Electric/MA/Energy Critique


Beauregard

 

Posted

So I've never attempted to make a tanking character and decided I may want to give it a shot. I was messing around with a concept and decided to give Electric Armor/Martial Arts a try. I was aiming to soft cap all positionals at 45% but it became apparent I was not going to achieve that without the Gladiator's Armor +Def, which I am only willing to invest in if I REALLY like the character, so as for now the build does not have it planned. I will be going for the Agility Core Paragon for my Alpha, which will put my defenses at a reasonable 43.1 Melee/43.1 Ranged/42.8 AoE without the Gladiator's Armor.

I put the ATO set into Storm Kick since I plan on that being my most spammed attack in order to maintain the 10% to my positional defenses, so the resistance proc seemed best placed there. Since I have poor global accuracy I decided I may have to keep tactics going at all times to maintain a reasonable hit rate, but if I can keep Energize up at most times I am hoping I will not have endurance issues between its endurance reduction, Power Sink, Conserve Power and my Agility Core Paragon Alpha.

Also, is Taunt considered useless these days? Its low target cap, the game's inherent aggro cap and the fact that all of a Tank's powers seem to taunt makes it seem quite lacking, but I have no experience with it to be sure. If it is rather useless I could always drop it to add Vengeance into the build to put in a LotG 7.5% Recharge.

As usual I would appreciate any feedback from anyone with more experience with this AT and/or these power sets before I dedicate the time/resources into making this character.

Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Martial Arts
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/Rchg(3), Aegis-ResDam/EndRdx/Rchg(5), Aegis-Psi/Status(5)
Level 1: Thunder Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(37)
Level 2: Storm Kick -- MotTanker-Acc/Dmg(A), MotTanker-Dmg/Rchg(21), MotTanker-Acc/Dmg/Rchg(21), MotTanker-Dmg/EndRdx/Rchg(27), MotTanker-Acc/Dmg/EndRdx/Rchg(27), MotTanker-Rchg/Res%(29)
Level 4: Conductive Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(7), Aegis-ResDam/Rchg(7), Aegis-ResDam/EndRdx/Rchg(9), Aegis-EndRdx/Rchg(46)
Level 6: Static Shield -- Aegis-ResDam(A), Aegis-ResDam/Rchg(9), Aegis-ResDam/EndRdx(17)
Level 8: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 10: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
Level 12: Energize -- Numna-Heal(A), Numna-Regen/Rcvry+(13), Numna-Heal/EndRdx(15), Numna-EndRdx/Rchg(43), Numna-Heal/Rchg(45), Numna-Heal/EndRdx/Rchg(46)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(15)
Level 16: Boxing -- Empty(A)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Tough -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/Rchg(46)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Power Sink -- Efficacy-EndMod/Acc(A), Efficacy-EndMod(42), Efficacy-EndMod/Rchg(43), Efficacy-Acc/Rchg(43)
Level 28: Crippling Axe Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(36)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Warrior's Provocation -- Zinger-Taunt/Rchg(A)
Level 35: Dragon's Tail -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
Level 38: Eagles Claw -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(42)
Level 41: Super Speed -- Clrty-Stlth(A)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Physical Perfection -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(50)
Level 50: Agility Core Paragon
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(13)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(11)
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:

  • 19% DamageBuff(Smashing)
  • 19% DamageBuff(Lethal)
  • 19% DamageBuff(Fire)
  • 19% DamageBuff(Cold)
  • 19% DamageBuff(Energy)
  • 19% DamageBuff(Negative)
  • 19% DamageBuff(Toxic)
  • 19% DamageBuff(Psionic)
  • 9.88% Defense(Smashing)
  • 9.88% Defense(Lethal)
  • 16.75% Defense(Fire)
  • 16.75% Defense(Cold)
  • 9.88% Defense(Energy)
  • 9.88% Defense(Negative)
  • 4.88% Defense(Psionic)
  • 16.75% Defense(Melee)
  • 16.75% Defense(Ranged)
  • 16.44% Defense(AoE)
  • 2.25% Max End
  • 18% Enhancement(Accuracy)
  • 40% Enhancement(RechargeTime)
  • 6% Enhancement(Heal)
  • 10% FlySpeed
  • 274.1 HP (14.63%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Held) 12.65%
  • MezResist(Immobilize) 9.35%
  • MezResist(Stun) 4.4%
  • 9% (0.15 End/sec) Recovery
  • 52% (4.06 HP/sec) Regeneration
  • 2.21% Resistance(Smashing)
  • 2.21% Resistance(Lethal)
  • 1.89% Resistance(Toxic)
  • 4.89% Resistance(Psionic)
  • 25% RunSpeed
  • 5% XPDebtProtection



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Posted

Overall nothing jumps out. I might take a few leafs from it myself. When it comes to taunt it's considered less useless now than it ever was. For one its a great slot mule and for two it has -Range. Some people that would agree with my last sentence they might of been tauntless and had limitations as a Tanker; because prior to that anyway Gauntlet required a tohit check on AVs; so keeping aggro off one was in a virtual sense; plus some AVs would be much harder than others. Prior to -Range there was probably a lot of tauntless Tanks needing alot of overkill/certain types of support to do something like the STF rather than being able to say to everyone and I mean everyone, "bring your badge toon".


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.

 

Posted

@New Dawn: Thanks for the feedback. It has been so long that I had practically given up on a response to this thread and did not want to resort to shameless self bumping. It's good to see that Taunt may have perhaps SOME use. I did not have enough slots to turn it into a slot mule so I was worried that having it as a power selection was going to prove utterly useless when I could at least have something decent like Focus Chi, which I admittedly wanted but did not have the power slots for. Since I am aiming for pure team tanking I was hoping Taunt would prove more useful.

Overall I have made some very minor changes to the build. I was not aware of how cheap the Shield Wall and Gladiator's Armor IOs had become after the I22 release, so now that they're easily affordable I do not have to hesitate about adding them to the build. I pulled a LotG Defense out of Combat Jumping and a slot out of Physical Perfection to fit the PvP IOs.

Although the changes are minor, here's the updated build. If anyone has any further comments/suggestions it would be much appreciated as I will begin purchasing IOs soon.

Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Martial Arts
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/Rchg(3), Aegis-ResDam/EndRdx/Rchg(5), Aegis-Psi/Status(5)
Level 1: Thunder Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(37)
Level 2: Storm Kick -- MotTanker-Acc/Dmg(A), MotTanker-Dmg/Rchg(21), MotTanker-Acc/Dmg/Rchg(21), MotTanker-Dmg/EndRdx/Rchg(27), MotTanker-Acc/Dmg/EndRdx/Rchg(27), MotTanker-Rchg/Res%(29)
Level 4: Conductive Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(7), Aegis-ResDam/Rchg(7), Aegis-ResDam/EndRdx/Rchg(9), Aegis-EndRdx/Rchg(46)
Level 6: Static Shield -- Aegis-ResDam(A), Aegis-ResDam/Rchg(9), Aegis-ResDam/EndRdx(17)
Level 8: Grounded -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(50)
Level 10: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
Level 12: Energize -- Numna-Heal(A), Numna-Regen/Rcvry+(13), Numna-Heal/EndRdx(15), Numna-EndRdx/Rchg(43), Numna-Heal/Rchg(45), Numna-Heal/EndRdx/Rchg(46)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(15)
Level 16: Boxing -- Empty(A)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(46)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Power Sink -- Efficacy-EndMod/Acc(A), Efficacy-EndMod(42), Efficacy-EndMod/Rchg(43), Efficacy-Acc/Rchg(43)
Level 28: Crippling Axe Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(36)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Warrior's Provocation -- Zinger-Taunt/Rchg(A)
Level 35: Dragon's Tail -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
Level 38: Eagles Claw -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(42)
Level 41: Super Speed -- Winter-ResSlow(A)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Physical Perfection -- EndMod-I(A)
Level 50: Agility Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Ion Core Final Judgement
Level 50: Diamagnetic Core Flawless Interface
Level 50: Rebirth Radial Epiphany
Level 50: Warworks Core Superior Ally
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(11)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 19% DamageBuff(Smashing)
  • 19% DamageBuff(Lethal)
  • 19% DamageBuff(Fire)
  • 19% DamageBuff(Cold)
  • 19% DamageBuff(Energy)
  • 19% DamageBuff(Negative)
  • 19% DamageBuff(Toxic)
  • 19% DamageBuff(Psionic)
  • 12.88% Defense(Smashing)
  • 12.88% Defense(Lethal)
  • 19.75% Defense(Fire)
  • 19.75% Defense(Cold)
  • 12.88% Defense(Energy)
  • 12.88% Defense(Negative)
  • 7.88% Defense(Psionic)
  • 19.75% Defense(Melee)
  • 19.75% Defense(Ranged)
  • 19.44% Defense(AoE)
  • 2.25% Max End
  • 18% Enhancement(Accuracy)
  • 40% Enhancement(RechargeTime)
  • 6% Enhancement(Heal)
  • 10% FlySpeed
  • 253 HP (13.5%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Held) 12.65%
  • MezResist(Immobilize) 9.35%
  • MezResist(Stun) 4.4%
  • 9% (0.15 End/sec) Recovery
  • 42% (3.28 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 5.21% Resistance(Smashing)
  • 5.21% Resistance(Lethal)
  • 3% Resistance(Fire)
  • 3% Resistance(Cold)
  • 3% Resistance(Energy)
  • 3% Resistance(Negative)
  • 4.89% Resistance(Toxic)
  • 7.89% Resistance(Psionic)
  • 25% RunSpeed
  • 5% XPDebtProtection



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Posted

Agility vs. Cardiac. Endurance modification is largely meaningless since it won't change the number of Power Sinks needed to fill your endurance bar (1) or the number to completely drain a spawn (2). Defense increase is extremely weak because it doesn't apply to most of your increased defense (from IO sets and Storm Kick). Recharge reduction is nice, but it doesn't change your offensive rotation and only shaves a minor amount off your long recharge abilities.

Cardiac on the other hand, does fantastic things for your resistances (almost all of which is buffed) and removes any endurance worries.

Also, as a resistance-based Tanker, you need to worry first about hard-capping the resistance categories you can and only then worry about defense.

Energy Mastery. Electric Armor has nearly unlimited endurance and a self-heal that completely dwarfs any reasonable level of regen you'll achieve. Martial Arts is a fantastic single target set where the major weakness is a lack of AE damage.

Energy Mastery does nothing for you.

Mu Mastery would dramatically increase your multi-target damage and allow you to play 'sapper tank'. Soul Mastery would dramatically increase your multi-target damage and make slotting much easier (since -hit doubles as +def in most cases).

Eagle's Claw. The only possible reason to ever use Eagle's Claw is if you were following it up with Ice Storm. If you really needed to slot up an attack you'll never, ever use you've already got Brawl and Boxing - no need to take Eagle's Claw.

ATO slotting. I haven't fully tested it since the change, but theoretically Crippling Axe Strike should be a better choice. A 100% chance to proc is qualitatively better than a non-100% chance to proc even when they average out to be the same.

Super Speed. Super Jump is a more versatile movement power and stealth on a Tanker isn't all that worthwhile. As a Tanker, you should be able to just plow through the packs of enemies. If they can actually stop/kill you while you're running through room, it's unlikely you'd be able to do anything useful at your destination anyway.

Numina's Convalescence. +3.75% ranged defense is nice. But actually having the +regen/+recovery always active (rather than rarely active) is generally better. It's a lot easier to replace that +3.75% ranged def than it is to replace the value of the proc.

Enhancement Boosters. You can save a few slots here and there (Stamina and Hasten are the most immediate candidates) by boosting your enhancements.


 

Posted

@Beauregard: Thanks for the tips. I may go for the Cardiac, I was just mainly considering whether or not the 1.2% Smashing/Lethal resist and about 5% to all other resists aside for Toxic was worth more than having about another 1.6% defense against all attacks and the couple seconds shaved off of my longer recharge powers. I'll have to look more into which I feel is necessary after getting my IOs and running some more difficult content.

Concerning my Epic Power selections, while I would like to get Mu Mastery for the AoE damage I am not sure how I could afford to slot any of the attacks without taking a hit to my positional defenses. The only reason I really went with Energy Mastery was because I could not find any slots to spare to make anything worth using, so the slight passive buff of Physical Perfection seemed appealing. I'll see if I can pull slots out of somewhere for an AoE attack or two, but I doubt I'll be able to pull it off without hurting my defenses more than I'd like.

I may drop Eagle's Claw if it is that bad of an attack. As you stated I could easily put the set into Boxing or Brawl, so I'll likely drop it for Focus Chi, or if I can fit Mu Mastery in somehow I'll swap it for an AoE attack.

I was considering swapping the ATO into another power, but if the proc rate is indeed higher in my later attacks then I'll definitely move it over. I just figured that since I will be making sure to use Storm Kick as often as possible to make sure the +Def proc remains in effect that it could be a good option for the +Res proc as well. I guess I'll likely be using ALL of my attack powers when they are available though since that defense proc lasts about 4 times longer than the combined recharge and activation of Storm Kick.

For the stealth aspect of Super Speed I was less concerned with protecting myself and more concerned with grabbing unnecessary aggro for the team. I'd like to not have more enemies than necessary attacking the party when arriving at target locations in some of the quicker speed runs. I guess I was just mainly concerned with having potential issues with party members getting unneeded aggro due to the aggro cap preventing me from holding the enemies at the target location as well as the enemies trying to follow me from the previous room. I already have Ninja Run and if I needed even further vertical movement I can just craft a jetpack temporary power.

The Numina's was a tough decision for me. I really wanted that proc in Health, but I also really wanted that 3.75% Ranged Defense. Ranged Defense is generally easier to replace, just not sure where I would find the space to replace it. I suppose though that teams generally have enough stacks of Maneuvers going that I should be able to slack a little bit on defense and focus a little more on other things. I just really like the look of having those base defense values at 45+% on top of the heavy resistances.

I'll look into enhancement boosters if I really like the build, but generally I have been ignoring them since I am still undecided on a 'main' character.

EDIT: Just made a few changes to the build by moving some things around. First I decided to move over the ATO set, then decided to see how high I could get my defenses while going Cardiac instead of Agility. Melee and Ranged are only down to 44.5% while AoE is still above 45%, so that's not too bad I suppose. Did not like 6-slotting Health, but it was really the best way to maintain the +Recovery/+Regen in a passive while maintaining the 3.75% Ranged Defense. With Cardiac it also made the slots in Power Sink seem a little excessive so it wasn't too bad moving them over to Health. Dropped Energize down to 5 slots but would really like to find a way to drop the recharge on it down. I'll probably have to sacrifice that 1.88% AoE Defense to cut a few seconds off of Energize.

EDIT EDIT: On top of the previous changes I have found a slightly easier way to get the Ranged Defense needed to break 45%...grabbed Super Jump and Super Speed to put Blessing of the Zephyrs for the 1.25% Ranged Defense and 3-slotted Kick for 1.88% Ranged Defense, giving me a slot leftover to cut a few more seconds off of Energize's recharge. Only defense not at 45% is Melee, which is only off by .5%.

Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/

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Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Martial Arts
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/EndRdx/Rchg(3), Aegis-ResDam/Rchg(46), Aegis-Psi/Status(46)
Level 1: Thunder Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(42), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(43)
Level 2: Storm Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 4: Conductive Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-ResDam/EndRdx/Rchg(5), Aegis-ResDam/Rchg(48), Aegis-EndRdx/Rchg(48)
Level 6: Static Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/Rchg(50)
Level 8: Grounded -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(9)
Level 10: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
Level 12: Energize -- Mrcl-Heal/Rchg(A), Mrcl-Heal(15), Mrcl-Heal/EndRdx/Rchg(15), Mrcl-EndRdx/Rchg(19), Mrcl-Heal/EndRdx(27), RechRdx-I(34)
Level 14: Warrior's Provocation -- Zinger-Taunt/Rchg(A)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(17)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Kick -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(21), ExStrk-Dam%(21)
Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam/Rchg(27)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Power Sink -- RechRdx-I(A)
Level 28: Crippling Axe Kick -- SMotTanker-Acc/Dmg(A), SMotTanker-Dmg/Rchg(29), SMotTanker-Acc/Dmg/Rchg(29), SMotTanker-Dmg/EndRdx/Rchg(31), SMotTanker-Acc/Dmg/EndRdx/Rchg(33), SMotTanker-Rchg/Res%(33)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: Tactics -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(33), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(34), GSFC-ToHit/Rchg(43), GSFC-Build%(43)
Level 35: Dragon's Tail -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Mrcl-Rcvry+(A)
Level 47: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(48)
Level 49: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(50)
Level 50: Cardiac Core Paragon
Level 50: Ion Radial Final Judgement
Level 50: Diamagnetic Core Flawless Interface
Level 50: Rebirth Total Radial Invocation
Level 50: Robotic Drones Core Superior Ally
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(9), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(45), Numna-Heal/EndRdx/Rchg(45), Numna-EndRdx/Rchg(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(13), EndMod-I(13)
Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 19.5% DamageBuff(Smashing)
  • 19.5% DamageBuff(Lethal)
  • 19.5% DamageBuff(Fire)
  • 19.5% DamageBuff(Cold)
  • 19.5% DamageBuff(Energy)
  • 19.5% DamageBuff(Negative)
  • 19.5% DamageBuff(Toxic)
  • 19.5% DamageBuff(Psionic)
  • 14.13% Defense(Smashing)
  • 14.13% Defense(Lethal)
  • 20.69% Defense(Fire)
  • 20.69% Defense(Cold)
  • 14.44% Defense(Energy)
  • 14.44% Defense(Negative)
  • 6% Defense(Psionic)
  • 20.38% Defense(Melee)
  • 21% Defense(Ranged)
  • 21.31% Defense(AoE)
  • 42.5% Enhancement(RechargeTime)
  • 11% Enhancement(Heal)
  • 18% Enhancement(Accuracy)
  • 10% FlySpeed
  • 260 HP (13.88%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Held) 9.35%
  • MezResist(Immobilize) 7.15%
  • MezResist(Stun) 4.4%
  • 5% (0.08 End/sec) Recovery
  • 32% (2.5 HP/sec) Regeneration
  • 5.52% Resistance(Smashing)
  • 3% Resistance(Fire)
  • 3% Resistance(Cold)
  • 3% Resistance(Energy)
  • 3% Resistance(Negative)
  • 5.52% Resistance(Toxic)
  • 8.52% Resistance(Psionic)
  • 5.52% Resistance(Lethal)
  • 25% RunSpeed
  • 5% XPDebtProtection



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Posted

It might be worth considering spiritual alpha to increase regen and heal from Energize, as well as improved recharge.