Tank - SR/Staff (build inside)
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Agreed one does not need Elude if one is soft capped, but at 55% you have either too much defense (vs the normal soft cap) or are a bit shy of the next soft cap mark (the incarnate soft cap). Did you stop at 55% for a reason or was that as high as you felt you could get while meeting other build goals?No Elude. Not really needed when I have 55% Defense. |
The values I would be looking for would be either 47% or 61% both with a DDR of 95% for either the normal soft cap (45%) or the incarnate soft cap (59%)
I also would look at 49% as that would put me 1 luck away from 61%.
Granted 55% means being almost any one single outside buff away from the incarnate cap.
I like to have a Kismet +6% somewhere in the build.
Given recent changes (making it far less costly) might be worth looking into a Glad +3%def (the Glad plus Hover when active (if added to build) would put you at 59+% as would adding Maneuvers. Either Hover or Maneuvers could replace Assault.
No Mids access right now so hard to comment further.
Doomguide
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The 55% wasn't really a goal, it just happened to occur with the builds slotting. I could easily drop Weave and be at 47%, but wanting Tough and the various other tools for some Resistance I might as well take Weave as well. As for swapping Assault for Maneuvers, as mentioned in the OP one of my goals was damage, and with Assault I have 40% before Form of the Body (55% after). I'd say that's fairly respectable.
Agreed one does not need Elude if one is soft capped, but at 55% you have either too much defense (vs the normal soft cap) or are a bit shy of the next soft cap mark (the incarnate soft cap). Did you stop at 55% for a reason or was that as high as you felt you could get while meeting other build goals?
The values I would be looking for would be either 47% or 61% both with a DDR of 95% for either the normal soft cap (45%) or the incarnate soft cap (59%) I also would look at 49% as that would put me 1 luck away from 61%. Granted 55% means being almost any one single outside buff away from the incarnate cap. I like to have a Kismet +6% somewhere in the build. Given recent changes (making it far less costly) might be worth looking into a Glad +3%def (the Glad plus Hover when active (if added to build) would put you at 59+% as would adding Maneuvers. Either Hover or Maneuvers could replace Assault. No Mids access right now so hard to comment further. Doomguide |
The Kismet proc is something to consider, I will agree. However, I'm not too concerned with reaching the Incarnate softcap, so I don't really need the Gladiator's Armor proc.
I will see if I can spare a slot for the Kismet, thanks for the suggestion!
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The Golden Scepter: #9852 [Winner of American Legion's July 2011 AE Author Contest]
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Grrrrr I friggin hate typing on this laptop ... It has a terrible tendency to eat my posts (I hit backspace at the wrong moment and pooof!) But until my own computer is fixed me and this laptop have to learn to get along
Anyway
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Consider taking Maneuvers rather than Weave. Weave good for you, Maneuvers good for you and your teammates. And either one is essentially extra defense beyond what you need for the soft cap. The only potential issue (which having no Mids I can't guess at) is if you end usage is very tight Maneuvers costs a bit more to run.
The 55% wasn't really a goal, it just happened to occur with the builds slotting. I could easily drop Weave and be at 47%, but wanting Tough and the various other tools for some Resistance I might as well take Weave as well.
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As for swapping Assault for Maneuvers, as mentioned in the OP one of my goals was damage, and with Assault I have 40% before Form of the Body (55% after). I'd say that's fairly respectable. |
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The Kismet proc is something to consider, I will agree. However, I'm not too concerned with reaching the Incarnate softcap, so I don't really need the Gladiator's Armor proc. I will see if I can spare a slot for the Kismet, thanks for the suggestion! |
And in the line of itsy bitsy OCD like detail I'd use the LotG def/endred rather than the triple in your passives. Both the endred and rech are meaningless in the passives but the dual will buff your defense by an itsy bitsy bit more . In reality I'd probably use whichever is cheapest/easiest to get given that you really don't need the tiny difference in defense between the two IO options ... the builder in me just makes me mention it
Doomguide
I usually don't post my builds on here, because frankly I'm stubborn and don't like taking build advice.. until now.
My goal for this build was to get a moderate Damage buff to make up for the lack of a build up. While also building for Recharge to have a decent attack chain, and also having plenty of +HP and +Regen bonuses for survivability. It's nice not having to slot for Defense bonuses.
A couple of things that I am dead set on:
That being noted, here's the build:
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Staff Fighting
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-Def/EndRdx/Rchg(11), RedFtn-Def(31), RedFtn-EndRdx(43)
Level 1: Mercurial Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(27), Achilles-ResDeb%(37), Achilles-DefDeb/Rchg(40)
Level 2: Precise Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(27)
Level 4: Guarded Spin -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(5), Oblit-Acc/Dmg/Rchg(7), SW-ResDam/Re TP(15), FotG-ResDeb%(34)
Level 6: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-Def/EndRdx/Rchg(11), RedFtn-Def(31), RedFtn-EndRdx(43)
Level 8: Practiced Brawler -- RechRdx-I(A)
Level 10: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/Rchg(33), LkGmblr-Def/EndRdx(48)
Level 12: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(31), RedFtn-EndRdx(43)
Level 14: Fly -- Frbd-EndRdx(A), Frbd-Fly(45)
Level 16: Eye of the Storm -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(21)
Level 18: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/Rchg(33), LkGmblr-Def/EndRdx(48)
Level 20: Staff Mastery
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34)
Level 24: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/Rchg(33), LkGmblr-Def/EndRdx(48)
Level 26: Quickness -- HO:Micro(A)
Level 28: Serpent's Reach -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(29), Dev'n-Acc/Dmg/Rchg(29), Dev'n-Acc/Dmg/EndRdx/Rchg(34), SMotTanker-Acc/Dmg/Rchg(37), SMotTanker-Rchg/Res%(40)
Level 30: Taunt -- Annoy-Taunt(A), Annoy-Taunt/Rchg/Rng(46)
Level 32: Boxing -- Empty(A)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam/EndRdx(36), TtmC'tng-ResDam/EndRdx/Rchg(36), TtmC'tng-ResDam(36)
Level 38: Sky Splitter -- SMotTanker-Acc/Dmg(A), SMotTanker-Dmg/Rchg(39), SMotTanker-Dmg/EndRdx/Rchg(39), SMotTanker-Acc/Dmg/EndRdx/Rchg(39), P'ngS'Fest-Acc/Dmg(40), P'ngS'Fest-Dmg/EndRdx(45)
Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(42), LkGmblr-Rchg+(42)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- Mrcl-Heal/Rchg(A), Mrcl-Heal(50), Mrcl-Rcvry+(50)
Level 49: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
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Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Empty(A)
Level 4: Health -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Regen/Rcvry+(37), Heal-I(46), RgnTis-Regen+(50)
Level 4: Hurdle -- Empty(A)
Level 4: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(9), P'Shift-EndMod/Acc/Rchg(9), P'Shift-EndMod/Acc(45), P'Shift-End%(46)
Level 50: Musculature Radial Paragon
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Story arcs:
The Golden Scepter: #9852 [Winner of American Legion's July 2011 AE Author Contest]
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