194B0546860CDD3074BA2D4E3AD9644CB780878C701BE830|
|3E518847F97AFEF1FD4C3B3ED52A5F8CA5A555608DB11C0710B58CA828CDC184EAC|
|BC43AB72A084C022BF44140F532B0C1D217720A7133FBCE909F8BB91800828CB910|
|3089B2A71826D53BA5EA9DBAC789D225C6C61150062A8C8CC41B45CD20CA3E73CC5|
|2B20AD418A9FB8CAF74A659D5F55918A6609FC209D338D326E58BE0EC5AE425B734|
|FD8611706156063BF3C890418620ED2CAA162C2EB3DD37B28BAAB645D1D0181A1A4|
|3EB733A0678304EAB97D960ED0A7015B8C6885F676CD1E709659E38254445F28CF1|
|8A86721D4E621DE6AF4932D40C18A821831ADEFA04DF924117B2983D13B36762F64|
|CCCDE9C63E882F4E927928EF38BD64F8DEC6647147344D91A517223CAFEB082613A|
|74285F92B4184B6EFFF955EC7FD7CFEFADD010F1F3AFE4D450DDD86DC6388A1C479|
|13A1AA0DF65FC184E94E044BF86133DE506DA4E813386E319F09C31F682F11B88C3|
|D27E|
|-------------------------------------------------------------------|


 

Posted

Let me introduce you to a concept called Enhancement Diversification, here:

http://wiki.cohtitan.com/wiki/Enhanc...iversification

Bottom line, it says that enhancing a single attribute beyond a certain point means that very severe diminishing returns kick in. Because of ED, you have several powers in your current build that are horribly overslotted. Mouse over Invinc, for instance; the defense number in red (59.91%) is the enhancement value you are getting, and the number in parentheses next to is the value you have slotted. (86.06%) So in essence, you have almost 30% of defense slotting that's just wasted. The same is true of RPD, ResEn, Health and Stamina.

I can see why you're having endurance issues, you've barely enough recovery to run your toggles without Unstop or Conserve Power running. You've got some attacks and several toggles--including some high cost ones--that are underslotted or completely unslotted for end reduction.

Those really tough Invul tanks you've seen are probably have soft-capped defense to at least some damage types. That's what you should aim for too, IMO, to soft-cap S/L/E/NE def with one in range of Invinc.

To that end. drop Maneuvers, Assault, and Focused Accuracy for the Fighting Pool. Tough and Weave will do MUCH more to add survivability than the Leadership Pool. FA is a huge end hog and just not necessary, especially for a SS tank. You probably won't need Unstop much once you're soft-capped, so I'd consider dropping it and picking up Combat Jumping. CJ has a tiny end cost and gives a nice defense boost.

The resistance passives (RPD, ResEn, ResEl) have zero end cost and a relatively low base resistance value, so they can be taken later and slotted more lightly. I'd take RPD in the 20s or 30s, the others can wait until the 40s.

From the top:

Unless you're slotting for a set bonus, RPD doesn't need more than two slots; once TI, UY and Tough are fully slotted you'll hit the S/L resistance cap easily. Pull the Steadfast +Def from TI and put it in RPD, ditch the other two Steadfast slots; Invul does NOT need additional KB protection.

Slot TI, UY, and Tough with 4 pieces of Reactive Armor, everything but the End and End/Rchg. RA has small but useful S/L/E/NE bonuses.

Jab and Punch are underslotted; I'd go with 4 Kinetic Combat for the S/L defense and a Mako's quad in each to round out the slotting.

Dull Pain is underslotted for recharge. Try 5 Doctored Wounds (everything but the Heal/End/Rchg) instead. Five slots gives you a decent recharge bonus.

Try four slots of LotG in Invinc, Weave and Tough Hide, though you can drop TH down to three slots if you like since it doesn't need end reduction.

Instead of Adjusted Targeting in Rage, I'd go with two Retified Reticle for the S/L def bonus and two recharge commons.

IMO, the benefit of soft-capping S/L/E/NE outweighs the bonuses in purples, so I think you should consider skipping the purples in Foot Stomp for slotting that gives defense bonuses, like an Erad set. Likewise, I'd drop a couple of the Crushing Impacts in KoB for something that gives E/NE def. Hurl can be slotted with Thunderstrike for the same reason.

If recovery is an issue, I'd slot Physical Perfection with end mod rather than heal.

Here's my rework of your build, unfortunately, I wasn't able to keep a lot of the slotting, though I did retain the purple set in Haymaker. I dropped Unstop for CJ so E/NE could be soft-capped. If you want Unstop instead, switch the Mocking Beratement set back to Perfect Zinger and you'll still be soft-capped to S/L defense. Alternatively, you could keep CJ and Unstop and drop ResEl--it's considered to be the least useful of the resistance passives. The Kinetic Combat sets will be very expensive, but probably not as much as the Armageddon set in Foot Stomp would have been. You can certainly recover some of your influence by respecing and pulling the most valuable IOs.

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Solo Tanker: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx/Rchg:40(17), RctvArm-ResDam:40(19)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(13), Mako-Acc/Dmg/EndRdx/Rchg:50(15)
Level 2: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(42), KntkC'bat-Dmg/EndRdx/Rchg:35(42), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(9), Dct'dW-Heal/Rchg:50(31), Dct'dW-Heal:50(31), Dct'dW-Rchg:50(33)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(36)
Level 8: Haymaker -- Hectmb-Dmg:50(A), Hectmb-Dmg/EndRdx:50(11), Hectmb-Dmg/Rchg:50(19), Hectmb-Acc/Dmg/Rchg:50(21), Hectmb-Acc/Rchg:50(36)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(21), Mocking-Taunt/Rchg/Rng:50(23), Mocking-Taunt/Rng:50(23), Mocking-Acc/Rchg:50(25), Mocking-Rchg:50(25)
Level 12: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(36), RctvArm-ResDam:40(40)
Level 14: Super Speed -- Run-I:50(A)
Level 16: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(17)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(27), LkGmblr-EndRdx/Rchg:50(27), LkGmblr-Def/EndRdx/Rchg:50(29)
Level 20: Knockout Blow -- 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), BasGaze-Acc/Rchg:30(46), BasGaze-EndRdx/Rchg/Hold:30(48)
Level 22: Boxing -- Acc-I:50(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam:40(40)
Level 26: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(29), LkGmblr-Def:50(33)
Level 28: Rage -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(33), RechRdx-I:50(34), RechRdx-I:50(45)
Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(34), LkGmblr-Def/EndRdx/Rchg:50(37), LkGmblr-Def:50(42)
Level 32: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(37)
Level 35: Hurl -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(37), Thundr-Dmg/Rchg:50(43), Thundr-Acc/Dmg/EndRdx:50(43)
Level 38: Foot Stomp -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), M'Strk-Dmg/EndRdx:50(40), FrcFbk-Rechg%:50(45)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-End%:50(50)
Level 47: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam:40(48)
Level 49: Resist Elements -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(50), RctvArm-ResDam:40(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Heal-I:50(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(7), Numna-Regen/Rcvry+:50(9)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(3), EndMod-I:50(3)
------------
Set Bonus Totals:

  • 18.6% Defense(Smashing)
  • 18.6% Defense(Lethal)
  • 6.13% Defense(Fire)
  • 6.13% Defense(Cold)
  • 17.4% Defense(Energy)
  • 17.4% Defense(Negative)
  • 3% Defense(Psionic)
  • 10.8% Defense(Melee)
  • 10.2% Defense(Ranged)
  • 4.56% Defense(AoE)
  • 3.6% Max End
  • 4% Enhancement(Heal)
  • 45% Enhancement(RechargeTime)
  • 47% Enhancement(Accuracy)
  • 10% FlySpeed
  • 217.9 HP (11.6%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 13.2%
  • MezResist(Terrorized) 2.2%
  • 20% Perception
  • 6% (0.1 End/sec) Recovery
  • 52% (4.06 HP/sec) Regeneration
  • 3.78% Resistance(Fire)
  • 3.78% Resistance(Cold)
  • 10% RunSpeed

Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1378;670;1340;HEX;|
|78DA65935F53125118C6CF2E28B1828288FF45FE297F5D24BDEF226DC649260CEBD|
|6D04E806E0B013671D74D5FA09B6E32A7DB3E4E65D64768CAEA1BD0CBFB9C480606|
|F89D7DCF73DE7DCEB37B0A2FB63C42BCBC2534CF6DABDC6A1DEC97ED13D934F6E55|
|1D5AE5BF54A67AC4408A3EC124284303CD8924FA4DD92E68EFDFCD4B265B37C58B3|
|6AEDCE829A2E484B4AB374DAA071A9DD9476A55DF5EFD85549C3B6F96F6014EB75C|
|B2C35A47CECE5E19D5AA5DAAED995C12B0F5FEDCA72832E02DB8DDA91B94DB7AC74|
|0E0AE5565B363BB3646C857E9FDCF4A7D14F741D22448384F02C337C11C66494913|
|584FA749DA248880AE71E63F43EC353628C1F13F262CD505D49AE0DC85390A7204F|
|43FE995C3894DC7157EB956EEC324205E01E235C644429D61198D64732DCC100628|
|049B777A97EAE559D0569C66482319564C4528C1CC9DD908FB8AB10D418D3C780C5|
|983D019E32BED0923115DD18A21B477431449740743172E24577E15D637F1F69E90|
|4966A1333345812BE2CCF7CA519BFA67153BF8F773BEF0726198B01469E2C0794E5|
|C0235E9A2D23FA43E008B8D07BDD73970C8DAC049595E03C0B1C549A51BB98C12E4|
|2D845646017DFC8D89CCA7C2E082BF0179E62DC24470BCAF9C25BBD672F7CC688E0|
|A1640127DD7049DD70098D226814C7D652E8374DBA6595D1324A71C8378CDEAB830|
|ED1336E1A7FC7489F03EF199B06DEF15E462BDF3980D51FC015F0939178067FAFF8|
|B19ED38B9854192561F9033DBE8CB29279CDAAFC1BC625A562AA544CA497437A39C|
|476418275255887200F411E824567FF60D1973E22E5EC1FC96E7A68767DA8921FAA|
|6C0C5536872ABBD72B782B8BCEFEA1155A9C4B6E5FFF6076AF7A675A53D358F1FB7|
|F49D71EF0C319DDC3F17DC8F8757D4D92D7FCB9BE0661EA08530FB3E02FEE5DD045|
|-------------------------------------------------------------------|


My Characters

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

 

Posted

Hey Finduilas,

I had read some of your replies helping others and to be honest I was hoping you would see mine and help me as well. Thank you so much for taking the time to rework and fix my build for me. =) I also appreciate you taking the time to teach me something about why the changes were made and what they do. My hat is off to you sir.

I was left with only one question. Would it make that much of a difference to take the last purple set off? If its there will I see a dramatic improvement or maybe something else would work just fine? What do you think?

Thanks again,

Scorp.


 

Posted

Quote:
Originally Posted by Scorpion Claw View Post
Hey Finduilas,

I had read some of your replies helping others and to be honest I was hoping you would see mine and help me as well. Thank you so much for taking the time to rework and fix my build for me. =) I also appreciate you taking the time to teach me something about why the changes were made and what they do. My hat is off to you sir.

I was left with only one question. Would it make that much of a difference to take the last purple set off? If its there will I see a dramatic improvement or maybe something else would work just fine? What do you think?
You're welcome, glad to help.

Regarding the purples in Haymaker, since you're soft-capped already the main trade off you can make is the value of non-defense bonuses vs. cost. Purples are popular because they offer good bonuses, and with your Hecatomb slotting you're getting large recovery, accuracy and recharge bonuses. Whether they're worth the billions you'll have to spend to get them is up to you.

Here are some options, in order of (greatly) decreasing cost:

1) Stick with the Hecatombs and enjoy those bonuses!

2) Replace them with a non-purple set with similar bonuses. Five slots of Crushing Impact won't give you a recovery bonus, but it will give you accuracy and recharge bonuses at about half the level of the Hecatombs.

3) Four slots of Smashing Haymaker have half the S/L defense bonus of Kinetic Combat, at a fraction of the cost. You could replace the Kin Combat set in Punch with Smashing Haymaker and put a set in Haymaker as well. That way you'd still be soft-capped to S/L and would only have to buy one set of Kin Combat. You lose the recharge and other bonuses that way, but it would be *much* less expensive.

Does that help?


My Characters

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