Elec\tw general build question
General advice would tend to say ~32.5% is the target when going for positional defense. This puts you one small purple away from softcap.
I have been very happy with 20%+ to every vector on my Elec/DM. That puts me one medium purple from softcap to every defensible attack. Medium purples tend to be very cheap on the market, so I buy them up and store them in my base (140+ stored).
Resistance-wise, slot all your toggles up to ED-cap and try to fit in an ATO resistance proc (fairly cheap on the market now). If you feel like spending a chunk more, the +3% resist PVP IO has come down a ton, but is still fairly pricey.
So based on that, That puts me with this build after doing a bunch of tinkering with things. Any Opinions/Tweaks/Suggestions?
Hero Plan by Mids' Hero Designer 1.954
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Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Titan Weapons
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Hero Profile:
Level 1: Charged Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(3), Aegis-EndRdx/Rchg(5), Aegis-ResDam/EndRdx/Rchg(11), Aegis-Psi/Status(33)
Level 1: Defensive Sweep -- Erad-%Dam(A), Erad-Acc/Dmg/Rchg(3), Erad-Acc/Dmg/EndRdx/Rchg(7), Ksmt-ToHit+(25), Ksmt-Def/EndRdx/Rchg(25)
Level 2: Lightning Field -- Erad-Dmg(A), Erad-Acc/Rchg(13), Erad-Dmg/Rchg(15), Erad-Acc/Dmg/Rchg(46), Erad-Acc/Dmg/EndRdx/Rchg(48), Erad-%Dam(48)
Level 4: Titan Sweep -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(43)
Level 6: Conductive Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(7), Aegis-EndRdx/Rchg(9), Aegis-ResDam/EndRdx/Rchg(11), Aegis-ResDam(33)
Level 8: Static Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/EndRdx/Rchg(34)
Level 10: Taunt -- Mocking-Taunt/Rchg(A)
Level 12: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34)
Level 16: Follow Through -- MotTanker-Acc/Dmg(A), MotTanker-Dmg/Rchg(17), MotTanker-Acc/Dmg/Rchg(17), MotTanker-Dmg/EndRdx/Rchg(19), MotTanker-Acc/Dmg/EndRdx/Rchg(23), MotTanker-Rchg/Res%(23)
Level 18: Energize -- Numna-Heal(A), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(21)
Level 20: Kick -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(42), ExStrk-Dam%(48)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(37), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam/Rchg(42)
Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(37), LkGmblr-Def/EndRdx(40), LkGmblr-Def/EndRdx/Rchg(42)
Level 26: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Acc/Rchg(27), Efficacy-EndMod/Rchg(27)
Level 28: Rend Armor -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(43)
Level 30: Build Momentum -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 32: Power Surge -- ImpArm-ResPsi(A)
Level 35: Whirling Smash -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(43)
Level 38: Arc of Destruction -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(45)
Level 41: Lightning Reflexes -- Run-I(A)
Level 44: Hasten -- RechRdx-I(A)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 49: Hover -- LkGmblr-Rchg+(A)
Level 50: Cardiac Partial Core Revamp
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(15), P'Shift-End%(21)
Level 1: Momentum
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:
- 18% DamageBuff(Smashing)
- 18% DamageBuff(Lethal)
- 18% DamageBuff(Fire)
- 18% DamageBuff(Cold)
- 18% DamageBuff(Energy)
- 18% DamageBuff(Negative)
- 18% DamageBuff(Toxic)
- 18% DamageBuff(Psionic)
- 11.13% Defense(Smashing)
- 11.13% Defense(Lethal)
- 18.31% Defense(Fire)
- 18.31% Defense(Cold)
- 15.19% Defense(Energy)
- 15.19% Defense(Negative)
- 3% Defense(Psionic)
- 17.38% Defense(Melee)
- 16.13% Defense(Ranged)
- 19.56% Defense(AoE)
- 3.6% Max End
- 45% Enhancement(RechargeTime)
- 36% Enhancement(Accuracy)
- 10% FlySpeed
- 274.1 HP (14.63%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 3.3%
- MezResist(Immobilize) 4.4%
- MezResist(Stun) 6.6%
- 5.5% (0.09 End/sec) Recovery
- 32% (2.5 HP/sec) Regeneration
- 2.21% Resistance(Smashing)
- 2.21% Resistance(Lethal)
- 1.89% Resistance(Toxic)
- 7.89% Resistance(Psionic)
- 25% RunSpeed
- 7% XPDebtProtection
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If you depend on Defensive Sweep for Melee defense (one stack), you could tweak that some. Using what you had, here is an example so you have some alternatives to consider.
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*This defies your purple/expensive IO rule but might see some ideas in here.
If I ever get around to respecing and Upgrading my IO's here is what I have in mind-
90% s/l/e resist
43% s/l def
32.9 n/e def
I know conventional approach is to cap melee but I like having typed protection. Plus 1 def sweep caps melee and pushes s/l to near 60%. Also, decent recharge and so on. Might be worth considering this build. Boosters were used to save slots. Also, if you want more accuracy you can change the PVP IO in CJ to Kismet +6%.
Cheers.
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Having not built a tank before I have a simple question, without getting into too many purple or PVP sets, What is the amount of resistance and Def that I should shoot for. Due to Defensive sweep I am leaning towards building towards positional defenses.