Old Player - New Tanker.. Build?
Just a general observation here: but toggles do NOT need to be three-slotted with EndRed. Attacks use up FAR more endurance over time than toggles do. Move some of those EndRed slots from your toggles to your attacks, and you'll be much better off.
Also, your attacks aren't slotted for Acc, which could make your life very frustrating.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
I was not going to comment because I havent played invuln to high level. But I would suggest a very different philosophy to slotting on a budget. There are a lot of cheap sets that people will sell for very little because they dont have the sought after bonuses like defense or recharge. You can get many cheaper than the unnamed IOs.
You can get much better stats on powers on the cheap, without worrying about bonuses, using named IOs where you get drops, and hunting for cheapos.
For example: instead of 6 slots in Unstoppable, you can 5 slot with mixed match sets for resist and recharge and one recharge and one resist IO to hit the diminishing returns on resist. With a quick check on mids I was getting 56.70 resist 95.57 recharge 5 slotted.
And actually, for that power, I wouldnt worry about maxing resist anyway, since youll probably cap it anyway easily. (see the 'totals' tab on Mids, blue v pink, and mouse over it).
This will free up slots, which you need for attacks to add accuracy for one. Even if you arent worried about a lot of damage as a tank, you need to hit to keep aggro.
I wouldnt do this on things that you want one stat in. Like conserve power or hasten, yes, just 3 slot reduce recharge.
But in my opinion, dont spend too much time on this, cause if you like the character, and get to 50, you start getting the drops you need, or go for merits and save up and pick em.
Also, pretty sure focused accuracy is a toggle with a negligible recharge, Id go end reduction. Without looking at mids, just from memory I think its and end hog.
Mains - Freedom: Croatoa - 50 Fire/Psi Dom, Grandville - 50 SS/Elec Brute, Dark-Astoria - 50 Dark/Fire Scrapper, Pearline - 50 Spines/Regen Scrapper, Caffeine Girl - 50 Earth/Kin Troller
I was pretty much in the same boat as you, gone for a few years, had only played blasters, rolled a tanker upon return. I have had no regrets, and it has been a lot of fun (just dinged 50 last week). I will give some general pointers only, since I am not terribly familiar with those power sets:
Three Endurance Reductions is likely too much in your defensive toggles. See how it feels to you, but my guess is that you can get by with one or two at most. Before switching to sets, I usually got by with one EndRed.
For your offensive powers, I would suggest the same slotting as if you were a blapper - 1xAcc, 1xEndRed, 1xRechRed, 3xDam. If you are teaming, you are generating aggro when you hit. If you miss, far less aggro, and your teammates pay. There is a definite lack of accuracy in the build. If you drop some of the EndRed from your toggles, you should have plenty of slots to spread around.
I would drop Focus Accuracy, since you already have Build Up, and work on dipping into the Fighting Pool to get Tough and Weave. Those will help your defense and resistance a bit. Also, slot Combat Jumping for Defense rather than Jumping. For a tank, it's another survival tool.
Finally, do not exclude IO sets just because you perceive them to be expensive. You are going to be getting Reward Merits for completing mission arcs and TFs. You will be getting alignment merits for tip missions or completing the Signature Story Arcs. Start thinking about what pieces you would like, and either spend these merits on the recipes or get recipes that sell for a lot on the AH. For example, I can spend a few hours doing tip missions over four days, and convert the alignment merits to Miracle +Recovery, which goes for 100 million inf on my server.
When spending your influence or merits on recipes or IOs, prioritize sets that have good two- or three-piece bonuses (Numina's and LotG for example). You can often pick up the less popular pieces of these sets for very little. Also, prioritize unique pieces with powerful bonuses. For example, Steadfast Protection +3% Defense only costs like 125 reward merits. Numina's +regeneration/+recovery is more expensive, but you can pair that with a second, cheap Numina's, and get yourself 32% regen and 10% recovery without too much effort.
I'll echo what the others have said; you have way too much end reduction in your toggles and none in your attacks. In general, your attacks are poorly slotted. Also Focused Accuracy is a huge end hog; I'd drop it, Stun and Recall Friend for the Fighting Pool.
Here's a quick common IO build for you. I added just one set IO, and that's the Steadfast +Def. With that and Weave, and your other defense powers fully slotted, you can get to 32% defense, which is within a small purple of soft-capping with one in range of Invinc.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- EndRdx-I:50(A), ResDam-I:50(3), ResDam-I:50(3), ResDam-I:50(5)
Level 1: Barrage -- Acc-I:50(A), EndRdx-I:50(15), RechRdx-I:50(17), Dmg-I:50(17), Dmg-I:50(21), Dmg-I:50(42)
Level 2: Dull Pain -- RechRdx-I:50(A), RechRdx-I:50(5), RechRdx-I:50(7), Heal-I:50(7), Heal-I:50(9), Heal-I:50(9)
Level 4: Bone Smasher -- Acc-I:50(A), EndRdx-I:50(23), RechRdx-I:50(23), Dmg-I:50(33), Dmg-I:50(33), Dmg-I:50(34)
Level 6: Combat Jumping -- DefBuff-I:50(A), DefBuff-I:50(34)
Level 8: Unyielding -- EndRdx-I:50(A), ResDam-I:50(11), ResDam-I:50(11), ResDam-I:50(13)
Level 10: Taunt -- RechRdx-I:50(A), Taunt-I:50(46)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(15)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Whirling Hands -- Acc-I:50(A), EndRdx-I:50(34), RechRdx-I:50(36), Dmg-I:50(36), Dmg-I:50(36), Dmg-I:50(37)
Level 18: Invincibility -- EndRdx-I:50(A), DefBuff-I:50(19), DefBuff-I:50(19), DefBuff-I:50(21)
Level 20: Resist Physical Damage -- ResDam-I:50(A), S'fstPrt-ResDam/Def+:30(50)
Level 22: Boxing -- Acc-I:50(A)
Level 24: Tough -- EndRdx-I:50(A), ResDam-I:50(25), ResDam-I:50(25), ResDam-I:50(27)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(27), DefBuff-I:50(29)
Level 28: Weave -- EndRdx-I:50(A), DefBuff-I:50(29), DefBuff-I:50(31), DefBuff-I:50(31)
Level 30: Build Up -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(33)
Level 32: Unstoppable -- RechRdx-I:50(A), RechRdx-I:50(46)
Level 35: Energy Transfer -- Acc-I:50(A), EndRdx-I:50(37), RechRdx-I:50(37), Dmg-I:50(39), Dmg-I:50(39), Dmg-I:50(39)
Level 38: Total Focus -- Acc-I:50(A), EndRdx-I:50(40), RechRdx-I:50(40), Dmg-I:50(40), Dmg-I:50(42), Dmg-I:50(42)
Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(46)
Level 44: Physical Perfection -- EndMod-I:50(A), EndMod-I:50(45), Heal-I:50(45), Heal-I:50(48)
Level 47: Resist Energies -- ResDam-I:50(A), ResDam-I:50(48), ResDam-I:50(48)
Level 49: Resist Elements -- ResDam-I:50(A), ResDam-I:50(50), ResDam-I:50(50)
------------
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Heal-I:50(A), Heal-I:50(43), Heal-I:50(43)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(43), EndMod-I:50(45)
Level 1: Brawl -- Acc-I:50(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
------------
Set Bonus Totals:
- 3% Defense(Melee)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Ranged)
- 3% Defense(AoE)
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1450;572;1144;HEX;| |78DA6D945B73D24014C777218809E1262D14DAA48552A14053187DF7C156C79932D| |319FBDE8975C58C999421E8C8A39FC4771FFC30DEF53B78F9067860FF89249899F0| |63CFFD9CDDECF0F589FEFEE19B7B8CEBF75DDBF72F2F6CEF8598A486F6C8B9628B2| |74DAF29A59727E299F07C613DF25EBD743D31B19F38AE339D55A11E0A5708EB9414| |A3995C30FDFCFADAB5CE843D76BC91B65C3C1E0BF134BBFCFBC0193D9F92A2B85C5| |154C77764C8D2E9D8B90A43D9FE544C665B54C901BD1F55FAE18BDAE64956270C14| |96E845A980373586679E623529CBC1A7D0050DC90DF010FCA4220DF972D82AE08D8| |04DE48951A3BC49F82691B78CBC65F8EE1951D6C1328D3C25FBE329133AF00BD594| |46EF69C4D37A51EA60866A50650D5C45CEA38164837264A42E91814E077360856CB| |2D28665DBB0A19879F495475F75D4B10FBF7D23CA26F88D8A2972BEACBD089F5B66| |941BE007B22D610625F433A890C05018A7BA3651D7266A4892AC82B954107BAB176| |50DFC4EB1ABD2365145BE1AB8032A146F1BF1B6EB519D19638E6662609606666006| |7B0CFEA09CBBD88BDD602FC03CF93730D306FA6922671336B78DFFB3A0C96F62E17| |B00DF167C5BF06DC5CE75C0B77440DBA8A91DABE91D6D7C17FD77F7A4AC171067FC| |18FC4ABD5998A785191FC7F8996CFAB0E907FB19E34FEA854B1BC68FA4ECF73F598| |2235F27C65FAB7E38A77F56FD507727D6C78E12DE0D2CB81B0E95F06E997756F573| |7A587F4D325893DC5993DC5D939CAD4AD0E9B912DE362CB86DD442788BCCFF020FD| |4B506| |-------------------------------------------------------------------|
My Characters
Knight Court--A CoH Story Complete 2/3/2012
I really appreciate all the thoughts here...
Here is what I've gleaned from this:
I'm not focusing on ACC enough, over-valuing End-Redux, and don't automatically count out IO sets.....
My tank is currently level 31... and I can't remember the last time I had so much fun in CoH quite honestly. I was on a team last night, and we got hit by TWO large ambushes at once, and there were easily 30+ baddies in the room. (unfortunately, I couldn't hold all the aggro, since it was over the aggro cap...) A team-wipe ensued. Actually, a 7-member team-wipe ensued..... I was still very much alive, and kicking butt in the middle of the mayhem. I was able to taunt the whole group away from all the dead heroes on my team, so they could all rez, and then we finished the mission. I was easily the only person alive on the team for a solid 5/10 minutes, getting attacked by 25-30 baddies, and I survived without any inspirations. (the problem I did have, was that I was totally out of endurance, and was just managing aggro/end to make sure my toggles didn't drop...) hehe.... but that's mostly because, at this point in my build, i haven't added any end-redux at all. That is a big problem when I'm solo, but not a problem at all in teams. (my last couple slots went into a few end-redux, so it's going to get much better very quickly.)
I definitely need to keep my eyes on some IO sets that grant +Recovery...
Anyway, at Lvl 31, here is my current build. (some of my level-slot placement here might be wrong, but the slotting/enhancements are correct.)
But first, a few questions: STUN seems situational at best. It is a great disorient, but the other powers in my attack chain also have disorient effects... should I drop it? Maybe replace it with Energy Punch? (my attack chain is a LITTLE light, but I'm not really a big soloer, and when in teams, I'm more focused on holding aggro and being a meat-shield.)
I'm not decided yet on whether or not I will invest in the Fighting Pool. I've heard two schools of thought on it... Not sure which way I'm going on that one yet.
Unstoppable: is it too situational because of the huge crash? Do I want it as an "Oh CRAP!" power? Or should I just try to max my resists/def as much as I can through my other Invul powers, Maneuvers, and Fighting Pool?
OK... here's my current build:
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Captain Slap: Level 32 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Hero Profile:
Level 1: Temp Invulnerability
- (A) Resist Damage IO
- (3) Resist Damage IO
- (5) Resist Damage IO
- (13) Endurance Reduction IO
- (A) Damage Increase IO
- (7) Damage Increase IO
- (13) Accuracy IO
- (A) Resist Damage IO
- (3) Resist Damage IO
- (5) Resist Damage IO
- (A) Pounding Slugfest - Damage/Endurance
- (7) Pounding Slugfest - Accuracy/Damage
- (25) Pounding Slugfest - Damage/Recharge
- (29) Pounding Slugfest - Disorient Bonus
- (A) Recharge Reduction IO
- (9) Recharge Reduction IO
- (9) Recharge Reduction IO
- (A) Resist Damage IO
- (11) Resist Damage IO
- (11) Resist Damage IO
- (23) Endurance Reduction IO
- (A) Accuracy IO
- (A) Jumping IO
- (A) Resist Damage IO
- (15) Resist Damage IO
- (15) Resist Damage IO
- (A) Resist Damage IO
- (17) Resist Damage IO
- (17) Resist Damage IO
- (A) Defense Buff IO
- (19) Defense Buff IO
- (19) Defense Buff IO
- (31) Endurance Reduction IO
- (A) Scirocco's Dervish - Damage/Endurance
- (21) Scirocco's Dervish - Chance of Damage(Lethal)
- (21) Scirocco's Dervish - Accuracy/Damage
- (23) Scirocco's Dervish - Accuracy/Recharge
- (A) Recharge Reduction IO
- (A) Rope A Dope - Endurance/Stun
- (25) Rope A Dope - Accuracy/Stun
- (A) Defense Buff IO
- (27) Defense Buff IO
- (27) Defense Buff IO
- (A) Recharge Reduction IO
- (A) Endurance Reduction IO
- (31) Endurance Reduction IO
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 2: Swift
- (A) Run Speed IO
- (A) Healing IO
- (A) Jumping IO
- (A) Endurance Modification IO
- (29) Endurance Modification IO
- (31) Endurance Modification IO
- (A) Damage Increase IO
Level 1: Sprint
- (A) Run Speed IO
- (A) Recharge Reduction IO
------------
Set Bonus Totals:
- 2% DamageBuff(Smashing)
- 2% DamageBuff(Lethal)
- 2% DamageBuff(Fire)
- 2% DamageBuff(Cold)
- 2% DamageBuff(Energy)
- 2% DamageBuff(Negative)
- 2% DamageBuff(Toxic)
- 2% DamageBuff(Psionic)
- 1.25% Defense(Energy)
- 1.25% Defense(Negative)
- 0.63% Defense(Ranged)
- 9% Enhancement(Accuracy)
- 24% (1.87 HP/sec) Regeneration
- 3.13% Resistance(Negative)
Don't know whether everyone else is having trouble, but using the Data Link is still giving me an error. Could you please post the Data Chunk as well?
By the way, I'd wouldn't quite say that we are telling you that you are overvaluing end reduction, but that you had too much in the wrong places in the previous build. Unless it's a high end toggle--and Invul doesn't have any of those--it's much MUCH more important and useful to slot end red in attacks than it is in toggles.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
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But first, a few questions: STUN seems situational at best. It is a great disorient, but the other powers in my attack chain also have disorient effects... should I drop it? Maybe replace it with Energy Punch? (my attack chain is a LITTLE light, but I'm not really a big soloer, and when in teams, I'm more focused on holding aggro and being a meat-shield.)
|
I'm not decided yet on whether or not I will invest in the Fighting Pool. I've heard two schools of thought on it... Not sure which way I'm going on that one yet. |
Unstoppable: is it too situational because of the huge crash? Do I want it as an "Oh CRAP!" power? Or should I just try to max my resists/def as much as I can through my other Invul powers, Maneuvers, and Fighting Pool? |
Concerning your current build, IMO it's much better than it was. A couple of notes:
Taunt doesn't need accuracy in PvE, slot it with Range, Recharge or Taunt Dur instead. If you go with sets there are some cheap sets with excellent bonuses like Mocking Beratement.
Combat Jumping is a much better pick than Maneuvers; it has slightly more defense at a fraction of the end cost. And in general I'd recommend dropping Maneuvers on respec, Weave will give you much more bang for the buck.
Scirocco's Dervish is not a great set for Invul, since it primarily gives a positional def bonus and the typed def bonus is for F/C, which should be a low priority for you.
I also think you're taking the resistance passives--ResEl and ResEn in particular--way too early. I'd be inclined to take CJ and start slotting the Fighting Pool at that point and delay ResEn and ResEl until the 30s or even 40s. ResEl is also quite skippable if you're looking for something to drop for Fighting.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
OK...
Tank is currently lvl 42..... In need of a respec. (I have too many attacks!)
Don't have a mid's for the current build, however it breaks out sorta like this:
I have all 9 Invul powers... Resist Eng/Elem are both slotted with 3 IO Resists... Resist toggles are slotted with (4) Reactive Armor, Tough Hide with 3 IO Defense. (Unstoppable has 1 IO in it, don't remember off-hand which one, but it doesn't matter, because I never use it, and it will likely get respec'd out) Dull Pain is (6) Doctored Wounds.
All single target attacks are slotted with (4) Smashing Haymaker (Except Bonesmasher which has Pounding Slugfest.) Taunt has (6) Perfect Zinger, and Whirling Hands has (6) Scirocco's Dervish.
My pools: Hasten, Maneuvers (2 Luck of the Gambler), Combat Jumping (IO Def), Super Jump.
With my toggles running, I have 70% smashing/lethal, and about 30/35% cold/fire/toxic/energy/neg energy..... I have minimal (around 15%) psi..... I'm also getting around 25%(ish) smashing/lethal defense, and low-mid teens % for all other damage except psi which has about 9%(ish) defense.
My thoughts for moving forward:
1- I will drop Unstoppable. I never use it. With my resists being so high, and with decent defense, using Unstoppable doesn't give me that much extra pop, except for the +recovery aspect, which I can mitigate some other way honestly.
2- I need to drop at least one attack. (I have every Energy Melee power except Stun) So my attack "chain" is too long. It's nice when I'm solo, but I very rarely solo on this toon, I thrive in teams where there is mass mayhem. Thinking Energy Punch is likely going to hit the chopping block... I can't bring myself to lose Bonesmasher or Total Focus.. I physically can't drop Barrage, and Energy Transfer's damage is so retardedly high, that I can't justify dropping it.... So I will probably gain 1 power here.
3- I need to fit Tough/Weave in to cap my resists and add extra Def. I need to free up 3 powers to do that... Dropping Unstoppable and Energy Punch gets me 2/3 of the way there... Not sure what should be the 3rd power? Manuevers? It's a bit of an end-drain, but I'm liking every little extra bit of Def I can get...
4- Advice on Epic Pools? I really don't see too much in the Epics that make me think it would make my toon BETTER... I might just wait til lvl 44 when I get select another power, and use THAT as the 3rd way to fit in Fighting pool, and then respect to accommodate that.
The build is not done, I have sets to buy, bonuses to work on, BUT I will say this: IT IS FUN! I never ever die. Period. It's rarely even close. Last night I led an ITF (did EXP, almost cleared the whole TF) and we finished in 1hr 29m (on a pug no less), where I was the only tank, and we had no buffers at all. No defeats... I stood toe-to-toe with Romulus and he barely scratched me... Generally, across the board, the other things that give me a little bit of a hard time are Rikti & Arachnos.... I can manage them OK without dying, but I'm relying a little more on Dull Pain being up more often... Other than that, my health rarely dips 10% of full...... Loving this!
Personally, I'm not a fan of Maneuvers on a Invul tank, since the end cost is very high for the amount of defense it provides and Invul generally doesn't need it to soft-cap.
That being said, Maneuvers will make it easier and cheaper to soft-cap, so if you decide to keep it another power you can drop is ResEl. Fire/Cold damage is very rare compared to S/L/E/NE, and ResEl's secondary effect, Slow Resistance, is nice to have but by no means vital. I have two level 50 Invul tanks, one of which has ResEl and the other doesn't and I've noticed no significant difference in survivability between the two.
As for epics, I'd probably go with Pyre Mastery for more AoE damage, or Energy Mastery if regen/recovery is a concern. Soul Mastery is also a good choice if you don't mind turning villain temporarily to get it. Your preference, though it's worth noting that it's easier to soft-cap E/NE if you have a ranged attack or two.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Hey, I teamed with you the other day! I was amazed to see an energy melee toon, so I remember it.
Yer toon kicks butt. Maneuvers works great for tanks, because we are a TEAM AT. Maneuvers buffs everybody nearby, which is very nice.
I tossed together a nice inexpensive sets build for ya, see what you think:
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/Rchg(3), S'fstPrt-ResDam/Def+(19), Aegis-Psi/Status(42)
Level 1: Barrage -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Acc/Dmg(5), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(9)
Level 2: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/EndRdx/Rchg(17), TtmC'tng-ResDam/Rchg(19)
Level 4: Bone Smasher -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Acc/Dmg(11), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(13)
Level 6: Combat Jumping -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(15), S'dpty-Def/Rchg(15), Ksmt-ToHit+(42)
Level 8: Unyielding -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(21), TtmC'tng-ResDam/EndRdx/Rchg(42), EndRdx-I(43)
Level 10: Dull Pain -- H'zdH-EndRdx/Rchg(A), H'zdH-Heal/Rchg(21), H'zdH-Heal/EndRdx/Rchg(23), H'zdH-Heal(23), Tr'ge-Heal/Rchg(48), Dct'dW-Heal/Rchg(48)
Level 12: Boxing -- C'ngImp-Acc/Dmg/EndRdx(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Whirling Hands -- M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Acc/Dmg/EndRdx(25), M'Strk-Acc/Dmg(25), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(29)
Level 18: Invincibility -- RedFtn-Def(A), RedFtn-Def/EndRdx(29), RedFtn-Def/EndRdx/Rchg(31)
Level 20: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/EndRdx/Rchg(31)
Level 22: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(33), S'dpty-Def(33)
Level 24: Maneuvers -- S'dpty-Def(A), S'dpty-Def/EndRdx(33), S'dpty-Def/EndRdx/Rchg(34)
Level 26: Tough Hide -- S'dpty-Def(A), S'dpty-Def/EndRdx(34), S'dpty-Def/EndRdx/Rchg(34)
Level 28: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rng(43), Mocking-Taunt/Rchg(45), Mocking-Taunt/Rchg/Rng(45), Mocking-Taunt(46)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 32: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-EndRdx/Rchg(50), AdjTgt-ToHit(50)
Level 35: Energy Transfer -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Acc/Dmg(36), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37)
Level 38: Total Focus -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Acc/Dmg(39), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A), Numna-Regen/Rcvry+(45)
Level 47: Resist Elements -- ResDam-I(A), ResDam-I(48)
Level 49: Resist Energies -- ResDam-I(A), ResDam-I(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
Level 50: Reactive Total Radial Conversion
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Heal-I(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(46)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1514;671;1342;HEX;| |78DA65945D5352511486F78143CA1104434512F10B454050A69AE9AE0FB5A61999B| |1A9E9A2323BE00E4E1112609397DD77D15D7759D35D17FD983EAC7E441F7FA070C1| |FB464C9C019EBDD75E6BBD6BEDBD39F9A7EBBEF7579E9D57866FAD62371A3B37ECE| |A435DF7E4ED925354ED6740BE315877D6F57D5D6DE8ECD5EA93FD4A55D7ED825371| |9A07112EE77545EBEC862C940E3051BEADBDBD4A7653DB35A75AF27726979D52B92| |9B3C0DFA55D5D6F949D9AD5995FAF69BD1BDAA839C56E22BBD1D4F58309A9232DDF| |0F5EF931DA95B54C959541CE54AE1499064F868553A64A9EC57CD0527C5A1EB5234| |898CABC4BDE024FDC26EF8083DBE047D133A0E736A817A45E30433DEA5AA2E3A68E| |9B3A83D4B1A86351C7471D1F75C665A33DD4F1FC816DB82DDC660BF3E46FD5E9EB4| |86A1AA0EF006B1A654D49D6949A551D7E125F2F7C3DDE0BC8377A111CBF44AE812B| |E7B06F2B79E430A4A621F4A38676912F2C363F6DFE25D87CD277807D07F6619B689| |235F0D463B20E461BE057A96FA4B3C12DD7C83074A31618F3836ED10CA1075788FD| |C6D86F8CFD9AE233469F31EEDF0CF76FC6058E884F1875BAC2B4CDD07796BEDFA49| |E08F344E833FB9FCF90F43B893CE6E42317F6BB022E3BE403305306E7447B0A798D| |A9347A4F91C3926F9A777AFA2DFCE38760E235987B43BE02031233C73D9FD3C833C| |F339ABF47DA60BC4016C1A0C42E307681B18B8C5D64EC2263138C4D30F6502EF812| |CF7F89F5BF930B91666FE997ECFF26CEE5B3EC67966BD965F8AF905F646D956BABB| |4E5C8EF56F77FA78C0C6C3FFFD90C230E5B86FCD1EBCF7BF9ABD7FF39CFE3051835| |BBEF04F9C8A39266F7CDD24AF5ADAEF659727D96D37D96337D96CD3ECB9649D976E| |51D8B37D87D8FB4B6AC76F5186FF78CED9E71A1677C2D24ED717CD4333E064CB9E2| |97| |-------------------------------------------------------------------|
OK. thanks for all the advice! I must say, I've taken some of it, made some decisions on my own, and I really love the toon!
Anyway, I'm a couple bubs from 45, and I'm planning to respec when I hit 45....
Here is what I was thinking: (although, I'm having a hard time even justifying a respec, because my current is already so much fun, I'm worried about changing it and screwing it up! I get no complaints with the people I team with, as a matter of fact, people have been searching me out.... so i'm a little torn.)
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Captain Slap Lvl 45: Level 46 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Hero Profile:
Level 1: Temp Invulnerability
- (A) Reactive Armor - Resistance/Endurance
- (3) Reactive Armor - Resistance/Recharge
- (5) Reactive Armor - Resistance/Endurance/Recharge
- (27) Reactive Armor - Resistance
- (A) Smashing Haymaker - Accuracy/Damage
- (36) Smashing Haymaker - Damage/Endurance
- (36) Smashing Haymaker - Damage/Recharge
- (37) Smashing Haymaker - Damage/Endurance/Recharge
- (A) Doctored Wounds - Heal/Endurance
- (3) Doctored Wounds - Endurance/Recharge
- (7) Doctored Wounds - Heal/Recharge
- (15) Doctored Wounds - Heal/Endurance/Recharge
- (40) Doctored Wounds - Heal
- (43) Doctored Wounds - Recharge
- (A) Smashing Haymaker - Accuracy/Damage
- (5) Smashing Haymaker - Damage/Endurance
- (11) Smashing Haymaker - Damage/Recharge
- (31) Smashing Haymaker - Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (7) Reactive Armor - Resistance/Recharge
- (9) Reactive Armor - Resistance/Endurance/Recharge
- (15) Reactive Armor - Resistance
- (A) Aegis - Resistance/Endurance/Recharge
- (9) Aegis - Resistance
- (11) Aegis - Resistance/Endurance
- (34) Resist Damage IO
- (A) Defense Buff IO
- (34) Defense Buff IO
- (A) Perfect Zinger - Taunt
- (13) Perfect Zinger - Taunt/Recharge
- (13) Perfect Zinger - Taunt/Recharge/Range
- (27) Perfect Zinger - Accuracy/Recharge
- (31) Perfect Zinger - Taunt/Range
- (36) Perfect Zinger - Chance for Psi Damage
- (A) Damage Increase IO
- (A) Scirocco's Dervish - Accuracy/Damage
- (17) Scirocco's Dervish - Damage/Endurance
- (17) Scirocco's Dervish - Damage/Recharge
- (31) Scirocco's Dervish - Accuracy/Recharge
- (42) Scirocco's Dervish - Chance of Damage(Lethal)
- (43) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Serendipity - Defense/Endurance
- (19) Serendipity - Defense
- (19) Serendipity - Defense/Recharge
- (34) Serendipity - Defense/Endurance/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (21) Reactive Armor - Resistance/Recharge
- (21) Reactive Armor - Resistance
- (33) Reactive Armor - Endurance
- (A) Serendipity - Defense/Endurance
- (23) Serendipity - Defense
- (23) Serendipity - Endurance
- (45) Serendipity - Defense/Endurance/Recharge
- (A) Reactive Armor - Resistance
- (25) Reactive Armor - Resistance/Endurance/Recharge
- (25) Reactive Armor - Resistance/Recharge
- (40) Reactive Armor - Resistance/Endurance
- (A) Recharge Reduction IO
- (45) Recharge Reduction IO
- (A) Defense Buff IO
- (29) Defense Buff IO
- (29) Defense Buff IO
- (A) Adjusted Targeting - To Hit Buff
- (43) Adjusted Targeting - Recharge
- (A) Jumping IO
- (A) Smashing Haymaker - Accuracy/Damage
- (37) Smashing Haymaker - Damage/Endurance
- (37) Smashing Haymaker - Damage/Recharge
- (39) Smashing Haymaker - Damage/Endurance/Recharge
- (A) Smashing Haymaker - Accuracy/Damage
- (39) Smashing Haymaker - Damage/Endurance
- (39) Smashing Haymaker - Damage/Recharge
- (40) Smashing Haymaker - Damage/Endurance/Recharge
- (A) Resist Damage IO
- (42) Resist Damage IO
- (42) Resist Damage IO
- (A) Serendipity - Endurance
- (45) Serendipity - Defense/Endurance
Level 49: [Empty]
------------
Level 1: Brawl
- (A) Damage Increase IO
Level 1: Sprint
- (A) Run Speed IO
- (A) Run Speed IO
- (A) Healing IO
- (A) Jumping IO
- (A) Endurance Modification IO
- (33) Endurance Modification IO
- (33) Endurance Modification IO
- (A) Recharge Reduction IO
------------
Set Bonus Totals:
- 4.5% DamageBuff(Smashing)
- 4.5% DamageBuff(Lethal)
- 4.5% DamageBuff(Fire)
- 4.5% DamageBuff(Cold)
- 4.5% DamageBuff(Energy)
- 4.5% DamageBuff(Negative)
- 4.5% DamageBuff(Toxic)
- 4.5% DamageBuff(Psionic)
- 15.63% Defense(Smashing)
- 15.63% Defense(Lethal)
- 4.69% Defense(Fire)
- 4.69% Defense(Cold)
- 5% Defense(Energy)
- 5% Defense(Negative)
- 3.13% Defense(Psionic)
- 7.81% Defense(Melee)
- 2.5% Defense(Ranged)
- 4.69% Defense(AoE)
- 15% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 10% Enhancement(RechargeTime)
- 112.4 HP (6%) HitPoints
- MezResist(Immobilize) 13.2%
- MezResist(Terrorized) 4.95%
- 32% (2.5 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 3.13% Resistance(Negative)
- 1.26% Resistance(Toxic)
- 1.26% Resistance(Psionic)
- 5% RunSpeed
Set Bonuses:
Reactive Armor
(Temp Invulnerability)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Barrage)
- MezResist(Immobilize) 2.2%
- 21.08 HP (1.13%) HitPoints
- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Dull Pain)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
- 1.26% Resistance(Toxic,Psionic)
(Bone Smasher)
- MezResist(Immobilize) 2.2%
- 21.08 HP (1.13%) HitPoints
- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Resist Physical Damage)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Unyielding)
- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Taunt)
- MezResist(Terrorized) 2.75%
- 10% (0.78 HP/sec) Regeneration
- 5% Enhancement(RechargeTime)
- 2.5% DamageBuff(All)
- 3.13% Defense(Smashing,Lethal), 1.56% Defense(Melee)
(Whirling Hands)
- 10% (0.78 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- 3.13% Defense(Psionic)
(Invincibility)
- 4% (0.31 HP/sec) Regeneration
- 14.06 HP (0.75%) HitPoints
- 3% Enhancement(Accuracy)
(Tough)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Weave)
- 4% (0.31 HP/sec) Regeneration
- 14.06 HP (0.75%) HitPoints
- 3% Enhancement(Accuracy)
(Resist Energies)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Build Up)
- 2% DamageBuff(All)
(Energy Transfer)
- MezResist(Immobilize) 2.2%
- 21.08 HP (1.13%) HitPoints
- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Total Focus)
- MezResist(Immobilize) 2.2%
- 21.08 HP (1.13%) HitPoints
- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Maneuvers)
- 4% (0.31 HP/sec) Regeneration
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Okay little things.
Any resists that are toggles (Temp Invulnerability, Unyielding, Tough)? The ones eating Endurance?
4-Slot them with Reactive Armor. Resist, Res/End, Res/Rech, Res/End/Rech.
You get them
The Auto resists (Physical Damage, Energies, Elements), 3-slot them with Aegis (for a big F/C defense boost) (Res, Res/End, Res/Rech).
Use the slots you free up elsewhere in your build. Like adding something like the Mako triple or Quad to big hitters like Energy Transfer and Total Focus.
Also, if you have a few million Inf (or a single Alignment Merit) free get a Steadfast Protection 3% defense IO. Your defenses, right now are pretty darned good. And every percent of defense does more for you than the one before. Toss it in as a 4th slot in RPD.
Also, maybe look at replacing one of the common EndMods in Stamina with a Performance Shifter +End. You'll lose 4% (0.07 end/sec) recovery, but you'll gain a chance to get endurance back regardless of recovery debuffs. Dead useful against some enemies that can floor recovery.
Also, on Whirling Hands, consider frankenslotting thus:
3 Eradication: Proc, Triple, Quad
2 Multi-Strike: Both triples.
And either the Scirocco Triple, or the Obliteration Triple or Quad. Your damage will come down, but your Endurance Reduction and Recharge on the power will shoot up into the 70% range. BEFORE Hasten. The three-slot on Eradication will also give you a nice bump on Energy defense as well.
I recently created my own Invulnerable/Energy Melee tank on Exalted and haven't planned out his build yet. There's been some good advice here so far.
As Hyper mentioned you only need to 3 slot Aegis in the passives with the Resistance, Resistance/Recharge, and Resistance/End Modification IOs, not 4 slot it.
In the long run you might want to change the Serendipity's in Invincibility, Weave, and Maneuvers to Luck of the Gamblers. (Def., Def./End, Def/End/Rech, and the 7.5% Proc). Doing that will give you 10% regen, 21 hpts and 9% accuracy on top of the 7.5% recharge bonus from the proc. That's compared to the 4% regen, 14 hps, and 3% accuracy you're getting from the Serendipity. I'd use Alignment merits to purchase the 7.5% recharge proc.
I'm also a fan of two slotting health with the Miracle; +recovery unique and the Numina's; +regeneration/+recovery unique. They make things easier on the endurance bar.
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!
Originally Posted by PapaSlade
Rangle's right....this is fun.
|
Quite honestly...
I was planning to respec after I hit 45... which I did last night.
And I decided something: I'm not going to respec this toon, until I can't do something.
I'm spending all this time thinking about the numbers, when the reality of it is, this toon is so much fun to play. I love playing him. People seek me out to team when I am on this character. I don't die, I rarely actually take much damage (unless it's Psi)... I played for a couple hours last night, against a bunch of different kinds of damage-types, all +2 to +4 baddies, and I think I only hit Dull Pain once, because my base health simply wasn't dropping, and I was steamrolling one group to the next.
My point is, I think I decided: My build right now, the way it is, is FUN. Could I change it around and max my resists, and number-crunch it? Yes. But WHY?
I think that I will hold off on changing the build I've got, beyond simply taking my last 2 powers and placing a few slots... I'm not going to fix what's not broken... However, the first time I run into something that I just can't do, well... Then I'll think about sticking him on the Test Server and trying out some respec'd builds.
Thanks for all the advice everyone. You've given me a lot of great advice.
See you in Paragon!
Nothing wrong with keeping your toon the way he is if you're having fun.
But, you're going to want to maximize his survivability before you start the really tough stuff. (Like tanking Recluse in an STF or main tanking an Incarnate trial)
My minimum goals with an Invuln tank are capping Smashing and Lethal resistance (which is easy), and soft-capping to at least S/L/E/N defense with one enemy in range of Invincibility (which is a little harder, but still pretty easy)
If you've already achieved those goals, then I'd say you're in good shape for the majority of the game. If you haven't, you can probably adjust your slotting without changing your build in order to pull it off.
At a glance your build doesn't look bad. Nothing I saw falls into the "ZOMG you need to fix this NAO!!" category, so I'd say you're in decent shape.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
If you're having fun with your current build that's all that really matters. Consider anything that's been said here a suggestion that can help, but certainly nothing is set in stone. I've got tank builds that are "outside the box", but I find them entertaining to me and fun to play. The "fun to play" trumps all.
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!
Originally Posted by PapaSlade
Rangle's right....this is fun.
|
Well,
I will find out tonight. I'm paying Recluse a visit as the main tank. (he needs a good slap) We will see how the build fares! If I get my tookus handed to me, I will plan a respec. |
I wouldnt spend respecs easily, what you've got to in last build is upgradeable without a respec. Also when it comes to Recluse and Saving the World as it is, being that there is more than one way to deal with him and when it comes to saving the world anything goes, there is no necessary "need" to respec come whatever your nights experience brings.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Well... Right now I have 4 freespecs, and I haven't done any of the Respec Trials on this toon, so theoretically, I have 7 respecs available to me.... (2 bubs from lvl 48 right now)
Here is what I was thinking:
1- Energy Punch is useless to me. I don't need so many attacks.
2- Unstoppable is virtually useless to me. My resists/def is already pretty high, and if I raise it even more, the gain from Unstoppable is so minimal, that it's not worth crash-mitigation. A couple inspirations, combined with my toggles/passives, should be at the same place as Unstoppable. (I very very very rarely use it, I never even bothered to put any slots in it.)
I threw this together... I based it on IO sets that I already own, and have moved some things around with powers being dropped.
Really, the only difference between this and my current build, is extra Regen/Recov (but there's also some extra End-use, so it might even out)... and my S/L resistance goes to cap (technically 91.2%, but capped at 90%) instead of the 70.66% it is now, and I get some more % defense across the board.
Well, here it is.... (remember, these are sets I already own... the toon is broke right now, so any suggestions for new sets, would have to wait til I earn more influence, or get lucky drops...) I would like to eventually stick a Numina +R/R and maybe even a Miracle +R in the build... Hero Merits will likely get me the Numina, and I'll have to work on the Miracle... but that's in the future.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Captain Slap - LVL 48 RESPEC: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), ResDam-I(7), Aegis-ResDam/Rchg(33)
Level 1: Barrage -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(19), S'ngH'mkr-Dmg/EndRdx/Rchg(43)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Rchg(19), Dct'dW-Heal(21)
Level 4: Bone Smasher -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(5), P'ngS'Fest-Dmg/Rchg(13), P'ngS'Fest-Stun%(42), Dmg-I(43)
Level 6: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(7), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(21)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(40)
Level 10: Super Jump -- Jump-I(A)
Level 12: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(15), Zinger-Taunt/Rchg/Rng(15), Zinger-Acc/Rchg(37), Zinger-Dam%(37), Zinger-Taunt/Rng(40)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 16: Whirling Hands -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(17), Sciroc-Dmg/Rchg(17), Sciroc-Acc/Rchg(46), Sciroc-Acc/Dmg/EndRdx(46), Sciroc-Dam%(46)
Level 18: Invincibility -- S'dpty-Def(A), S'dpty-Def/EndRdx(23), S'dpty-Def/Rchg(23), S'dpty-Def/EndRdx/Rchg(25)
Level 20: Boxing -- Dmg-I(A)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-EndRdx(27)
Level 24: Weave -- DefBuff-I(A), DefBuff-I(27), EndRdx-I(29), EndRdx-I(50)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(31)
Level 28: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(31), AdjTgt-Rchg(33)
Level 30: Resist Energies -- Aegis-ResDam(A), Aegis-Psi/Status(45), Aegis-ResDam/Rchg(45), ResDam-I(45)
Level 32: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(33)
Level 35: Energy Transfer -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(36), S'ngH'mkr-Dmg/Rchg(36), S'ngH'mkr-Dmg/EndRdx/Rchg(36), Dmg-I(37)
Level 38: Total Focus -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(39), S'ngH'mkr-Dmg/Rchg(39), S'ngH'mkr-Dmg/EndRdx/Rchg(39), Dmg-I(40)
Level 41: Resist Elements -- ResDam-I(A), ResDam-I(42), ResDam-I(42)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- Heal-I(A), Heal-I(48), EndMod-I(48), EndMod-I(48)
Level 49: Maneuvers -- S'dpty-Def(A), S'dpty-EndRdx(50)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Heal-I(34), Heal-I(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(34), P'Shift-End%(34)
Level 1: Brawl -- Dmg-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
------------
Set Bonus Totals:
- 6.5% DamageBuff(Smashing)
- 6.5% DamageBuff(Lethal)
- 6.5% DamageBuff(Fire)
- 6.5% DamageBuff(Cold)
- 6.5% DamageBuff(Energy)
- 6.5% DamageBuff(Negative)
- 6.5% DamageBuff(Toxic)
- 6.5% DamageBuff(Psionic)
- 11.25% Defense(Smashing)
- 11.25% Defense(Lethal)
- 7.81% Defense(Fire)
- 7.81% Defense(Cold)
- 5% Defense(Energy)
- 5% Defense(Negative)
- 3.13% Defense(Psionic)
- 5.63% Defense(Melee)
- 2.5% Defense(Ranged)
- 6.25% Defense(AoE)
- 21% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 10% Enhancement(RechargeTime)
- 77.31 HP (4.13%) HitPoints
- MezResist(Immobilize) 9.9%
- MezResist(Terrorized) 4.95%
- 46% (3.59 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 1.26% Resistance(Energy)
- 4.39% Resistance(Negative)
- 1.26% Resistance(Toxic)
- 4.26% Resistance(Psionic)
- 10% RunSpeed
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2- Unstoppable is virtually useless to me. *SNIP* |
I threw this together... I based it on IO sets that I already own, and have moved some things around with powers being dropped. |
Yes, I know you said you're broke at the moment. That won't last.
Here's what I did with your build.
I only moved a couple slots around, I didn't change any powers or massively change slotting. I just replaced some sets with others, and added a Steadfast Protection Res/Def to RPD in place of the generic resistance you had in there (you're still capped to S/L resistance)
Some of the pieces will be more expensive than what you have now, but there's nothing in there that wouldn't be obtainable with a little bit of effort. No purple sets, no PvP IOs. I managed to soft-cap S/L/E/N/F/C defense with only one in range of Invincibility.
This isn't quite what I would do myself, but I was attempting to improve your build without changing too much about it.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Captain Slap - LVL 48 RESPEC: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), S'fstPrt-ResDam/Def+(7), Aegis-ResDam/Rchg(33)
Level 1: Barrage -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Rchg(19), Dct'dW-Heal(21)
Level 4: Bone Smasher -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(5), P'ngS'Fest-Dmg/Rchg(13), P'ngS'Fest-Stun%(42), Dmg-I(43)
Level 6: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(7), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(21)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(40)
Level 10: Super Jump -- Jump-I(A)
Level 12: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(15), Zinger-Taunt/Rchg/Rng(15), Zinger-Acc/Rchg(37), Zinger-Dam%(37), Zinger-Taunt/Rng(40)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 16: Whirling Hands -- Erad-Dmg(A), Erad-Acc/Rchg(17), Erad-Dmg/Rchg(17), Erad-Acc/Dmg/Rchg(46), Erad-Acc/Dmg/EndRdx/Rchg(46), Erad-%Dam(46)
Level 18: Invincibility -- S'dpty-Def(A), S'dpty-Def/EndRdx(23), S'dpty-Def/Rchg(23), S'dpty-Def/EndRdx/Rchg(25)
Level 20: Boxing -- Dmg-I(A)
Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(25), Aegis-ResDam/Rchg(27)
Level 24: Weave -- DefBuff-I(A), DefBuff-I(27), EndRdx-I(29), EndRdx-I(50)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(31)
Level 28: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(31), AdjTgt-EndRdx/Rchg(31), AdjTgt-Rchg(33)
Level 30: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45)
Level 32: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(33)
Level 35: Energy Transfer -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(48)
Level 38: Total Focus -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(39), P'ngS'Fest-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40)
Level 41: Resist Elements -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(42), Aegis-ResDam/Rchg(42)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- Heal-I(A), EndMod-I(48), EndMod-I(48)
Level 49: Maneuvers -- S'dpty-Def(A), S'dpty-Def/EndRdx(50)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34), Heal-I(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(34), P'Shift-End%(34)
Level 1: Brawl -- Dmg-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
IF you haven't already done them on your toon, run the 3 Signature Story Arcs. Running each of them for the first time will net you a hero merit! Running them a second time should get you at least one more hero merit. The Numina and Miracle Unique both cost 2 hero merits. You'll have at least one of those covered the first run through the SSAs.
BE SURE you have done a hero morality mission (reaffirming your heroic alignment) before you do the SSA arc to insure that you can receive the Hero Merit reward!
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!
Originally Posted by PapaSlade
Rangle's right....this is fun.
|
Well... I hit 50 yesterday.... did my respec for powers/slots, and set what I had. Like I said, I have spent quite a bit on this toon, and he's broke.
err, was broke...
one Hectatomb drop later and i've now got a decent amount of funds to deal with, so I started shopping!
will take a little while to get everything I need, but i'm working on it.
Thanks for all the advice everyone.... I really really and pleased with the way this toon turned out, and how much fun he is to play.
I've played CoH off/on almost since release. I've been gone about the past 3ish years, but have come back to play.
I have almost exclusively played Blasters/Blappers and Controllers. My very first CoH character was a very backwards blapper: Eng/Fire, and I used him almost entirely as a /Fire blapper. I was new, and he was a stupid build, but I found a way to make him FUN. (and that is the goal right?) Anyway, I stumbled across Earth/Rad for a controller, and I played it to 50 TWICE... I've had Ice/Eng blappers, Fire/Kin controllers, etc.. you name it...
I have NEVER played a Tank.... SO, I've decided to try my hand at it:
Captain Slap - Invul/Energy Melee (currently lvl 17)
Here is my build as it stands right now, but I am open to (and requesting) suggestions as this is my first foray into this AT. (I added all the slots at the end, so the ORDER might be out of whack, but please ignore it. I also assumed only standard IO's since Sets tend to be pretty expensive, and I'm trying to be realistic on what I am going to be able to afford to slot.)
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Captain Slap: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability
- (A) Resist Damage IO
- (3) Resist Damage IO
- (7) Resist Damage IO
- (33) Endurance Reduction IO
- (46) Endurance Reduction IO
- (48) Endurance Reduction IO
Level 1: Barrage- (A) Damage Increase IO
- (5) Damage Increase IO
- (5) Damage Increase IO
Level 2: Dull Pain- (A) Recharge Reduction IO
- (3) Recharge Reduction IO
- (15) Recharge Reduction IO
- (40) Healing IO
- (42) Healing IO
Level 4: Resist Physical Damage- (A) Resist Damage IO
- (7) Resist Damage IO
- (21) Resist Damage IO
Level 6: Bone Smasher- (A) Damage Increase IO
- (9) Damage Increase IO
- (9) Recharge Reduction IO
- (50) Endurance Reduction IO
Level 8: Unyielding- (A) Resist Damage IO
- (11) Resist Damage IO
- (21) Resist Damage IO
- (23) Endurance Reduction IO
- (37) Endurance Reduction IO
- (43) Endurance Reduction IO
Level 10: Resist Elements- (A) Resist Damage IO
- (11) Resist Damage IO
- (13) Resist Damage IO
Level 12: Taunt- (A) Taunt Duration IO
Level 14: Super Jump- (A) Jumping IO
Level 16: Whirling Hands- (A) Damage Increase IO
- (17) Damage Increase IO
- (17) Recharge Reduction IO
- (37) Recharge Reduction IO
- (37) Disorient Duration IO
- (50) Taunt Duration IO
Level 18: Invincibility- (A) Defense Buff IO
- (19) Defense Buff IO
- (19) Defense Buff IO
- (23) Endurance Reduction IO
- (31) Endurance Reduction IO
- (36) Endurance Reduction IO
Level 20: Hasten- (A) Recharge Reduction IO
- (25) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 22: Stun- (A) Recharge Reduction IO
- (25) Accuracy IO
- (43) Disorient Duration IO
- (43) Disorient Duration IO
Level 24: Resist Energies- (A) Resist Damage IO
- (27) Resist Damage IO
- (27) Resist Damage IO
Level 26: Tough Hide- (A) Defense Buff IO
- (31) Defense Buff IO
- (31) Defense Buff IO
Level 28: Build Up- (A) Recharge Reduction IO
- (29) Recharge Reduction IO
- (29) Recharge Reduction IO
Level 30: Combat Jumping- (A) Jumping IO
Level 32: Unstoppable- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (33) Recharge Reduction IO
- (34) Resist Damage IO
- (34) Resist Damage IO
- (34) Resist Damage IO
Level 35: Energy Transfer- (A) Damage Increase IO
- (36) Damage Increase IO
- (36) Damage Increase IO
Level 38: Total Focus- (A) Damage Increase IO
- (39) Damage Increase IO
- (39) Damage Increase IO
- (39) Recharge Reduction IO
- (40) Recharge Reduction IO
- (40) Endurance Reduction IO
Level 41: Conserve Power- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (42) Recharge Reduction IO
Level 44: Physical Perfection- (A) Healing IO
- (45) Healing IO
- (45) Healing IO
- (45) Endurance Modification IO
- (46) Endurance Modification IO
- (46) Endurance Modification IO
Level 47: Focused Accuracy- (A) Recharge Reduction IO
- (48) Recharge Reduction IO
- (48) Recharge Reduction IO
Level 49: Recall Friend- (A) Interrupt Reduction IO
------------Level 2: Swift
- (A) Empty
Level 2: Health- (A) Empty
Level 2: Hurdle- (A) Empty
Level 2: Stamina- (A) Empty
- (13) Empty
- (15) Empty
Level 1: Brawl- (A) Empty
Level 1: GauntletLevel 1: Sprint
- (A) Empty
Level 2: Rest- (A) Empty
Level 4: Ninja RunSO... have at it! Criticize/Compliment/Suggest away!