Inv/SS please review. :)
looking at your build, i would say one or two things.
firstly is that if your thinking of taking focused accuracy, dont.
its a waste of end garbage and yes the perception debuff resistence is nice but not worth the numbers, instead, stick to perfection if thats the route you wanna take.
secondly, are you on a budget per se? reason being as i can make a pretty kitted out build or a nice budget type build and both run perfectly fine.
thirdly, when taking spring attack, and in most cases no matter the AT, you will always need to build on recharge for this power, because of the long recharge time, and always dont be fooled by its numbers, its not an amazing power, the damage you deal will be less than most powers you have and it has to hit in that specific small area.
most of this build seems pretty straight forward and not too bad.
i personally never take fighting on a invul tank, reason for this, without tough, you still can hit the resistence cap with a bit of tweaking, i would take maneauvers in place of weave and maybe assault.
take hurl and put in 3 thunderstrike to boost your energy defense.
From what i can see you've overslotted health and stamina, make use of those slots elsewhere.
you can easily use one slot on a resistence power and get steadfast +3 def proc, and then free up more slots from jab and put some accuracy into your other powers as your ST attacks are lacking a bit from accuracy.
putting 2 bassiliks gaze into ko blow bumps up your energy defense also.
with extra slots you can get more reactive armor sets into resist energies, or 3 aegis to bump up your fire ice defense.
all in all you will need to look at other sets in order to squeeze out as much as possible in order to get full potential and still at an affordable price, the best thing about invul is you can softcap easily, even to psi defence, but thats a different story, i will show you a build i made in 5 mins.
Although this build is a tad more expensive its definitly worth the investment.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
INVUL SS 12: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage
- (A) Aegis - Resistance
- (9) Aegis - Resistance/Endurance
- (9) Aegis - Resistance/Recharge
- (A) Crushing Impact - Accuracy/Damage/Endurance
- (11) Crushing Impact - Damage/Endurance/Recharge
- (11) Crushing Impact - Accuracy/Damage/Recharge
- (13) Crushing Impact - Accuracy/Damage
- (13) Crushing Impact - Damage/Recharge
- (A) Aegis - Resistance/Endurance
- (3) Aegis - Resistance
- (3) Aegis - Resistance/Recharge
- (50) Titanium Coating - Resistance
- (A) Doctored Wounds - Heal
- (5) Doctored Wounds - Heal/Endurance
- (5) Doctored Wounds - Heal/Recharge
- (7) Doctored Wounds - Heal/Endurance/Recharge
- (7) Doctored Wounds - Recharge
- (A) Reactive Armor - Resistance/Endurance
- (17) Reactive Armor - Resistance
- (19) Reactive Armor - Resistance/Recharge
- (19) Reactive Armor - Resistance/Endurance/Recharge
- (A) Aegis - Resistance/Endurance
- (25) Steadfast Protection - Resistance/+Def 3%
- (42) Aegis - Resistance
- (42) Aegis - Resistance/Recharge
- (A) Mocking Beratement - Taunt/Range
- (29) Mocking Beratement - Taunt
- (33) Mocking Beratement - Taunt/Recharge
- (33) Mocking Beratement - Taunt/Recharge/Range
- (33) Mocking Beratement - Accuracy/Recharge
- (34) Mocking Beratement - Recharge
- (A) Reactive Armor - Resistance
- (34) Reactive Armor - Resistance/Endurance
- (34) Reactive Armor - Resistance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (15) Kinetic Combat - Damage/Endurance
- (15) Kinetic Combat - Damage/Recharge
- (17) Kinetic Combat - Damage/Endurance/Recharge
- (A) Endurance Reduction IO
- (40) Defense Buff IO
- (42) Defense Buff IO
- (A) Defense Buff IO
- (37) Defense Buff IO
- (A) Kinetic Combat - Accuracy/Damage
- (21) Kinetic Combat - Damage/Endurance
- (21) Kinetic Combat - Damage/Recharge
- (23) Kinetic Combat - Damage/Endurance/Recharge
- (23) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (25) Basilisk's Gaze - Accuracy/Hold
- (A) Luck of the Gambler - Recharge Speed
- (31) Defense Buff IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (37) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Recharge Reduction IO
- (27) Recharge Reduction IO
- (27) Recharge Reduction IO
- (A) Defense Buff IO
- (29) Defense Buff IO
- (46) Shield Wall - +Res (Teleportation), +3% Res (All)
- (A) Rectified Reticle - To Hit Buff
- (31) Rectified Reticle - To Hit Buff/Recharge
- (31) Adjusted Targeting - Recharge
- (A) Recharge Reduction IO
- (A) Thunderstrike - Accuracy/Damage/Endurance
- (36) Thunderstrike - Damage/Endurance/Recharge
- (36) Thunderstrike - Accuracy/Damage/Recharge
- (36) Thunderstrike - Accuracy/Damage
- (46) Thunderstrike - Damage/Endurance
- (46) Thunderstrike - Damage/Recharge
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (39) Obliteration - Damage/Recharge
- (39) Obliteration - Accuracy/Recharge
- (39) Obliteration - Accuracy/Damage/Recharge
- (40) Obliteration - Chance for Smashing Damage
- (40) Force Feedback - Chance for +Recharge
- (A) Recharge Reduction IO
- (A) Smashing Haymaker - Accuracy/Damage
- (45) Smashing Haymaker - Damage/Endurance
- (48) Smashing Haymaker - Damage/Recharge
- (50) Smashing Haymaker - Damage/Endurance/Recharge
- (A) Stupefy - Accuracy/Stun/Recharge
- (48) Stupefy - Accuracy/Recharge
- (48) Stupefy - Endurance/Stun
- (A) Healing IO
- (50) Endurance Modification IO
------------
Level 2: Swift
- (A) Empty
- (A) Numina's Convalescence - Heal
- (45) Numina's Convalescence - +Regeneration/+Recovery
- (A) Empty
- (A) Endurance Modification IO
- (45) Endurance Modification IO
- (A) Kinetic Combat - Accuracy/Damage
- (43) Kinetic Combat - Damage/Endurance
- (43) Kinetic Combat - Damage/Recharge
- (43) Kinetic Combat - Damage/Endurance/Recharge
Level 1: Sprint
- (A) Empty
- (A) Empty
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Damn boards....
Okay:
- Attacks underlotted for Accuracy.
- Health, Stamina and PP overslotted.
- Spring Attack taken WAY late and underslotted.
- 4-slotting "Endurance-free" resists.
- Taking Obliterations means your EndRedux on Foot Stomp SUCKS.
- Invincibility overslotted. I know you want to make sure you hit. Do yourself a favor. Toss a Mako Triple or Mako Quad on each of your ST melee attacks.
- Resist Energy and Elements taken at a time when they aren't needed. SJ taken way early (especially if you have Ninja Run).
Here's a rework that lands you within 1% of softcap on ALL types and doesn't make any truly major modifications. The two most expensive items are the uniques in Health. And those can be done away with if you so desire (they're relatively cheap with Alignment Merits though.
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: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-EndRdx/Rchg:40(5), S'fstPrt-ResDam/Def+:30(5)
Level 1: Jab -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(7), S'ngH'mkr-Dmg/Rchg:35(7), S'ngH'mkr-Dmg/EndRdx/Rchg:35(9), Mako-Acc/Dmg/EndRdx/Rchg:50(9)
Level 2: Dull Pain -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(11)
Level 4: Haymaker -- S'ngH'mkr-Dmg/EndRdx/Rchg:35(A), S'ngH'mkr-Acc/Dmg:35(13), S'ngH'mkr-Dmg/EndRdx:35(13), S'ngH'mkr-Dmg/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:50(15)
Level 6: Boxing -- Empty(A)
Level 8: Unyielding -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(17), RctvArm-ResDam/Rchg:40(17), RctvArm-ResDam/EndRdx/Rchg:40(19)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(19), Mocking-Taunt/Rchg/Rng:50(21), Mocking-Acc/Rchg:50(21), Mocking-Taunt/Rng:50(23), Mocking-Rchg:50(23)
Level 12: Combat Jumping -- DefBuff-I:50(A), DefBuff-I:50(25)
Level 14: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(25), RctvArm-ResDam/Rchg:40(27), RctvArm-ResDam/EndRdx/Rchg:40(27)
Level 16: Resist Physical Damage -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(29), Aegis-ResDam/Rchg:50(29)
Level 18: Invincibility -- DefBuff-I:50(A), DefBuff-I:50(31), DefBuff-I:50(31)
Level 20: Knockout Blow -- S'ngH'mkr-Dmg/Rchg:35(A), S'ngH'mkr-Acc/Dmg:35(31), S'ngH'mkr-Dmg/EndRdx:35(33), S'ngH'mkr-Dmg/EndRdx/Rchg:35(33), Mako-Acc/Dmg/EndRdx/Rchg:50(33)
Level 22: Weave -- DefBuff-I:50(A), DefBuff-I:50(34), DefBuff-I:50(34)
Level 24: Super Jump -- Empty(A)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(34), DefBuff-I:50(36)
Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(36)
Level 30: Spring Attack -- Erad-%Dam:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(45), Erad-Acc/Dmg/Rchg:30(46), M'Strk-Acc/Dmg/EndRdx:50(46), M'Strk-Dmg/EndRdx/Rchg:50(46), Oblit-Acc/Dmg/EndRdx/Rchg:50(48)
Level 32: Resist Energies -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(37), Aegis-ResDam/Rchg:50(37)
Level 35: Resist Elements -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(37), Aegis-ResDam/Rchg:50(39)
Level 38: Foot Stomp -- Erad-%Dam:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), M'Strk-Acc/Dmg/EndRdx:50(40), M'Strk-Dmg/EndRdx/Rchg:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(40)
Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
Level 44: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(45), RechRdx-I:50(45)
Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(48), Thundr-Dmg/EndRdx/Rchg:50(48), Thundr-Dmg/EndRdx:50(50), Thundr-Dmg/Rchg:50(50)
Level 49: Physical Perfection -- Heal-I:50(A), P'Shift-End%:50(50)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(42), Mrcl-Rcvry+:40(43)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%:50(A), EndMod-I:50(43), EndMod-I:50(43)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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One thing that jumps out at me is your attack slotting. The Smashing Haymaker set works great for an Invuln tanker and provides a decent S/L def bonus at a fraction the cost of Kin Combat... however it has lousy accuracy. You really want a 5th slot in your attacks for an Acc/Dam/Recharge or Acc/Dam/End from another set to get good accuracy and ED cap your damage.
Another thing is that Foot Stomp would be better slotted with 4 Eradication and a couple of Scirocco than with the Oblit set. The Oblit is a good set, but it's strength is melee defense... it only provides half the values for S/L making it a poor choice for Invuln. Making the change I suggested will give you 1.8 endurance, 3.13% E/N defense, 2.25% HP and 10% regeneration.
Looking at your bonuses you can loose one set of Smashing Haymaker and still remain soft capped; I'd pull the slots from Boxing and use them to add that 5th slot in Jab, Haymaker & KoB.
I also think you could do better yanking some slots from Stamina & Health... I see you're looking for recharge bonuses but I'm not sure they're worth the slot expenditure.
Looking at your primary I'd slot Invincibility differently; if you're already 47+ then it's hard to do better than 3 Cytoskeleton HO's. If you're still leveling then think about the Luck of the Gambler or Gift of the Ancients sets... both of them have good arguments for going there.
Resist Elements is your least valuable power (other than Unstoppable if you're soft capped) so I'd move it way back in the power order and use Res Energies for the Reactive mule. Personally I'd toss it in at level 49 and move the Fighting pool up accordingly or possibly put Spring Attack in there as an AOE attention getter. Speaking of SA you'll definitely want accuracy and recharge there; it's damage is kind of ordinary but it will work nicely to get the mob's attention on you.
Here's a quickie revamp based on your power selections. There's room for improvement but it ends up with higher regen, better E/N defense, better endurance and endurance recovery and retains the S/L soft cap.
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COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
I think Kinetic combats on their own is lousy accuracy, not so much for Invulns or SS mind you but still. It's amazing how little extra work it takes to achieve Kinetic combats if you know where to look, being but of a team steaming different content helps abit though.
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.
I think Kinetic combats on their own is lousy accuracy, not so much for Invulns or SS mind you but still. It's amazing how little extra work it takes to achieve Kinetic combats if you know where to look, being but of a team steaming different content helps abit though.
|
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Thanks for all the builds and tips. My tank is already 50, he was my first 50, but he hasn't seen much action since IOs came in. One thing I keep seeing you all post is a lot of elemental defense, is there really that much elemental only damage? As far as pure type damage, I'm really only used to seeing smashing, lethal, and psionic.
As far as budget, my main at the moment has just over a billion, and other than incarnate stuff (2 more T4s) I'd say he is done.
Protector: Tulare 50 Inv/SS/EM-ph1x3r 47 Bots/Traps
VIP: VIC-29(Traps/AR) - Corinth(Grav/FF) -Wrecka(Claws/SR)
Thanks for all the builds and tips. My tank is already 50, he was my first 50, but he hasn't seen much action since IOs came in. One thing I keep seeing you all post is a lot of elemental defense, is there really that much elemental only damage? As far as pure type damage, I'm really only used to seeing smashing, lethal, and psionic.
As far as budget, my main at the moment has just over a billion, and other than incarnate stuff (2 more T4s) I'd say he is done. |
With a capped build and a few purple inspies, you can tank Tower-buffed Lord Recluse unassisted and you become pretty much immortal for 99% of the game.
With Psi, just try to bring your ranged defense up a bit (in the build I kicked your way, ranged is just under 21%). That's usually more than enough to keep you safe unless you're mob-diving on +4x8 Arachnos, Carnies and Rikti. And even then you should be pretty frickin' tough.
Thanks for all the builds and tips. My tank is already 50, he was my first 50, but he hasn't seen much action since IOs came in. One thing I keep seeing you all post is a lot of elemental defense, is there really that much elemental only damage? As far as pure type damage, I'm really only used to seeing smashing, lethal, and psionic.
As far as budget, my main at the moment has just over a billion, and other than incarnate stuff (2 more T4s) I'd say he is done. |
I do like the general power order better on Hyper's build. I was trying to leave the same general layout of your original one. I don't like the slotting of Dull Pain at all (it needs some heal, preferably 5 Doctored Wounds) and I'm not a real big fan of Hyper's slotting of Invincibility or Weave... I'd at the least frankenslot some endred in there. Since you're already 50 I recommend finding some Cytoskeleton (Def buff/Tohit buff/Endred) HO's to toss in Invincibility and max out all aspects of the power. They're liable to be expensive unless you already have them in storage but they're very nice here.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
You guys are just awesome. For helping and for your knowledge. I'm trying to picture how I play, and make a build for that, not sure how good of an idea that is. I'm pretty comfortable with what I have now. I borrowed from a lot of what I read, and thought a lot about what I've seen situation wise. I do have some Hami's, but I think I will auction them, 2 dam/mez that I have in KoB, and 1 dam/range in Hurl. I also have the Devastation Chance to Hold in Hurl, maybe that will fetch me something, it was actually my first drop recipe ever.
I "think" this is what I am going to do, but I may think on it a day or so. Just not looking forward to the buying/crafting. Sometimes making a few sets is mind numbing, making them all might best be done over a week or so.
Edit: I'm not ignoring some of the Procs you guys mentioned, but I also know there can be availability issues. So I'm sure I will use some of them, but I don't like making a build that I know may be missing something for a little bit. I have one for my SR Scrapper with LoTG slotting, but I don't have all the LoTGs yet. On some level it bugs me, I should look at it like a goal, but I really look at it like, that isn't actually my real build.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Tulare i21: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Jab -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(29), S'ngH'mkr-Dmg/Rchg(31), S'ngH'mkr-Dmg/EndRdx/Rchg(31), Mocking-Acc/Rchg(50), Mocking-Taunt(50)
Level 2: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal/EndRdx(37), Dct'dW-Rchg(37)
Level 4: Haymaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx/Rchg(5), S'ngH'mkr-Dmg/EndRdx(7), S'ngH'mkr-Dmg/Rchg(7), Acc-I(9)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17)
Level 10: Taunt -- Zinger-Acc/Rchg(A), Zinger-Taunt/Rchg/Rng(11), Zinger-Taunt/Rchg(11), Zinger-Taunt(13), Zinger-Taunt/Rng(13), Zinger-Dam%(15)
Level 12: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(19), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam/Rchg(25)
Level 14: Super Jump -- Jump-I(A)
Level 16: Boxing -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(40), S'ngH'mkr-Dmg/Rchg(42), S'ngH'mkr-Dmg/EndRdx/Rchg(42)
Level 18: Invincibility -- DefBuff-I(A), DefBuff-I(19), LkGmblr-Rchg+(21)
Level 20: Knockout Blow -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Acc/Dmg(23), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48)
Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(29)
Level 24: Weave -- DefBuff-I(A), DefBuff-I(31), LkGmblr-Rchg+(46)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(33), LkGmblr-Rchg+(48)
Level 28: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(33), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-Rchg(43)
Level 30: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(34), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(36)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 35: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(36), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/Rchg(42), Thundr-Dmg/EndRdx(43), Thundr-Acc/Dmg/Rchg(43)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Acc/Rchg(39), Sciroc-Acc/Rchg(40), Sciroc-Acc/Dmg(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A), EndMod-I(45), Heal-I(46), EndMod-I(50)
Level 47: Resist Elements -- S'fstPrt-ResDam/Def+(A)
Level 49: Unstoppable -- RechRdx-I(A)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Heal-I(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(45), EndMod-I(45)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:
- 7.5% DamageBuff(Smashing)
- 7.5% DamageBuff(Lethal)
- 7.5% DamageBuff(Fire)
- 7.5% DamageBuff(Cold)
- 7.5% DamageBuff(Energy)
- 7.5% DamageBuff(Negative)
- 7.5% DamageBuff(Toxic)
- 7.5% DamageBuff(Psionic)
- 18% Defense(Smashing)
- 18% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 18% Defense(Energy)
- 18% Defense(Negative)
- 3% Defense(Psionic)
- 10.5% Defense(Melee)
- 15.19% Defense(Ranged)
- 3% Defense(AoE)
- 3.6% Max End
- 4% Enhancement(Heal)
- 40% Enhancement(RechargeTime)
- 16% Enhancement(Accuracy)
- 4% FlySpeed
- 133.5 HP (7.13%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- MezResist(Held) 3.3%
- MezResist(Immobilize) 15.4%
- MezResist(Terrorized) 4.95%
- 2% (0.03 End/sec) Recovery
- 20% (1.56 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 4% RunSpeed
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Protector: Tulare 50 Inv/SS/EM-ph1x3r 47 Bots/Traps
VIP: VIC-29(Traps/AR) - Corinth(Grav/FF) -Wrecka(Claws/SR)
I don't like the slotting of Dull Pain at all (it needs some heal,
|
and I'm not a real big fan of Hyper's slotting of Invincibility or Weave... I'd at the least frankenslot some endred in there. |
Since you're already 50 I recommend finding some Cytoskeleton (Def buff/Tohit buff/Endred) HO's to toss in Invincibility and max out all aspects of the power. |
I've got a bunch of them saved up for my next alt build of Hyper. And if I didn't want to build him with flight capability (on huge models, rocket packs look like ***), I'd SERIOUSLY look at this build for myself.
Okay, so you've dropped Spring Attack?
Also, my preference is Laser Beam Eyes >> Hurl.
LBE does less damage, but it isn't interrupted if you're flying. It's faster animating. Finally, it introduces a second type of damage to your arsenal in case you.
Also, you're still sporting Unstoppable. Honestly. It's a waste of a power choice. It's only going to save you in very VERY specific corner cases (less than 1% of your play). And you shouldn't use it otherwise, since it's essentially a delayed death sentence. This translates into a power you're not going to use often (if ever). You're better off grabbing something else that you can actually use.
Also, I know you want to turn Boxing into a viable attack.
Waste
Of
Slots.
You're better off using those slots elsewhere.
Here's a build that's a bit on the pricey side. It's more of an "end state" build. It has a soft cap on all damage types except Psionic (but a decent 21.5% defense to that type).
In addition i slotted some powers for recharge which is always handy.
I didnt bother slotting Unstoppable because you cap all damage resistance without anything in it. If you're really ambitious you could add the Gladiator's Armor +3% def into the single Unstoppable slot. (I would...but that's me)
As for Alpha, perhaps the Cardiac, Spiritual or even Musculature (Radial side) might be a nice fit.
As for the new Alphas just released, there are a couple that jump out at me like Vigor and Agility but i havent tested the numbers in Mids to see what affect they'll have.
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Well, if you don't use it that often. I tend not to need the +HP much.And 5 slots to a power you don't use often. I'd recommend going Spiritual on Alpha anyhoo. And you could always pull the extra slot from Physical Perfection.
|
IF I were to cut it's slotting that much I'd frankenslot recharge & heal.
Honestly, he shouldn't have horrendous endurance problems. If he does, usually in extended battles, that's what Conserve Power is for. |
Or Enzymes. But they're just as (if not more) expensive. I've got a bunch of them saved up for my next alt build of Hyper. And if I didn't want to build him with flight capability (on huge models, rocket packs look like ***), I'd SERIOUSLY look at this build for myself. |
Tulare, I haven't priced HO's recently but as I recall Centrioles (Dam/Range) were completely worthless (under 100k) and Peroxome (Dam/Mez) weren't much better. On the other hand Cytos (Def/Tohit/End) were up around 100 million over a year ago, they may well have gone up from there. That Devastation Hold proc unfortunately is much more useful than it is valuable; the recipe hovers in the vendor trash area and crafted it won't bring much, maybe 2-3 million. I like the proc on some squishy characters but it isn't going to make you rich by any means.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Honestly, the Spiritual Radial branch is probably one of the best choices for an Inv/SS/Energy tank. You get a good chunk of Recharge, plus Heal. You also get Stun (which we can slot in several powers but it's usually more economical to just go straight Acc/Dam/End/Rech for SS). And finally you pick up some Leaping and a small +ToHit buff at the highest level.
I guess we'll have to have somewhat different philosophies then Hyper;
|
I agree with most of what you're saying; I just recall situations where DP being slotted out has been critical to my survival and too many times I've had end problems when I exemp below a target level; If I'm using a power I want to optimize it's slotting. |
And the only area he may have problems in is the 30-38 range where, in the build I shot him, he picks up two big-hitting AoEs. However, those AoEs are also slotted for 75% EndRedux (at lower levels he'll probably be in the mid 60's).
For kicks, unlimited budget build. I used Nerve Radial for alpha and assumed accolades of Freedom Phalanx Reserve, Atlas Medallion Task Force Commander and Portal Jockey.
Save your pennies..and dominate! :P
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For kicks, unlimited budget build. I used Nerve Radial for alpha and assumed accolades of Freedom Phalanx Reserve, Atlas Medallion Task Force Commander and Portal Jockey.
Save your pennies..and dominate! :P |
You're on the right track, IMO, with your use of Impervium Armor and Apocalypse, but you kinda brute-forced your way to high DEF through toggles/Nerve Alpha. The use of Mako's and Gaussian is questionable, and you're not making use of the resources available in APP/Patron pools (either supplemental attacks in Mu/Pyre/Soul, or Regen/Endurance in Energy).
[Edit: And because I don't want to fall into the all-too-common forumite trend of only posting to criticize or correct, here's a link to my version of a no-expense-spared INV/SS.]
The Mids is showing me 3.42% recovery vs. 1.33% end drain. With that differential I could probaly cycle through my attack chain about 5 times before needing to pop a blue. That being said, the new Alpha power of Agility becomes all the more appealing. You get to improve that defense while increasing recovery.
With regard to Mako's, it helps a bit to increase that range defense. The biggest achillies heel to invulnerbility is psionics attack. In my experience, most of these annoying little attacks come by means of ranged attack. So amping up that range (which Mako's does rather well) reduces the chance that psi will land.
btw, cool avatar. he used to play for us.
To your comment about spending that much cash, I agree. I wouldn't spend that on a tank. Good thing about tanks is you can make a really tough one with little expense.
For me, I'd take that cash and roll it into an SS/Inv Brute instead. Work on unlimited budget and create a tank/scrapper build that can both dish it out and take the abuse
I am actually close to finishing one. When I'm finished I'll post it.
For kicks, unlimited budget build. I used Nerve Radial for alpha and assumed accolades of Freedom Phalanx Reserve, Atlas Medallion Task Force Commander and Portal Jockey.
Save your pennies..and dominate! :P Code:
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Okay the build is going to suffer Endurance issues. Period. You have Hurl and Foot Stomp minimally slotted for EndRedux and have recharge kicked way up.
Also, you didn't cap (or close to cap) anything. While I know you're trying to close the psi hole, you compromised the build in other ways. You one-slotted Combat Jumping (which was taken WAAAAY late) and then 6-slotted rage for a 1.25% defense bump. Uh. What?
Here's a rework of your build with slightly better slotting (though I didn't change the power order). Psi defense isn't as high. But, honestly, it's a "who cares?" corner case.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Hero Profile:
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A)
Level 1: Jab -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(23), Hectmb-Acc/Dmg/Rchg:50(37), Hectmb-Acc/Rchg:50(40), Hectmb-Dmg/EndRdx:50(42)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), ImpArm-ResDam/EndRdx:40(5), ImpArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(33)
Level 4: Dull Pain -- Panac-Heal/EndRedux:50(A), Panac-EndRdx/Rchg:50(42), Panac-Heal/Rchg:50(42), Panac-Heal/EndRedux/Rchg:50(43), Panac-Heal:50(43)
Level 6: Haymaker -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(7), Mako-Dmg/Rchg:50(34), Mako-Acc/EndRdx/Rchg:50(36), Mako-Acc/Dmg/EndRdx/Rchg:50(37), Mako-Dam%:50(37)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), ImpArm-ResDam/EndRdx:40(11), ImpArm-ResDam:40(50), RctvArm-ResDam:40(50)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(11), Mocking-Taunt/Rchg/Rng:50(15), Mocking-Acc/Rchg:50(15), Mocking-Taunt/Rng:50(17), Mocking-Rchg:50(17)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 14: Super Speed -- Empty(A)
Level 16: Resist Energies -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(19), ImpArm-ResPsi:40(23)
Level 18: Resist Elements -- Aegis-ResDam:50(A), Aegis-Psi/Status:50(19), Aegis-ResDam/Rchg:50(33)
Level 20: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(21), LkGmblr-Rchg+:50(21)
Level 22: Knockout Blow -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(25), Mako-Dmg/Rchg:50(25), Mako-Acc/EndRdx/Rchg:50(27), Mako-Acc/Dmg/EndRdx/Rchg:50(34), Mako-Dam%:50(34)
Level 24: Boxing -- Empty(A)
Level 26: Tough Hide -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(27), SW-ResDam/Re TP:50(45)
Level 28: Rage -- HO:Membr(A), HO:Membr(29), HO:Membr(29)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam:40(31)
Level 32: Unstoppable -- GA-3defTpProc:50(A)
Level 35: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(36), LkGmblr-Rchg+:50(36)
Level 38: Foot Stomp -- 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 41: Hurl -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(43), Apoc-Acc/Dmg/Rchg:50(46), Apoc-Acc/Rchg:50(46), Apoc-Dmg/EndRdx:50(46), Apoc-Dam%:50(48)
Level 44: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(45), LkGmblr-Def/EndRdx:50(45)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(48), LkGmblr-Rchg+:50(48)
Level 49: Super Jump -- Empty(A)
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Nerve Radial Paragon
Level 0: Task Force Commander
Level 0: Freedom Phalanx Reserve
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Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(5)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(7), P'Shift-End%:50(50)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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The Mids is showing me 3.42% recovery vs. 1.33% end drain. With that differential I could probaly cycle through my attack chain about 5 times before needing to pop a blue. That being said, the new Alpha power of Agility becomes all the more appealing. You get to improve that defense while increasing recovery.
With regard to Mako's, it helps a bit to increase that range defense. The biggest achillies heel to invulnerbility is psionics attack. In my experience, most of these annoying little attacks come by means of ranged attack. So amping up that range (which Mako's does rather well) reduces the chance that psi will land. btw, cool avatar. he used to play for us. |
I'm showing your ranged DEF @ 33.6%, and your psionic DEF @ 32.4%. There isn't enough difference between those two numbers to justify the investment in ranged DEF.
Toggles versus recovery is a decent at-a-glance measure of a build's endurance viability, and endurance viability is admittedly somewhat subjective: if popping a blue after five attack cycles is ok for you, I can't tell you you're wrong. But if you really wanna get a feel for how end-viable a build is, you have to look at attack chains, average end cost of things like Hasten and Rage and Performance Shifter, AoE cycles, that sort of thing.
Without trying to construct a decent on-paper attack chain out of Jab, Haymaker, and KO Blow (which would give you rather pathetic DPS no matter how you mix and match them), I am immediately drawn to Footstomp's end slotting. The Obliteration set is notoriously bad with respect to End reduction. If all you do is cycle Footstomp every time it recharges, you'll burn 15.62 / (5.93 + 2.244) = 1.91 EPS. That's almost your entire net recovery right there. Toss on Rage, which at best will cost an average of (111.8 * 0.25 + 2.99) / 120 = 0.25 EPS, and Hasten, which will cost on average about 15 / 130 = 0.11 EPS, and you don't have a lot of room to do anything else.
I'm not saying it wouldn't be playable; I'm saying I wouldn't pay what it would cost to play it. Alternatively, I'm trying to say that you don't need Nerve Alpha; if you're not going to take Energy Mastery, then the obvious choice is Cardiac Alpha.
To your comment about spending that much cash, I agree. I wouldn't spend that on a tank. Good thing about tanks is you can make a really tough one with little expense.
For me, I'd take that cash and roll it into an SS/Inv Brute instead. Work on unlimited budget and create a tank/scrapper build that can both dish it out and take the abuse I am actually close to finishing one. When I'm finished I'll post it. |
There are pros/cons to both choices. I'm pretty happy with my uber-expensive Tanker. I explicitly and exhaustively compared the possibilities of an analogous Brute build, and found the Tanker superior for my purposes. For your purposes, the Brute may well be better and if that's the case more power to you.
But I don't think you can make a case that spending (virtual) billions on a Brute is unambiguously better or worse than spending the same amount on a Tanker.
[Edit for clarity: It just occured to me that you may have read my comment that your bulid spends billions for very low offense as an indictment of the Tanker AT. I didn't mean it that way; my Tanker has very good offense. What I meant was that your build spends billions and has anemic offense even by Tanker standards; you can't make a good attack chain out of Jab, Haymaker, Hurl, and KO Blow no matter what your global recharge is. In order to have what I would consider good single-target offense, you need to have Punch at the very least, or preferably Gloom/Fire Blast/Mu Lightning. And if you're going to opt not to have good single-target offense, that's fine, but then at least you should consider bolstering your AoE offense. Footstomp is great, but by itself it's not gonna win any awards. Worse still, your build doesn't have the endurance management to handle spamming Footstomp along with your other attacks.]
With regard to Mako's, it helps a bit to increase that range defense. The biggest achillies heel to invulnerbility is psionics attack. In my experience, most of these annoying little attacks come by means of ranged attack. So amping up that range (which Mako's does rather well) reduces the chance that psi will land.
|
If that's the case, free up all those Impervium Armors for something more useful. Like swapping out Unstopable and slotting in another attack power, or Conserve Power.
Here's a rework of your original build, with slightly better tweaked power order.
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On the flip side, if you don't mind swapping which purple set you take, here's one where you give up a bit of recharge and a little S/L defense (taking you just below soft-cap), but bumping ranged defense and recovery.
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Also, you didn't cap (or close to cap) anything. While I know you're trying to close the psi hole, you compromised the build in other ways. You one-slotted Combat Jumping (which was taken WAAAAY late) and then 6-slotted rage for a 1.25% defense bump. Uh. What? |
I'm looking at the Mids again, you do realize I chose Nerve for the defense boost right?
When you click that on (and you select the accolades)
Smashing defense: 46.9%
Lethal defense: 46.9%
Energy defense: 48.7%
Negative defense: 48.7%
psionic defense: 32.4%
Fire defense: 44.4%
Cold defense: 44.4%
Just to confirm. "Soft capping Defense" is setting it to 45% right? or am i missing something here...
as for the end issues, ya eventually i'd tire. but hey, easy fix right? just go into the Agile alpha slot and pick up the endurance recovery
So I have put this together reading some posts here and there. I am hoping you guys will take a look at is and tell me if there are any major foul ups, or just some improvements I should make. I thought Spring attack would be fun, but I also love the animation of Hurl, so I am undecided there. Also I don't have to have the +Perception, just thought it would be nice, so maybe I could improve my recharge one more time by dropping it. Thanks in advance.
P.S. I am also starting to think I could go without the Steadfast + defense and save a little money, but 3% to all is nice.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
inv ss soft cap: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Jab -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(7)
Level 2: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-Heal(19), Dct'dW-Heal/EndRdx(33), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(34)
Level 4: Haymaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(9), S'ngH'mkr-Dmg/EndRdx/Rchg(11)
Level 6: Resist Physical Damage -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx(27)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13)
Level 10: Taunt -- Zinger-Acc/Rchg(A), Zinger-Taunt/Rchg/Rng(15), Zinger-Taunt/Rchg(15), Zinger-Taunt(17), Zinger-Dam%(17), Zinger-Taunt/Rng(19)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 18: Invincibility -- DefBuff-I(A), DefBuff-I(23), Rec'dRet-ToHit(34), Rec'dRet-ToHit/Rchg(36), Rec'dRet-Pcptn(46)
Level 20: Knockout Blow -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(21), S'ngH'mkr-Dmg/Rchg(21), S'ngH'mkr-Dmg/EndRdx/Rchg(23)
Level 22: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(29)
Level 24: Resist Energies -- ResDam-I(A), ResDam-I(40)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(31)
Level 28: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(37), AdjTgt-Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(37)
Level 30: Boxing -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(31), S'ngH'mkr-Dmg/EndRdx/Rchg(31), S'ngH'mkr-Dmg/Rchg(33)
Level 32: Unstoppable -- RechRdx-I(A)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A), ResDam-I(36), EndRdx-I(36)
Level 38: Foot Stomp -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(39), Oblit-Dmg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Rchg(40), Oblit-Acc/Dmg/Rchg(40)
Level 41: Weave -- DefBuff-I(A), DefBuff-I(42), EndRdx-I(46)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc(48), Efficacy-EndMod/EndRdx(48), Efficacy-EndMod(48), Efficacy-EndMod/Rchg(50)
Level 49: Spring Attack -- Dmg-I(A), Dmg-I(50), EndRdx-I(50)
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(43), Dct'dW-EndRdx/Rchg(45), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod/Acc/Rchg(42), Efficacy-EndMod/EndRdx(43), Efficacy-EndMod/Acc(43), Efficacy-Acc/Rchg(46)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:
Protector: Tulare 50 Inv/SS/EM-ph1x3r 47 Bots/Traps
VIP: VIC-29(Traps/AR) - Corinth(Grav/FF) -Wrecka(Claws/SR)