Help crafting an Invuln/MA
If you could, post the data chunk please?
With the recent attack on the Titan Network, the Data link doesn't work right now.
Just from looking at it, it looks like you're 4-slotting your ST attacks. Bad.
You're using Red Fortunes in defense. Waste of slots.
Also, you're trying to rework a set that's straight typed damage into a positional damage cap. For the "psi hole" no less. STOP IT.
Quite literally, you are NOT going to see anything CLOSE to enough pure psi to make such an ugly beast worthwhile.
On the flip-side, just kinda going off your current build, here's what I came up with as a brute-force.
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: Martial Arts
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5), S'fstPrt-ResDam/Def+:30(5)
Level 1: Thunder Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9), 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: Storm Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:50(15)
Level 6: Cobra Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(19), Mako-Acc/Dmg/EndRdx/Rchg:50(19)
Level 8: Unyielding -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(21), RctvArm-ResDam/Rchg:40(21), RctvArm-ResDam/EndRdx/Rchg:40(23)
Level 10: Warrior's Provocation -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(23), Mocking-Taunt/Rchg/Rng:50(25), Mocking-Acc/Rchg:50(25), Mocking-Taunt/Rng:50(27), Mocking-Rchg:50(27)
Level 12: Combat Jumping -- DefBuff-I:50(A), DefBuff-I:50(34)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(29), RctvArm-ResDam/Rchg:40(29), RctvArm-ResDam/EndRdx/Rchg:40(31)
Level 18: Invincibility -- DefBuff-I:50(A), DefBuff-I:50(31), DefBuff-I:50(31)
Level 20: Focus Chi -- RechRdx-I:50(A), RechRdx-I:50(33), RechRdx-I:50(33)
Level 22: Weave -- DefBuff-I:50(A), DefBuff-I:50(33), DefBuff-I:50(34)
Level 24: Resist Physical Damage -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(34), Aegis-ResDam/Rchg:50(36)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(36), DefBuff-I:50(36)
Level 28: Crippling Axe Kick -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(42), Mako-Dmg/Rchg:50(42), Mako-Acc/EndRdx/Rchg:50(43), Mako-Acc/Dmg/EndRdx/Rchg:50(45), Mako-Dam%:50(45)
Level 30: Resist Energies -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(37), Aegis-ResDam/Rchg:50(37)
Level 32: Resist Elements -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(37), Aegis-ResDam/Rchg:50(39)
Level 35: Dragon's Tail -- 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 38: Eagles Claw -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(42), Mako-Dmg/Rchg:50(43), Mako-Acc/EndRdx/Rchg:50(43), Mako-Acc/Dmg/EndRdx/Rchg:50(45), Mako-Dam%:50(46)
Level 41: Gloom -- Thundr-Acc/Dmg/Rchg:50(A)
Level 44: Darkest Night -- EndRdx-I:50(A)
Level 47: Dark Obliteration -- Posi-Dmg/EndRdx:50(A), Posi-Acc/Dmg:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50)
Level 49: Super Jump -- Empty(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(50), Numna-Heal:50(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%:50(A), EndMod-I:50(46), EndMod-I:50(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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Data chunk!
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That chain leaves you with no time to waste putting out a thunder kick.
Now soloing, you do put out thunderkick - but only for the -resist debuff. I am looking hard at putting thunderstrikes in gloom and using it instead of thunder kick - and only putting on that -res debuff as needed.
So, that's why i 4 slotted those two attacks. I will revisit Storm kick and gloom and slot them more, since for a single target, you are right, I will need more damage in my attack chain.
However, from pure numbers standpoint - I don't want to be smashing with tons of damage. If I wanted that, I'd go be a brute or scrapper.
SchroedingerCat
I'd need to slot 35% in psi defense bonuses to soft cap it, wouldn't I? That would be like 17 sets or something, 6 slotted.
It seems easier to get about 38% to ranged and call it a day! I won't enjoy getting that 3rd kinetic set - and i really wish i had room for haste. end might be an issue.
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: Martial Arts
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(5)
Level 1: Thunder Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal(15), Dct'dW-Heal/EndRdx/Rchg(27)
Level 4: Storm Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(9), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(15)
Level 6: Cobra Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(19)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(23)
Level 10: Warrior's Provocation -- Mocking-Taunt(A), Mocking-Taunt/Rchg(23), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(25), Mocking-Taunt/Rng(27)
Level 12: Super Jump -- Empty(A)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(31)
Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/Rchg(31)
Level 20: Focus Chi -- Rec'dRet-ToHit(A)
Level 22: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/Rchg(34)
Level 24: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/Rchg(36)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/Rchg(33), LkGmblr-Def/EndRdx(36)
Level 28: Crippling Axe Kick -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(33), Mako-Dam%(34), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dmg/EndRdx(42), Mako-Acc/EndRdx/Rchg(50)
Level 30: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(37), Aegis-ResDam/Rchg(37)
Level 32: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(37), Aegis-ResDam/Rchg(39)
Level 35: Dragon's Tail -- FrcFbk-Rechg%(A), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Rchg(40), M'Strk-Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 38: Eagles Claw -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(43), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(45), Mako-Dam%(46)
Level 41: Gloom -- Thundr-Acc/Dmg/Rchg(A), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Acc/Dmg(45), Thundr-Dmg/EndRdx(50)
Level 44: Darkest Night -- EndRdx-I(A)
Level 47: Dark Obliteration -- Posi-Dmg/EndRdx(A), Posi-Acc/Dmg(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Combat Jumping -- DefBuff-I(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(46), EndMod-I(46)
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:
- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 20.5% Defense(Smashing)
- 20.5% Defense(Lethal)
- 15.5% Defense(Fire)
- 15.5% Defense(Cold)
- 17.38% Defense(Energy)
- 17.38% Defense(Negative)
- 3% Defense(Psionic)
- 11.75% Defense(Melee)
- 17.69% Defense(Ranged)
- 9.25% Defense(AoE)
- 3.6% Max End
- 4% Enhancement(Heal)
- 16% Enhancement(Accuracy)
- 11.25% Enhancement(RechargeTime)
- 4% FlySpeed
- 203.8 HP (10.88%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- MezResist(Held) 9.35%
- MezResist(Immobilize) 18.15%
- MezResist(Terrorized) 2.2%
- 4.5% (0.08 End/sec) Recovery
- 30% (2.34 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 19% RunSpeed
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SchroedingerCat
I'd need to slot 35% in psi defense bonuses to soft cap it, wouldn't I? That would be like 17 sets or something, 6 slotted.
|
(CJ + Weave + Steadfast will give you, off the top of my head, somewhere around 14% Psi DEF before you even get started on set bonuses. And not all Psi DEF bonuses are at six slots.)
(Edit: And in any case, comparing 45% Psi DEF to 38% ranged DEF is silly. If all you want is 38% of either, then it'll be that much easier to reach your goal. Personally, I roll with about 32% in Psi DEF on my INV/SS, and it works pretty well.)
It seems easier to get about 38% to ranged and call it a day! I won't enjoy getting that 3rd kinetic set - and i really wish i had room for haste. end might be an issue. |
Gloom particularly craves Hasten.
@Rorn ---- Blue Baron ---- Guardian
Don't know from experience, but the patch notes seem to think not:
|
I swear that looking at in-game numbers before that was the case with Storm Kick and that made me roll a SD/MA instead of an Invuln. I suppose that could have been changed since I made that character though.
@Rorn ---- Blue Baron ---- Guardian
Yeah, but "all defense" means melee, ranged, and AoE in some other descriptions too. For example, at least one of the Secondary Mutation powers.
I swear that looking at in-game numbers before that was the case with Storm Kick and that made me roll a SD/MA instead of an Invuln. I suppose that could have been changed since I made that character though. |
I can't imagine the devs would deliberately design Storm Kick arbitrarily to provide a huge benefit to some Tanker Primaries and not to others. A few years back, we had a major dust up about that very thing; people were annoyed that Force Field gave no benefit to SR Scrappers, and it was eventually fixed because there was no defensible reason for the discrepency. The original designers of the game had, at times, some pretty off-the-wall ideas about balance, but I think we've left most of them well behind us.
None of that is to say that Storm Kick definitely does provide typed DEF, and especially Psionic-typed DEF, but I'd say that if it doesn't provide typed DEF then it's probably a bug. Will have to check later, in game.
Ok, so here's the in-game info: Screenshot
There's good news and bad news. The bad news is that Storm Kick doesn't provide Psionic +DEF. The good news is that Storm Kick does provide typed DEF to Smash/Lethal/Energy/Negative/Fire/Cold.
And incidentally, the very top of the short description does say, "Melee, Moderate DMG(Smash), Self +Defense(Melee, Ranged, AoE)," so it's understandable that Valuur would recall positional exclusivity.
Anywho, because Storm Kick makes it much, much easier for you to cap out S/L/N/E DEF, it also indirectly makes it much easier to stack Psi DEF. So basically we're back where we started.
I feel stupid, because this whole time I thought layered defense meant the game would check twice against every attack, like gloom would give you a negative check and a ranged check.
now that i enlightened myself, I'm gonna rework it to have soft capped defense and then focus on recharge for perma dull pain, once I get close to that, I will go for hp then regen.
Sheesh how embarassing!!
SchroedingerCat
I feel stupid, because this whole time I thought layered defense meant the game would check twice against every attack, like gloom would give you a negative check and a ranged check.
now that i enlightened myself, I'm gonna rework it to have soft capped defense and then focus on recharge for perma dull pain, once I get close to that, I will go for hp then regen. Sheesh how embarassing!! |
- Defense: Avoiding damage altogether.
- Resistance: Reducing damage actually taken
- +HP: Making sure you have enough health to actually take incoming damage.
- Heals/Regen: The ability to remove the effects of any damage after it is taken.
With high enough levels in three or more of these, it takes Incarnate level dev-cheatery to kill you.
OK. I think I understand what I am trying to do a little better here. This build assumes 60% is the incarnate softcap (i read that somewhere?) and I have no idea what the tanker HP cap is. But where I didn't build for defense, I built for hp and then recharge.
It doesn't have perma dull pain, but I think if i swapped Focus Chi out for hasten it would be close to perma (17 sec down time, assuming no kinetic procs). But, you would lose a teensy bit of melee defense. (I like focus chi so I can make sure my disorients land on the peskier mobs (sappers, etc).
The soul mastery is there to replace thunder kick in my chain with gloom and also to pull with darkest night (i was one of those herding dark defenders, i love that power). -25% damage on top of the defense plus resists ought to make me one tough cookie indeed.
I hope this looks ok! Thanks for all the advice and especially the psionic defense advice. I didn't try to get my psi defense up really, though. I just rolled with what I had and I'm hoping the positional defenses will help out there, as they would end up being naturally higher with how I've slotted it. Though, this time instead, I did't focus on positional as I have seen the error of my ways!
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: Martial Arts
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul 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: Thunder Kick -- Rope-EndRdx/Stun(A)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal(15)
Level 4: Storm Kick -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Acc/Dmg(7), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(15)
Level 6: Cobra Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(19)
Level 8: Unyielding -- Aegis-ResDam/Rchg(A), Aegis-ResDam/EndRdx(9), Aegis-ResDam(21), S'fstPrt-ResDam/Def+(21)
Level 10: Warrior's Provocation -- Mocking-Taunt(A), Mocking-Taunt/Rchg(23), Mocking-Rchg(23), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(25), Mocking-Taunt/Rng(27)
Level 12: Super Jump -- Empty(A)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), Aegis-ResDam/Rchg(37)
Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def/EndRdx(31), LkGmblr-Def/Rchg(31)
Level 20: Focus Chi -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(39)
Level 22: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/Rchg(34)
Level 24: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(29), Aegis-ResDam/Rchg(34)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/Rchg(33), LkGmblr-Def/EndRdx(36)
Level 28: Crippling Axe Kick -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(33), Mako-Dam%(34), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dmg/EndRdx(42), Mako-Acc/EndRdx/Rchg(50)
Level 30: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(37)
Level 32: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(36), RctvArm-ResDam/Rchg(37)
Level 35: Dragon's Tail -- FrcFbk-Rechg%(A), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Acc/Dmg(39), Sciroc-Dmg/Rchg(40), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Rchg(40)
Level 38: Eagles Claw -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(43), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(45), Mako-Dam%(46)
Level 41: Gloom -- Thundr-Acc/Dmg/Rchg(A), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Acc/Dmg(45), Thundr-Dmg/EndRdx(50)
Level 44: Darkest Night -- EndRdx-I(A)
Level 47: Dark Obliteration -- Posi-Dmg/EndRdx(A), Posi-Acc/Dmg(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Combat Jumping -- DefBuff-I(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(46), EndMod-I(46)
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:
- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 16.13% Defense(Smashing)
- 16.13% Defense(Lethal)
- 17.06% Defense(Fire)
- 17.06% Defense(Cold)
- 14.25% Defense(Energy)
- 14.25% Defense(Negative)
- 3% Defense(Psionic)
- 9.56% Defense(Melee)
- 16.13% Defense(Ranged)
- 12.38% Defense(AoE)
- 1.8% Max End
- 34% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 18.75% Enhancement(RechargeTime)
- 4% FlySpeed
- 175.7 HP (9.38%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- MezResist(Held) 9.35%
- MezResist(Immobilize) 22%
- MezResist(Terrorized) 2.2%
- 4.5% (0.08 End/sec) Recovery
- 40% (3.12 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 3.13% Resistance(Negative)
- 19% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1440;672;1344;HEX;| |78DA6594D956DA5014864FE0A0A2A0200AA88082B3560AABDEB7CEAD9516A5F7AC9| |41E2198A20BA255EF7AD167E845E73E406F3ABD47E75EF5093ABC01DDE6DFA5B292| |B5E04BFEECE1DF2727C91DAFFA5E6DDCBF2C34DF8AA9371AC55B7A6D4FD53D39BD6| |C94C4D9D149BF04D4E2AADA55B5864A5FAB1D1D9A3555D76F1BA6619D0CF1ED9C32| |954AE7F4BA65E86671A96E35842FBFBF6FA6B7947E60D4CA7EFB62DD28572CBAEAB| |6AF0A074ADD09DAA754D568182819593B304AE9E5FAA1A58A85FD43B398D31B96AA| |9F44C9CD24FD3E7AE94F3BF3D7748B149D4C4BE14A3047419924C6A5B812167C348| |538252D2BC527CAD7902FB5EBD0E40DB07B8B99037B6F824B54C78D1C8F7B871095| |A2230F766D83BE82B07BFA0CB0B70A2E53AE071E3C9E3CB48E6D30B0C3E4DC7ECEE| |DE7DC2FE4B59367EDCC62A6AE0C661C586446A0AF501F2FF7F1565CB6EFB0C1BC0B| |46ABCC3D70D80423F4A87B789D7A9A74088D143F2B7E5B7193D2072FAEBE45F41CC| |E801359ACD3373210D43CB6DFE000B45848B3D72711C0752208AE91DF103A68A147| |E42324C5D4635052AF41EE35C875C6383FC9F91FA857846322BC16315E9B6416FC4| |E31431C33F4AF0EE78F73BD75F231C2EB36B22B105301937BE078159C2D835903FC| |4AF5E35C3FCE7B31C17B7182F7E2678A19E59851BE379E6A8FD9200F29F6907AE0B| |2D774EA147B60EA089C3E66DE43EFE913F06A18EFC559EEE46EBBCF399E638EFD5E| |E0391678AE925B8819CE9D79CEB9CF38E705E7BC643EE1D99F823F7C42CC632E319| |F84A6A85E1AF564FA0DB48BAF996F99EFB8CE7B304CCF3AC3753209CCF8B3BBF58E| |0ACDDE7DBFCF2B9B58B55F8EA83FFF1597F6107B7B614CB43126CF7D13ECAC59D9F| |AA234E71C77330E25EB502E39944587B2E550F292DBB6FC7B03F49D81D2FC0B0E44| |E096| |-------------------------------------------------------------------|
SchroedingerCat
With the newest build, I'd be concerned that end use will be a problem. The Invul toggles are all relatively low cost, but you've got three toggles that have a much higher end cost--Tough, Weave, and Darkest Night, and currently Tough, Weave and UY are underslotted for end reduction. I'd swap out the */Rchg in each of those powers for a */End/Rchg; the loss of enhancement value will be small, but it'll boost the end reduction considerably.
I also don't see much point in two-slotting Mako's Bite in Storm Kick and Cobra Strike when Thunder Kick is so woefully underslotted. The two-slot bonus for Mako's Bite isn't worth slotting for, so I'd recommend just using a level 50 Acc/End/Dam/Rchg instead. Since the advent of Bruising, IMO a tanker's T1 is very much worth slotting and using, so I'd take the two slots freed up from SK and CS to slot Thunder Kick.
Here's what it would look like with the changes I mentioned:
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: Martial Arts
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5)
Level 1: Thunder Kick -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(15), Mako-Acc/Dmg/EndRdx/Rchg:50(19)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/EndRdx/Rchg:50(5), Dct'dW-EndRdx/Rchg:50(11), Dct'dW-Heal/Rchg:50(11), Dct'dW-Heal:50(15)
Level 4: Storm Kick -- KntkC'bat-Dmg/Rchg:30(A), KntkC'bat-Acc/Dmg:30(7), KntkC'bat-Dmg/EndRdx:30(9), KntkC'bat-Dmg/EndRdx/Rchg:35(13), Mako-Acc/Dmg/EndRdx/Rchg:50(13)
Level 6: Cobra Strike -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(7), KntkC'bat-Dmg/Rchg:30(17), KntkC'bat-Dmg/EndRdx/Rchg:35(17), Mako-Acc/Dmg/EndRdx/Rchg:50(19)
Level 8: Unyielding -- Aegis-ResDam/EndRdx/Rchg:30(A), Aegis-ResDam/EndRdx:40(9), Aegis-ResDam:40(21), S'fstPrt-ResDam/Def+:30(21)
Level 10: Warrior's Provocation -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(23), Mocking-Rchg:50(23), Mocking-Taunt/Rchg/Rng:50(25), Mocking-Acc/Rchg:50(25), Mocking-Taunt/Rng:50(27)
Level 12: Super Jump -- Winter-ResSlow:50(A)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(27), Aegis-ResDam/EndRdx/Rchg:50(37)
Level 18: Invincibility -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx/Rchg:25(29), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def/Rchg:50(31)
Level 20: Focus Chi -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(39)
Level 22: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def/EndRdx/Rchg:50(34)
Level 24: Resist Physical Damage -- Aegis-ResDam:40(A), Aegis-ResDam/EndRdx:40(29), Aegis-ResDam/Rchg:40(34)
Level 26: Tough Hide -- LkGmblr-Def:50(A), LkGmblr-Def/Rchg:50(33), LkGmblr-Def/EndRdx:50(36)
Level 28: Crippling Axe Kick -- Mako-Acc/Dmg:50(A), Mako-Dmg/Rchg:50(33), Mako-Dam%:50(34), Mako-Acc/Dmg/EndRdx/Rchg:50(36), Mako-Dmg/EndRdx:50(42), Mako-Acc/EndRdx/Rchg:50(50)
Level 30: Resist Energies -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(31), RctvArm-ResDam/Rchg:40(37)
Level 32: Resist Elements -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(36), RctvArm-ResDam/Rchg:40(37)
Level 35: Dragon's Tail -- FrcFbk-Rechg%:30(A), Sciroc-Acc/Dmg/EndRdx:30(39), Sciroc-Acc/Dmg:30(39), Sciroc-Dmg/Rchg:30(40), Sciroc-Dmg/EndRdx:50(40), Sciroc-Acc/Rchg:50(40)
Level 38: Eagles Claw -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(42), Mako-Dmg/Rchg:50(43), Mako-Acc/EndRdx/Rchg:50(43), Mako-Acc/Dmg/EndRdx/Rchg:50(45), Mako-Dam%:50(46)
Level 41: Gloom -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(45), Thundr-Acc/Dmg:50(45), Thundr-Dmg/EndRdx:50(50)
Level 44: Darkest Night -- EndRdx-I:50(A)
Level 47: Dark Obliteration -- Posi-Dmg/EndRdx:50(A), Posi-Acc/Dmg:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50)
Level 49: Combat Jumping -- DefBuff-I:30(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:40(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%:50(A), EndMod-I:50(46), EndMod-I:50(46)
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:
- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 16.13% Defense(Smashing)
- 16.13% Defense(Lethal)
- 17.06% Defense(Fire)
- 17.06% Defense(Cold)
- 14.25% Defense(Energy)
- 14.25% Defense(Negative)
- 3% Defense(Psionic)
- 9.56% Defense(Melee)
- 16.13% Defense(Ranged)
- 12.38% Defense(AoE)
- 1.8% Max End
- 4% Enhancement(Heal)
- 18.75% Enhancement(RechargeTime)
- 34% Enhancement(Accuracy)
- 4% FlySpeed
- 203.8 HP (10.88%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- MezResist(Held) 9.35%
- MezResist(Immobilize) 18.7%
- MezResist(Terrorized) 2.2%
- 4.5% (0.08 End/sec) Recovery
- 40% (3.12 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 3.13% Resistance(Negative)
- 19% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1442;674;1348;HEX;| |78DA6594C97612411486ABA10892400292404880302464320827D96B668D4151DC7| |35A2C48272DC9011213772E7C0617CE3E801BA7F77076E51338BC015EFAFE4139DD| |87E6EBFEFBDEBF6E55DDEEC2F19AF7D5E6FD0B42F3AE9A7AB359BEA9D7F754C355D| |06B4645740E379D7156CB6BAAAAEA4D95BD5C3F3A34EBAAA1DF324CA37512C1E382| |3295CA16F446CBD0CDF272A3D514DEE2FEBE99DD56FA8151AFF9AC9B0DA3B6D3A2B| |B7EEBAE74A0D4ED807549AE46D360CBF0FA8151C9AE340E5BAA5CDA3F34CB05BDD9| |528D9351AA668ACE8F1EFAD33AF5B59D224517D35238E2E00453269917430247DB2| |1AA84BC148335E6D95DE627F2D3D84F6A57344B935799FDDB608139788DB94CBE4E| |E4386F106252F4159967AE33BD25628A88715628C7C5B5481762FB10EB87871F39A| |7B57DA1DADC98AB7B5163FF1CCF6D78090CB3BE4AFE1EF67779761C567EC800EF30| |4777C13DE698C90CD3560F70AE1818775A9A469A0F9AAF4D87709232C4D53886967| |825C672CCC945E6372A21602D67DB1918662D1A248E4A11F7F37D3CC05CA78A833C| |82167C449504A5C83C664A1A6B04638DC02781FC6490F981C60A23268CD58862759| |279E6778A89202672EA83F1D3F0DBA03AC6B172E3E892C40E33B9C74C634766D13D| |7983F995FC63F08FA11BE3E8C64974E3678A9940CC049EA553BD319B54430A35A41| |E38AC1DCDDCE3AEC81C31A78FC1BB3CF6F409F35288DF8C4EEE54B5B7CE39CC630E| |F59EC33C1630AF0A6DF60C72679E23F719725E20E725F804737FCAFCE115629EE72| |5E693AC29F2CBA2CBB36F583BFF1A7C0BBE83CF7B6688F63A079F5C9CE7F8B3BFFB| |560ACDEABEDFFF2B5BBC6ABF6C517FFE290EED2177F74242F4302ABB5F05FA75B26| |665F79BD29EB33DCDD994BC4D59B4294B3665DBA6142586EDD6EFF1D3978595F65F| |F26BDD74| |-------------------------------------------------------------------|
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Good catch on the extra /endurance/ for the toggles, I didn't check that. Changed them to the appropriate enhancement and added winter's gift, which I don't have, but maybe i can get one for Christmas. Hint hint, ncsoft!
I'm still not slotting up thunder kick though. Resistance debuffs only stack 4 times, and if recall Bruising is a -20% resist debuff. It's great solo, but usually when I am teamed there are debuffers to cover that spot. If there aren't, I would stick it in my chain only once, to land the debuff.
The two makos in Storm and Cobra are to get the end and recharge into the green. Without the acc/end/recharge and acc/dmg/end/recharge makos my attack chain will recharge slower and be more expensive.
I did sneak a lotg into tough hide. You could certainly shift your slots around to put more in thunder kick by taking out the lotg and taking a slot out of storm kick - i just dont think thunder kick is as good in a chain as gloom, with the exeption of slapping the resistance debuff on in the front of the chain as needed.
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: Martial Arts
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul 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: Thunder Kick -- Acc-I(A)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal(15)
Level 4: Storm Kick -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Acc/Dmg(7), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(15)
Level 6: Cobra Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Acc/EndRdx/Rchg(19)
Level 8: Unyielding -- Aegis-ResDam/EndRdx/Rchg(A), Aegis-ResDam/EndRdx(9), Aegis-ResDam(21), S'fstPrt-ResDam/Def+(21)
Level 10: Warrior's Provocation -- Mocking-Taunt(A), Mocking-Taunt/Rchg(23), Mocking-Rchg(23), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(25), Mocking-Taunt/Rng(27)
Level 12: Super Jump -- Winter-ResSlow(A)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), Aegis-ResDam/EndRdx/Rchg(37)
Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def/EndRdx(31), LkGmblr-Rchg+(31)
Level 20: Focus Chi -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(39)
Level 22: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(34)
Level 24: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(29), Aegis-ResDam/Rchg(34)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/Rchg(33), LkGmblr-Rchg+(36)
Level 28: Crippling Axe Kick -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(33), Mako-Dam%(34), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dmg/EndRdx(42), Mako-Acc/EndRdx/Rchg(50)
Level 30: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(37)
Level 32: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(36), RctvArm-ResDam/Rchg(37)
Level 35: Dragon's Tail -- FrcFbk-Rechg%(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Rchg(39), Oblit-Dmg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40)
Level 38: Eagles Claw -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(43), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(45), Mako-Dam%(46)
Level 41: Gloom -- Thundr-Acc/Dmg/Rchg(A), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Acc/Dmg(45), Thundr-Dmg/EndRdx(50)
Level 44: Darkest Night -- EndRdx-I(A)
Level 47: Dark Obliteration -- Posi-Dmg/EndRdx(A), Posi-Acc/Dmg(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(46), EndMod-I(46)
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:
- 9% DamageBuff(Smashing)
- 9% DamageBuff(Lethal)
- 9% DamageBuff(Fire)
- 9% DamageBuff(Cold)
- 9% DamageBuff(Energy)
- 9% DamageBuff(Negative)
- 9% DamageBuff(Toxic)
- 9% DamageBuff(Psionic)
- 16.13% Defense(Smashing)
- 16.13% Defense(Lethal)
- 15.5% Defense(Fire)
- 15.5% Defense(Cold)
- 14.25% Defense(Energy)
- 14.25% Defense(Negative)
- 3% Defense(Psionic)
- 9.56% Defense(Melee)
- 16.13% Defense(Ranged)
- 9.25% Defense(AoE)
- 1.8% Max End
- 46.25% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 34% Enhancement(Accuracy)
- 4% FlySpeed
- 175.7 HP (9.38%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- MezResist(Held) 9.35%
- MezResist(Immobilize) 22%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 4.5% (0.08 End/sec) Recovery
- 30% (2.34 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 19% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1442;677;1354;HEX;| |78DA6594C97612411486ABA14802210984306560CA4C0CC281BD66D6084A12F79C3| |65648434B728078CCD285CFE0C2D90770E3F41ECEAE7C0287BD03DEF47F8DC9E93E| |07BEAEBFEBDEFBD7ADEA2EDD5AF63E5BBB7D4E68DE25536FB52A57F5465D355D25B| |D6A6C8BA3AB9B7E31A89565B5A31A2D95B9D8B87960365453BF669846FB30CA8F4B| |CA542A53D29B6D43372B0BCD764B78CB7B7B66A6A8F47DA351EDB306AB4675B74D2| |38F35DADA57EABADFBAA5AC46CB40CAF0CABEB19D596C1EB455656BEFC0AC94F456| |5B350F23E466927E6FDDF4A71DF9EB38458A6EA6A570C4987150268963529C0F09B| |E3A420C137252BCA3780DF152BBA4599ABC0C7A8ACC12D87F055CA03C4EC4B89C9B| |8488145D65B06703F46E09ABA6D700FB6BE022C5BAE0C1E52A43EBDA007D9B4C8E1| |DE49841035E3F90D76E5E6B771E6BEAC9628D43056618FA12D571731DF7AEC38A0F| |19CC1B60A4C6AC83C32618A6ADEEE53EF58E382D4D23AD8FB5BE0E5DC249CA00DC3| |8060AA83A9C0527F2E8D427B2E0D75C9663FF10B4D180667528E6C338160457C871| |0015B4C03D72129062EA3E28A956906B05394F82E39301F00DD50AF39C30776394B| |B93CC819F694E94E744FFE5F183E3EC63957C8C70E74676D0F9C42E98AC83E33570| |B60AE678873E52FE31CE3FC6A731C6A771824FE37B9A13E739717E369E3A3D678D3| |CA4D843EA8EC3EAE95487F90B9CFEC9FC8D5D9BFE035E08E1CD388A9DDC39ED33CD| |EB48B3DF33BC8E795ED7366DF60CC7CE3CE6D8471CF384639E321FF0DA1F825FBC4| |2CC615D622E094D51BE0CF2C9CC0B68679F335F325F719ED76088F63ACB79B2419C| |A7AF9EE3B75468D6E9FB7E525947D7BED966FDF8AF38B4BBE8CF7C429CE2A83CF15| |5B0A266E5F137A593B63DCDDA949C4DC9DB94824D29DA94B2E4B2C7FEDD3EFAD240| |E9FC05A594DF4A| |-------------------------------------------------------------------|
SchroedingerCat
Ok, so here's the in-game info: Screenshot
There's good news and bad news. The bad news is that Storm Kick doesn't provide Psionic +DEF. The good news is that Storm Kick does provide typed DEF to Smash/Lethal/Energy/Negative/Fire/Cold. And incidentally, the very top of the short description does say, "Melee, Moderate DMG(Smash), Self +Defense(Melee, Ranged, AoE)," so it's understandable that Valuur would recall positional exclusivity. Anywho, because Storm Kick makes it much, much easier for you to cap out S/L/N/E DEF, it also indirectly makes it much easier to stack Psi DEF. So basically we're back where we started. |
@Rorn ---- Blue Baron ---- Guardian
I had become very interested in the prospects of an Invuln/MA after learning more about what Storm Kick offers. For fun, I wanted to make a build that focused heavily on Psionic Resistance and Defense to help make this build as survivable as possible. This build is softcapped in S/L/E/N/F/C, is capped in S/L resistance, and is capped in HP (whenever Dull Pain is active, as it should remain perma even though hasten is not). Those are the easy parts, here's the fun stuff: I have 38% defense to psionics, and 33.5% resistance to psionics. Pretty decent for overall survivability, I think.
Now, I do run Cardiac T4 Core for the endurance help, and some added resistance buffs to my E/N/F/C/T. However, I am disappointed that I don't have anywhere near perma-hasten (currently sits at 138 second recharge). Because of this, I may decide to go with the new Agility Alpha for the extra recharge (would make my hasten go down to a 128.5 sec recharge), while it also provides me with some more defense to psionic (would boost me to 39.9% defense, but my S/L resistance would drop to 89.6%- oh drats :P). And it would still assist me in my endurance recovery with that sweet 45% mod (it's like an extra slot in stamina). That endurance recovery won't be enough however, and I will likely go with the Ageless Destiny T4 for even more recovery and recharge (I likely would do this anyways as everything else is shored up nicely - and it will put me at just under perma-hasten).
For additional defense, there is Darkest Night, which will provide a -16.5% ToHit Debuff, which even at 50% resistance would put your psionics at softcap. And the -21% damage is just that much more resistance for you.
Lastly, I will say this. Normally I like slotting my T1 attacks with a lot of Damage procs for optimal DPS. I didn't do that with this build so that I could squeeze in an extra 5% recharge and 2.5% psionic resistance... thus, my ST attack chain of SK-CAK-SK-Gloom-TK only does 189.4 DPS when you factor in Bruising and the 75%/25% DoT Reactive Interface proc. Normally I would be able to get about another 50 DPS in my attack chains, but that was the cost of having as much protection from Psionics as I deemed necessary.
Anyways, check out the build, hope you like it.
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: Martial Arts
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Temp Invulnerability -- ImpArm-ResPsi(A), ImpArm-ResDam(3), ImpArm-ResDam/EndRdx(3), ImpArm-ResDam/Rchg(5)
Level 1: Thunder Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(9)
Level 2: Storm Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(15)
Level 4: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/EndRdx(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(19), Dct'dW-Heal/Rchg(19)
Level 6: Resist Physical Damage -- GA-3defTpProc(A), Aegis-Psi/Status(21), S'fstPrt-ResDam/Def+(50)
Level 8: Unyielding -- ImpArm-ResPsi(A), ImpArm-ResDam(21), ImpArm-ResDam/EndRdx(23), ImpArm-ResDam/Rchg(23)
Level 10: Resist Elements -- ImpArm-ResPsi(A), ImpArm-ResDam(25), ImpArm-ResDam/EndRdx(25), ImpArm-ResDam/Rchg(27)
Level 12: Resist Energies -- ImpArm-ResPsi(A), ImpArm-ResDam(27), ImpArm-ResDam/Rchg(29), ImpArm-ResDam/EndRdx(29)
Level 14: Warrior's Provocation -- Zinger-Dam%(A)
Level 16: Boxing -- Empty(A)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 20: Tough -- ImpArm-ResPsi(A), ImpArm-ResDam(31), ImpArm-ResDam/EndRdx(33), ImpArm-ResDam/Rchg(33)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(34)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), Ksmt-ToHit+(34), SW-ResDam/Re TP(36)
Level 28: Crippling Axe Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(40)
Level 35: Dragon's Tail -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(40), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Rchg(42), Sciroc-Acc/Dmg/EndRdx(42), Sciroc-Dam%(42)
Level 38: Gloom -- Apoc-Dmg(A), Apoc-Dmg/Rchg(43), Apoc-Acc/Dmg/Rchg(43), Apoc-Acc/Rchg(43), Apoc-Dmg/EndRdx(45), Apoc-Dam%(45)
Level 41: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(45), DarkWD-ToHitdeb/Rchg/EndRdx(46), DarkWD-Rchg/EndRdx(46), DarkWD-ToHitDeb/EndRdx(46), DarkWD-Slow%(48)
Level 44: Dark Obliteration -- Ragnrk-Dmg(A), Ragnrk-Dmg/EndRdx(48), Ragnrk-Acc/Rchg(48), Ragnrk-Acc/Dmg/Rchg(50), Ragnrk-Dmg/Rchg(50)
Level 47: Focus Chi -- RechRdx-I(A)
Level 49: Tactics -- HO:Cyto(A)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Cardiac Core Paragon
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:
- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 6% Defense(Melee)
- 6% Defense(Smashing)
- 6% Defense(Lethal)
- 7.56% Defense(Fire)
- 7.56% Defense(Cold)
- 6% Defense(Energy)
- 6% Defense(Negative)
- 23.5% Defense(Psionic)
- 6% Defense(Ranged)
- 9.13% Defense(AoE)
- 11.25% Max End
- 45% Enhancement(Accuracy)
- 82.5% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 189.7 HP (10.13%) HitPoints
- MezResist(Immobilize) 6.6%
- MezResist(Terrorized) 2.2%
- 16.5% (0.28 End/sec) Recovery
- 66% (5.15 HP/sec) Regeneration
- 3% Resistance(Smashing)
- 6.78% Resistance(Fire)
- 6.78% Resistance(Cold)
- 3% Resistance(Energy)
- 6.13% Resistance(Negative)
- 4.26% Resistance(Toxic)
- 3% Resistance(Lethal)
- 33.51% Resistance(Psionic)
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In the downtime, I came up with Invuln/MA as a new tank combo I would like to try.
My goal was to try and get softcapped defenses, focusing on ranged defense to shut the invuln Psi Hole. I Can only get to 35% with one mob in range (I don't like building for packs of mobs, what if I have to tank a lonely AV?) Also, I certainly won't win any kill speed contests, and I don't have uber recharge bonuses. This might hurt me since I am 80 seconds shy of perma dull pain. If I wasn't so sucky at building, I'd find a place to shovel in Hasten. Maybe I should drop focus chi?
I suck at ordering things around and have stuff placed at weird levels, like combat jumping on the end there as an "oh yeah, I forgot!" power. Anyone care to polish this up? I have all of the io's in here already except 2 of the kinetic combats from a scrapper i tried but didn't like (i'd rather be sturdy than kill things quick, i quite like tanking!).
Datalink:
http://www.cohplanner.com/mids/downl...34FF00C410DA70
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: Martial Arts
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(27)
Level 1: Thunder Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(5), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx/Rchg(11)
Level 4: Storm Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/EndRdx/Rchg(40), KntkC'bat-Dmg/Rchg(50)
Level 6: Dull Pain -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(9), Mrcl-Heal/Rchg(11), Mrcl-EndRdx/Rchg(17), Mrcl-Heal/EndRdx/Rchg(17)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(46)
Level 10: Warrior's Provocation -- Mocking-Taunt/Rng(A), Mocking-Taunt(13), Mocking-Taunt/Rchg/Rng(39), Mocking-Taunt/Rchg(43), Mocking-Acc/Rchg(46)
Level 12: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam(15), RctvArm-ResDam/EndRdx/Rchg(50)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37)
Level 16: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam/Rchg(34)
Level 18: Invincibility -- RedFtn-EndRdx/Rchg(A), RedFtn-EndRdx(19), RedFtn-Def(19), RedFtn-Def/EndRdx(21), RedFtn-Def/Rchg(23), RedFtn-Def/EndRdx/Rchg(25)
Level 20: Cobra Strike -- Stgr-Acc/Stun/Rchg(A), Stgr-Acc/Rchg(21), Stgr-EndRdx/Stun(23), Dmg-I(33), Dmg-I(33)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(39)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def/Rchg(43)
Level 28: Crippling Axe Kick -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(29), Enf'dOp-EndRdx/Immob(29), Enf'dOp-Acc/EndRdx(31), Dmg-I(31)
Level 30: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(31), RedFtn-Def/Rchg(34), RedFtn-EndRdx(37), RedFtn-Def/EndRdx/Rchg(39), RedFtn-EndRdx/Rchg(40)
Level 32: Focus Chi -- RechRdx-I(A)
Level 35: Dragon's Tail -- FrcFbk-Rechg%(A), Erad-Acc/Dmg/EndRdx/Rchg(36), Erad-Dmg(36), Erad-Dmg/Rchg(36), RechRdx-I(37)
Level 38: Gloom -- Decim-Build%(A)
Level 41: Darkest Night -- DisWord-ToHitDeb(A), DisWord-ToHitDeb/Rchg(42), DisWord-ToHitDeb/Rchg/EndRdx(42)
Level 44: Dark Obliteration -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46)
Level 47: Eagles Claw -- Stgr-Acc/Rchg(A), Stgr-Acc/Stun/Rchg(48), Stgr-Acc/EndRdx(48), Dmg-I(48), Dmg-I(50)
Level 49: Combat Jumping -- DefBuff-I(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(3), EndMod-I(7)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
SchroedingerCat