DoctorWhat

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  1. I made a newer character based on a paladin I played way, way, back in World of Warcraft. I was surprised at the turnout, so I ended up making her.

    All positions are at softcap, so Parry was dropped for Slash at the end. However it will be used (And abused) from 8 to 50. The Achilles's Hell proc is in Slice, part because I had no where else to put it and slice is a fast recharge AoE attack.

    No travel powers in the build, just going to use Ninja Run. Also it will have Aid Other, Aid Self and Resuscitate, AS slotted as a self heal and AO slotted decent enough to maintain the healing paladin concept. Res will stay with the one slot. Also going with the Cardiac Alpha. Spiritual or Musculature would mean more damage, but Cardiac will keep endurance issues down.

    One With the Shield is in as an 'oh nuts' button. Grant Cover is at the end and will remain turned off unless I am on a team or need the defense debuff resistance.

    All in all, I liked how it turned out. I might be awhile, but I think I'll love building this toon in the game for real.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Gwendale Holygale: Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Power Pool: Leadership

    Hero Profile:
    Level 1: Hack -- T'Death-Dam%:40(A), T'Death-Dmg/EndRdx/Rchg:40(21), T'Death-Acc/Dmg:40(21), T'Death-Dmg/EndRdx:40(23), T'Death-Dmg/Rchg:40(25), T'Death-Acc/Dmg/EndRdx:40(43)
    Level 1: Deflection -- Aegis-ResDam/EndRdx:50(A), LkGmblr-Def:50(3), LkGmblr-Def/EndRdx:50(5), LkGmblr-Rchg+:50(34)
    Level 2: Battle Agility -- RedFtn-EndRdx:50(A), RedFtn-Def/EndRdx:50(3), RedFtn-Def/Rchg:50(5), RedFtn-EndRdx/Rchg:50(31), RedFtn-Def/EndRdx/Rchg:50(33), RedFtn-Def:50(33)
    Level 4: Slice -- Sciroc-Acc/Dmg/EndRdx:50(A), Sciroc-Acc/Dmg:50(17), Sciroc-Dmg/EndRdx:50(25), Sciroc-Dmg/Rchg:50(43), Achilles-ResDeb%:20(43), Sciroc-Acc/Rchg:50(45)
    Level 6: True Grit -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:40(7), Mrcl-Heal/Rchg:40(7), S'fstPrt-ResDam/Def+:30(48)
    Level 8: Slash -- Mako-Dam%:50(A), Mako-Acc/Dmg/EndRdx/Rchg:50(9), Mako-Dmg/EndRdx:50(9), Mako-Acc/Dmg:50(11), Mako-Dmg/Rchg:50(11), Mako-Acc/EndRdx/Rchg:50(23)
    Level 10: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(19)
    Level 12: Build Up -- GSFC-Build%:50(A), GSFC-ToHit/Rchg/EndRdx:50(13), GSFC-ToHit/EndRdx:50(13), GSFC-Rchg/EndRdx:50(15), GSFC-ToHit/Rchg:50(15), GSFC-ToHit:50(17)
    Level 14: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(36), LkGmblr-Def:50(40), LkGmblr-Def/EndRdx/Rchg:50(42)
    Level 16: Against All Odds -- EndRdx-I:50(A)
    Level 18: Whirling Sword -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(19), Oblit-Dmg:50(33), Oblit-Acc/Rchg:50(45), Oblit-Dmg/Rchg:50(45), Oblit-Acc/Dmg/Rchg:50(48)
    Level 20: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
    Level 22: Boxing -- Empty(A)
    Level 24: Aid Other -- Numna-Heal/EndRdx/Rchg:50(A), Numna-Heal/Rchg:50(42), Numna-EndRdx/Rchg:50(50)
    Level 26: Disembowel -- Mako-Dam%:50(A), Mako-Acc/Dmg/EndRdx/Rchg:50(27), Mako-Dmg/EndRdx:50(27), Mako-Acc/Dmg:50(31), Mako-Dmg/Rchg:50(40), Mako-Acc/EndRdx/Rchg:50(40)
    Level 28: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(29), Aegis-ResDam/Rchg:50(29), Aegis-EndRdx/Rchg:50(34), Aegis-ResDam/EndRdx/Rchg:50(48)
    Level 30: Weave -- HO:Enzym(A), HO:Enzym(31)
    Level 32: Head Splitter -- Sciroc-Acc/Dmg:50(A), Sciroc-Acc/Dmg/EndRdx:50(37), Sciroc-Dmg/EndRdx:50(37), Sciroc-Dmg/Rchg:50(37), Sciroc-Acc/Rchg:50(39)
    Level 35: Shield Charge -- Oblit-%Dam:50(A), Oblit-Dmg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(36), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(46)
    Level 38: Aid Self -- IntRdx-I:50(A), Numna-Heal/EndRdx/Rchg:50(46), Numna-Heal/Rchg:40(46), Numna-Heal/EndRdx:50(50)
    Level 41: Maneuvers -- HO:Enzym(A), HO:Enzym(50)
    Level 44: One with the Shield -- ResDam-I:50(A)
    Level 47: Resuscitate -- RechRdx-I:50(A)
    Level 49: Grant Cover -- LkGmblr-Rchg+:50(A)
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    Level 50: Cardiac Core Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(42)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(34)
    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)
    • 9.875% Defense(Smashing)
    • 9.875% Defense(Lethal)
    • 12.06% Defense(Fire)
    • 12.06% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 16.75% Defense(Melee)
    • 15.5% Defense(Ranged)
    • 16.44% Defense(AoE)
    • 45% Enhancement(Accuracy)
    • 45% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 205.81 HP (15.37%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 9.35%
    • MezResist(Immobilize) 11.55%
    • MezResist(Stun) 4.4%
    • 5% (0.084 End/sec) Recovery
    • 64% (3.578 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 6.25% Resistance(Negative)
    • 10% RunSpeed
    • 2.5% XPDebtProtection




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  2. Quote:
    Originally Posted by Rangle M. Down View Post
    It's certainly a different approach to building a resist set. There are common ideas between both our ideas, but different enough to set them apart. I'd originally gone with a click Mez on my first rough draft, but was talked out of it. Lots of folks don't like click Mezzes. On first impression, it looks like it would be an entertaining set to play.

    Although it wouldn't allow for the flexibility between builds you're going for, could certainly tie in Bio, Rad or Chem to character origin. For example Bio could be tied to Mutation, Radiation could be tied to Science, Chemical to Technology as an example. Not saying you'd want to go that way, but you could.
    I was thinking you could remove Cesspool and swap in a "Swap Fumes' power, akin to Dual Pistols 'Swap Ammo'.
  3. Quote:
    Originally Posted by New Dawn View Post
    It's upto you but I think you could be over spending.
    Considering what I'm putting into the build, it could be titled 'Over Spending' long before those two IOs.
  4. Quote:
    Originally Posted by Finduilas View Post
    Both TI and Tough are overslotted for end reduction; IMO, Tough is ridiculously overslotted. 40-50% end reduction is sufficient, I'd replace the End IO in TI with a Res/Rchg and the End/Rchg in Tough with a Res/Rchg. A small change, but you'll easily hit the S/L resistance hard cap, which your current build doesn't do.

    I'd also pull the fifth slot from Tough and use it to put a LotG Def/End in Tough Hide. That will give you more S/L/E/NE defense and a better bonus than the pitiful .625% F/C def you get from the fifth slot RA slot.

    And personally, I think the Shield Wall +3% resistance is a huge waste of influence given how little survivability it adds, but hey, it's your influence.
    Umm, HOW didn't the build not hit the S/L Hardcap? It was past it, part in thanks to the Alpha. Swapped slotting for RPD and RElm Anyways, mostly so Hardcap can be hit if I swap Alpha's later on.

    Took the End/Rech from Tough and slapped it onto TH, setting in another LoTG.

    TI is untouched. Keeps End Use at .7 with the Alpha on.
  5. Quote:
    Originally Posted by New Dawn View Post
    Here is a q, look at Jab, d'ya need its rechg to be so low? If not why rechg it so much? That power cld be 5 slots max not 6 and so ya free up a slot. You don't need mezz res bonus to immob do ya?

    You got 2 powers with 2 lotg IOs in them. Thats buying 2 Def LotGs for as little as 1.5hp a sec extra. I wouldn't miss it. You could have the 7.5% +rechg lotgs with a basic Def IO. If ya did that then ya would have a basic IO def slot and a +7.5% rechg in CJ. But you could then remove that basic def slot from CJ to Weave you lower your overall build eps with a def/end and so, add more to your overall def too.

    Other than that it very flexible. Flexible is good.
    Jab has the two Mako Bites, not because of the Immob Protection but to add Accuracy, Recharge and Edurance Reduction because Kinetic Combat is lacking in all those areas.

    The 2 LoTG in the same power is for the extra Regeneration, always helpful. Also, moving more defense to Weave won't help as it's already at the ED cap for defense, and removing either IO from Combat jumping will drop my under the Softcap. (Just under, but I prefer the thought of being just over)
  6. Took some of Auroxis' advice, but still shuffled things around to suit my own needs more. Notable in adding the procs to the purple sets, popping up the recharge to 62.5% Global. Still using Cardiac Core Paragon because A) I have almost everything I need to make it and B) I wanted the end reduction.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Gyrl Power: Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(17)
    Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(3), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(25), Mako-Acc/EndRdx/Rchg:50(34), Mako-Acc/Dmg/EndRdx/Rchg:50(45)
    Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-EndRdx:40(3), RctvArm-ResDam/EndRdx:40(15), RctvArm-ResDam:40(25)
    Level 4: Dull Pain -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(5), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal/EndRdx/Rchg:50(13), Dct'dW-EndRdx/Rchg:50(46)
    Level 6: Punch -- Mako-Dam%:50(A), Mako-Acc/EndRdx/Rchg:50(7), Mako-Acc/Dmg:50(9), Mako-Dmg/EndRdx:50(37), Mako-Dmg/Rchg:50(37), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(9), RctvArm-ResDam/EndRdx/Rchg:40(27), RctvArm-ResDam/Rchg:40(31)
    Level 10: Haymaker -- Mako-Dam%:50(A), Mako-Dmg/EndRdx:50(11), Mako-Dmg/Rchg:50(11), Mako-Acc/Dmg:50(42), Mako-Acc/Dmg/EndRdx/Rchg:50(42), Mako-Acc/EndRdx/Rchg:50(42)
    Level 12: Resist Elements -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(13), Aegis-ResDam/Rchg:50(43)
    Level 14: Resist Energies -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(15), Aegis-ResDam/Rchg:50(19)
    Level 16: Hover -- SW-ResDam/Re TP:50(A), LkGmblr-Rchg+:50(17)
    Level 18: Invincibility -- HO:Enzym(A), HO:Enzym(19), LkGmblr-Rchg+:50(31)
    Level 20: Knockout Blow -- Hectmb-Dmg:50(A), Hectmb-Dmg/EndRdx:50(21), Hectmb-Dmg/Rchg:50(21), Hectmb-Acc/Dmg/Rchg:50(33), Hectmb-Acc/Rchg:50(34), Hectmb-Dam%:50(46)
    Level 22: Fly -- Winter-ResSlow:50(A)
    Level 24: Taunt -- Mocking-Rchg:50(A), Mocking-Taunt/Rng:50(31), Mocking-Taunt/Rchg:50(33), Mocking-Taunt/Rchg/Rng:50(33), Mocking-Taunt:50(43), Mocking-Acc/Rchg:50(48)
    Level 26: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(27)
    Level 28: Rage -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(29), GSFC-Rchg/EndRdx:50(29), GSFC-ToHit/Rchg/EndRdx:50(34), GSFC-ToHit/Rchg:50(36), GSFC-ToHit:50(36)
    Level 30: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(37)
    Level 32: Boxing -- Empty(A)
    Level 35: Tough -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-EndRdx:40(36), RctvArm-ResDam/EndRdx:40(40), RctvArm-ResDam:40(45), RctvArm-EndRdx/Rchg:40(45)
    Level 38: Foot Stomp -- Armgdn-Dmg/EndRdx:50(A), Armgdn-Dmg:50(39), Armgdn-Dmg/Rchg:50(39), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(40), Armgdn-Dam%:50(46)
    Level 41: Weave -- HO:Enzym(A), HO:Enzym(43)
    Level 44: Conserve Power -- RechRdx-I:50(A)
    Level 47: Laser Beam Eyes -- Achilles-ResDeb%:20(A), Thundr-Acc/Dmg:50(48), Thundr-Dmg/EndRdx:50(48), Thundr-Acc/Dmg/EndRdx:50(50), Thundr-Dmg/Rchg:50(50), Thundr-Acc/Dmg/Rchg:50(50)
    Level 49: Physical Perfection -- P'Shift-End%:50(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(23)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(23)
    ------------
    Set Bonus Totals:
    • 8.5% DamageBuff(Smashing)
    • 8.5% DamageBuff(Lethal)
    • 8.5% DamageBuff(Fire)
    • 8.5% DamageBuff(Cold)
    • 8.5% DamageBuff(Energy)
    • 8.5% DamageBuff(Negative)
    • 8.5% DamageBuff(Toxic)
    • 8.5% DamageBuff(Psionic)
    • 13.5% Defense(Melee)
    • 17.25% Defense(Smashing)
    • 17.25% Defense(Lethal)
    • 17.25% Defense(Fire)
    • 17.25% Defense(Cold)
    • 17.25% Defense(Energy)
    • 17.25% Defense(Negative)
    • 6% Defense(Psionic)
    • 19.13% Defense(Ranged)
    • 14.44% Defense(AoE)
    • 1.8% Max End
    • 37% Enhancement(Accuracy)
    • 62.5% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 14% FlySpeed
    • 119.47 HP (6.375%) HitPoints
    • 14% JumpHeight
    • 14% JumpSpeed
    • MezResist(Held) 9.35%
    • MezResist(Immobilize) 15.95%
    • MezResist(Terrorized) 2.2%
    • 12.5% (0.209 End/sec) Recovery
    • 20% (1.565 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 3% Resistance(Smashing)
    • 9.3% Resistance(Fire)
    • 9.3% Resistance(Cold)
    • 3% Resistance(Energy)
    • 3% Resistance(Negative)
    • 13% Resistance(Toxic)
    • 3% Resistance(Psionic)
    • 3% Resistance(Lethal)
    • 24% RunSpeed

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  7. Rebuilding a Tank of mine from the Ground up. This is what I'm planning for an 'Optimum' build, which will require two PvP IOs (The +Def one I'm well on my way to getting), 4 Hami-Os (3 of which I already have) and two purple sets (Which I do not have). It gets all but Psi def to 45% (Softcap), S/L Res to 90% (Hardcap), E/N and Toxic Res to 37% and F/C to 43%. Also with Ranged Defense at 33% and AoE at 28% it offers some mitigation from most Psionic attacks. Of course it'll be expensive as hell to get, but it's a long term build, not a quick cheap one.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Gyrl Power: Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Resist Physical Damage -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(3), S'fstPrt-ResDam/Def+:30(46)
    Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(17), KntkC'bat-Dmg/Rchg:35(25), Mako-Acc/EndRdx/Rchg:35(34), Mako-Acc/Dmg/EndRdx/Rchg:50(45)
    Level 2: Temp Invulnerability -- RctvArm-EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx:40(15), RctvArm-ResDam:40(25), RctvArm-ResDam/EndRdx/Rchg:40(27)
    Level 4: Dull Pain -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(5), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal/EndRdx/Rchg:50(13), Dct'dW-EndRdx/Rchg:50(46)
    Level 6: Punch -- Mako-Dam%:50(A), Mako-Acc/EndRdx/Rchg:50(7), Mako-Acc/Dmg:50(9), Mako-Dmg/EndRdx:50(37), Mako-Dmg/Rchg:50(37), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
    Level 8: Unyielding -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(9), RctvArm-ResDam/EndRdx/Rchg:40(27), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx:40(31)
    Level 10: Haymaker -- Mako-Dam%:50(A), Mako-Dmg/EndRdx:50(11), Mako-Dmg/Rchg:50(11), Mako-Acc/Dmg:50(42), Mako-Acc/Dmg/EndRdx/Rchg:50(42), Mako-Acc/EndRdx/Rchg:50(42)
    Level 12: Resist Elements -- Aegis-ResDam:40(A), Aegis-ResDam/EndRdx:40(13), GA-3defTpProc:50(17), Aegis-ResDam/Rchg:50(43)
    Level 14: Resist Energies -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(15), Aegis-ResDam/Rchg:50(19)
    Level 16: Hover -- SW-ResDam/Re TP:50(A)
    Level 18: Invincibility -- HO:Enzym(A), HO:Enzym(19)
    Level 20: Knockout Blow -- Hectmb-Dmg:50(A), Hectmb-Dmg/EndRdx:50(21), Hectmb-Dmg/Rchg:50(21), Hectmb-Acc/Dmg/Rchg:50(33), Hectmb-Acc/Rchg:50(34)
    Level 22: Fly -- Winter-ResSlow:50(A)
    Level 24: Taunt -- Mocking-Rchg:50(A), Mocking-Taunt/Rng:50(31), Mocking-Taunt/Rchg:50(33), Mocking-Taunt/Rchg/Rng:50(33), Mocking-Taunt:50(43), Mocking-Acc/Rchg:50(48)
    Level 26: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36)
    Level 28: Rage -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(29), GSFC-Rchg/EndRdx:50(29), GSFC-ToHit/Rchg/EndRdx:50(34), GSFC-ToHit/Rchg:50(36), GSFC-ToHit:50(36)
    Level 30: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(37)
    Level 32: Boxing -- Empty(A)
    Level 35: Tough -- RctvArm-EndRdx:40(A), RctvArm-ResDam/EndRdx:40(40), RctvArm-ResDam:40(45), RctvArm-EndRdx/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(46)
    Level 38: Foot Stomp -- Armgdn-Dmg/EndRdx:50(A), Armgdn-Dmg:50(39), Armgdn-Dmg/Rchg:50(39), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(40)
    Level 41: Weave -- HO:Enzym(A), HO:Enzym(43)
    Level 44: Conserve Power -- RechRdx-I:50(A)
    Level 47: Laser Beam Eyes -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg:50(48), Thundr-Dmg/EndRdx:50(48), Thundr-Acc/Dmg/EndRdx:50(50), Thundr-Dmg/Rchg:50(50), Thundr-Acc/Dmg/Rchg:50(50)
    Level 49: Physical Perfection -- P'Shift-End%:50(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(23)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(23)
    ------------


    Set Bonus Totals:
    • 8.5% DamageBuff(Smashing)
    • 8.5% DamageBuff(Lethal)
    • 8.5% DamageBuff(Fire)
    • 8.5% DamageBuff(Cold)
    • 8.5% DamageBuff(Energy)
    • 8.5% DamageBuff(Negative)
    • 8.5% DamageBuff(Toxic)
    • 8.5% DamageBuff(Psionic)
    • 13.5% Defense(Melee)
    • 17.25% Defense(Smashing)
    • 17.25% Defense(Lethal)
    • 18.5% Defense(Fire)
    • 18.5% Defense(Cold)
    • 18.5% Defense(Energy)
    • 18.5% Defense(Negative)
    • 6% Defense(Psionic)
    • 21.63% Defense(Ranged)
    • 16.94% Defense(AoE)
    • 1.8% Max End
    • 47.5% Enhancement(RechargeTime)
    • 37% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 14% FlySpeed
    • 119.47 HP (6.375%) HitPoints
    • 14% JumpHeight
    • 14% JumpSpeed
    • MezResist(Held) 9.35%
    • MezResist(Immobilize) 15.95%
    • MezResist(Terrorized) 2.2%
    • 15% (0.251 End/sec) Recovery
    • 20% (1.565 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 3% Resistance(Smashing)
    • 9.3% Resistance(Fire)
    • 9.3% Resistance(Cold)
    • 3% Resistance(Energy)
    • 3% Resistance(Negative)
    • 3% Resistance(Toxic)
    • 3% Resistance(Psionic)
    • 3% Resistance(Lethal)
    • 24% RunSpeed
    Code:
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  8. Maybe, but while I wasn't a noob at the time, I wasn't exactly seasoned. Nowadays I tend to prepare better, but STFs aren't on my regular list of things to do.

    Right now I'm working on maxing out my tank's build. Need 4 expensive Hami-Os to make it, but I have 2 of 4 to finish it. Then I just need the IO sets.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Gyrl Power: Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Resist Physical Damage -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(3), Aegis-Psi/Status:50(46)
    Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), Mako-Acc/EndRdx/Rchg:50(17), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(34)
    Level 2: Temp Invulnerability -- RctvArm-EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx:40(15), RctvArm-ResDam:40(25), RctvArm-ResDam/EndRdx/Rchg:40(27)
    Level 4: Dull Pain -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(5), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal/EndRdx/Rchg:50(13), Dct'dW-EndRdx/Rchg:50(46)
    Level 6: Punch -- Mako-Dam%:50(A), Mako-Acc/EndRdx/Rchg:50(7), Mako-Acc/Dmg:50(9), Mako-Dmg/EndRdx:50(37), Mako-Dmg/Rchg:50(37), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
    Level 8: Unyielding -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(9), RctvArm-ResDam/EndRdx/Rchg:40(27), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx:40(31)
    Level 10: Haymaker -- Mako-Dam%:50(A), Mako-Dmg/EndRdx:50(11), Mako-Dmg/Rchg:50(11), Mako-Acc/Dmg:50(42), Mako-Acc/Dmg/EndRdx/Rchg:50(42), Mako-Acc/EndRdx/Rchg:50(42)
    Level 12: Resist Elements -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(13), GA-3defTpProc:50(17)
    Level 14: Resist Energies -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(15), S'fstPrt-ResDam/Def+:30(19)
    Level 16: Hover -- LkGmblr-Rchg+:50(A)
    Level 18: Invincibility -- HO:Enzym(A), HO:Enzym(19)
    Level 20: Knockout Blow -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(21), C'ngImp-Dmg/EndRdx:50(21), C'ngImp-Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/Rchg:50(34), C'ngImp-Acc/Dmg:50(36)
    Level 22: Fly -- Winter-ResSlow:50(A)
    Level 24: Taunt -- Mocking-Rchg:50(A), Mocking-Taunt/Rng:50(31), Mocking-Taunt/Rchg:50(33), Mocking-Taunt/Rchg/Rng:50(33), Mocking-Taunt:50(43), Mocking-Acc/Rchg:50(48)
    Level 26: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(37)
    Level 28: Rage -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(29), GSFC-Rchg/EndRdx:50(29), GSFC-ToHit/Rchg/EndRdx:50(34), GSFC-ToHit/Rchg:50(36), GSFC-ToHit:50(36)
    Level 30: Combat Jumping -- DefBuff-I:50(A), DefBuff-I:50(43)
    Level 32: Boxing -- Empty(A)
    Level 35: Tough -- RctvArm-EndRdx:40(A), RctvArm-ResDam/EndRdx:40(40), RctvArm-ResDam:40(45), RctvArm-EndRdx/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(46)
    Level 38: Foot Stomp -- Sciroc-Acc/Dmg/EndRdx:50(A), Sciroc-Acc/Dmg:50(39), Sciroc-Dmg/EndRdx:50(39), Sciroc-Dmg/Rchg:50(39), Sciroc-Acc/Rchg:50(40)
    Level 41: Weave -- HO:Enzym(A), HO:Enzym(43)
    Level 44: Conserve Power -- RechRdx-I:50(A)
    Level 47: Laser Beam Eyes -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg:50(48), Thundr-Dmg/EndRdx:50(48), Thundr-Acc/Dmg/EndRdx:50(50), Thundr-Dmg/Rchg:50(50), Thundr-Acc/Dmg/Rchg:50(50)
    Level 49: Physical Perfection -- P'Shift-End%:50(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(23)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(23), EndMod-I:50(45)
    ------------
    Set Bonus Totals:
    • 8.5% DamageBuff(Smashing)
    • 8.5% DamageBuff(Lethal)
    • 8.5% DamageBuff(Fire)
    • 8.5% DamageBuff(Cold)
    • 8.5% DamageBuff(Energy)
    • 8.5% DamageBuff(Negative)
    • 8.5% DamageBuff(Toxic)
    • 8.5% DamageBuff(Psionic)
    • 17.25% Defense(Smashing)
    • 17.25% Defense(Lethal)
    • 16.94% Defense(Fire)
    • 16.94% Defense(Cold)
    • 18.5% Defense(Energy)
    • 18.5% Defense(Negative)
    • 6% Defense(Psionic)
    • 13.5% Defense(Melee)
    • 21.63% Defense(Ranged)
    • 18.5% Defense(AoE)
    • 1.8% Max End
    • 23% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 32.5% Enhancement(RechargeTime)
    • 9% FlySpeed
    • 140.56 HP (7.5%) HitPoints
    • 9% JumpHeight
    • 9% JumpSpeed
    • MezResist(Held) 9.35%
    • MezResist(Immobilize) 14.85%
    • MezResist(Terrorized) 2.2%
    • 9.5% (0.159 End/sec) Recovery
    • 20% (1.565 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 3.125% Resistance(Negative)
    • 5.5% Resistance(Psionic)
    • 14% RunSpeed

    Code:
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  9. I find that a WP tank is still able to tank very well, but critters are more likely to go play with your friends. If you don't enhance your taunt abilities you should spam taunt. A lot.
  10. Also, if I may add, Tough is a good choice to take. Willpower always had the Endurance to take it, and the extra S/L Res is always useful. Even if you only slot in one or two End Reds it'll still be useful.
  11. Also consider going pure S/L to 45%. A lot of attacks have an S or L component to them, so softcapping S and L will avoid most of them. Mind, anything pure F/C/E/N/P will still hit, but most of it won't.
  12. My first time on an STF I was on an Inv/SS myself. I am not a min/maxer (Although I have been doing some as of late) but I made a very durable tank. The original plan was to have me backed up by an Empath defender, but it fell through when he needed to leave mid-mission.

    As I recall there were a few buffers, but no other healers on the team, and no heals. As fun as it sounds against tower buffed Recluse. Because of the lacking support I had to load up on all of the T3 Purples I could grab on short notice. A couple deaths later, and an empty tray, we pulled it off. I didn't need the inspirations as much once the red tower was down, since he wasn't hitting like a freight train anymore, and once the blue tower was down I didn't need them at all.

    Still, I was surprised by how powerful he was. So for the record I do NOT recommend being the tank on your first STF. Trust me on this.

    Once you get an idea on just how hard he hits THEN you can tank him.
  13. Quote:
    Originally Posted by UberRod View Post
    How does Cardiac end red/+ dam res fit into the equation, since it bypasses ED to some degree. Does it just make it easier to soft cap or can we go beyond?
    Cardiac reduces the cost of toggles and attacks mainly, but also adds resistance to any power that takes them. If your just under the S/L hardcap it'll help push you there, and boost up E/N/F/C resistance.

    If you need help softcapping your defense however you might want to consider Nerve for the accuracy boost mainly and the defense boost as well.

    If your S/L Res is hardcapped and defense softcapped and have end managment under control then maybe look into Musculature for more damage or Spiritual for faster recharge.
  14. DoctorWhat

    Shield/elec?

    Hasten, in my own opinion, is more of an additional panic button or to be hit before a tough fight than something you should hit every time it's up. That being said it's very, very useful and I highly recommend it if you can spare the power slot. If you cannot fit it in, or just don't want it, it's skippable.

    The only people you must run a three slotted Hasten are Stone Armour Tankers and Brutes because of the -Rech it their powers.

    Also recommended for Kinetic Melee to get the best out of Power Siphon.
  15. Generally speaking softcapping all but Psi with 90% S/L Res is ideal, but if you cannot afford the sets/Hami-o ect then it's better to focus on S/L Defense first and save up for everything you'll need to softcap the rest.
  16. You can make a general PPD Cop with the nightstick in War Mace coupled with Willpower or Shield Defense (With a riot shield) coupled with the Revolver Temp Power.
  17. Of all the Tankers I've played I can comment on Inv, WP and SD. All paired with SS (I like the set, I admit it).

    Inv is a very good, well rounded set. With Tough you can Hard Cap your S/L resistance and you do not need Weave to softcap S/L Defense. It's other defenses/resistances can be raised to a repectable level, but no where as high. It's the second toughest primary tanks have, next to Stone, but without the -rechage and -slows. Dull Pain is also a good heal that boosts your max HP for awhile. On the other hand it offers no Psi defense or resistance, so Rikti and Carnies can give you a hard time.

    WP is even more well rounded. Decent S/L and Psi resistance, but most of it's defense is non-S/L. You can STILL Softcap S/L defense on it and get the other defenses up to around 40%, but that does need Weave. With Tough you should be able to get at least 70% S/L resistance (Heard of one person who got out about 80%). It has a very high regen and recovery rate to boot. WP, however, has NO heal, needs a lot of IOing and can't hold aggro as well.

    Shield Defense, meanwhile, can be easily softcapped for M/R/A and offers damage boosts and a nice AoE attack if your secondary lacks them. It's resistance is low, 15% to everything but Psi, 30%+ in S/L with Tough. It has good Defense Debuff Resistance and has Grant Cover which offers Defense to nearby team mates making it excellent for melee heavy teams. On the other hand it has no self heal and unlike WP doesn't make up for it with regen (Aside from one +HP power) or recovery.
  18. I'd say you do NOT need Tough or Weave, but they are both useful. On an SD Tank you shouldn't need Weave, softcapping should be possible without, but if you can spare the slots and the endurance usage I would recommend tough.
  19. I don't get weave very often (Only on my WP tank so far), but I highly, highly, HIGHLY recommend Combat Jumping. Decent defense to all, almost NO endurance use and it helps with your movement in a fight. It can also give Super Speed some much needed vertical movment when needed.
  20. Also remember once you've floored their endurance they'll only be able to use weaker attacks and not their more powerful ones.
  21. I'd make it a toss up between Musculare and Spiritual. I'm leaning to Spirtual on my own Inv/SS right now not only due to the recharge but the healing bonus (Dull Pain and Health) and the To Hit Buff (Rage).
  22. Quote:
    Originally Posted by LygerZero View Post
    Pretty much that. Demon farm blue. Liberate Red.

    For liberate, you'll be relying HEAVILLY on Knockdown from footstomp, as nems to lethal damage and some fire.

    Best bet at all is the demon farm. I have one blue side just for that very reason.
    Question: Which mish is the Demon Farm?
  23. Quote:
    Originally Posted by Premonitions View Post
    Dork
    Beat me to it...

    ;_;
  24. Good points Jade.

    Maybe rather than flashy swinging then a more conservate two handed style based around swipes, sweeps and thrusts. There might be some clipping with the other hand, unless you can add two nodes to the weapon, one for each hand.
  25. I doubt SD would be given to Stalkers. Stalkers are like ninjas and assassins. They want to kill quickly, quietly and be gone before anyone seems them. Lugging a hunk of metal on your arm helps keep you alive, yes, but not in being quick or quiet.