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Not bad, though I personally don't think the Shield Wall IOs are worth the influence. You also left Maneuvers low on end reduction; I'd go with my original recommended slotting for it and just add the Shield Wall +Res if you really want it. Also keep in mind that the GA +Def is going to cost you at least 2 billion if you can find one. (Or you can grind for the 30 hero merits if you like.)
EDIT: Meant to mention that I think dropping Assault for SoW is a good choice. However, it highlights the point I was making about the Shield Wall +Res. With it, you go from 66% S/L res to 69% without SoW, and with SoW you're way past the S/L resistance cap anyway. Maybe if you were close to the resistance cap without SoW it would be worth it, but as is, do you really think it's worth all that influence to get just 3% additional resistance to S/L?
Your passive slotting is still not optimal. Remember, passives generally benefit from only one, and occasionally two types of enhancement, so slotting of any extraneous types are wasted. Also, 3-attribute set IOs have lower levels of enhancement than one or two attribute IOs. Stay away from them for passives unless you're slotting for a specific bonus.
Specifically:
Replace the Heal/End/Rchg in HPT with a Heal/Rchg
Replace the End Mod/Acc/Rchg in QR with an End Mod
Replace the End Mod/Acc/Rchg in Stamina with an End Mod/Acc or End Mod/End
Replace the Heal/End/Rchg in PP with a Heal
These passives do NOT benefit from accuracy, recharge or end reduction, so slot as little as possible! -
You seem to be trying pretty hard to get Psi defense, but it would be more effective to concentrate on the types of damage that are most common: Smashing/Lethal and Energy, in that order. The other damage types are pretty rare in comparison to those three, and since FA comes with no defense at all, your best bet is to build for defense to S/L/E/NE.
Another issue is that your toggles are way overslotted and many of your attacks are underslotted. There's rarely a good reason to use more than four slots in a standard armor toggle, and the tiny 3% Psi resistance bonus in Imperv Armor is definitely not one of them. Maneuvers, on the other hand, is underslotted, which is a problem because it's a high-end toggle.
For your attacks, Shadow Punch and the two attacks slotted with Kinetic Combat all need another slot--I'd put two in Shadow Punch. Blazing Aura is underslotted for end reduction and Scirocco's Dervish is not that great a choice for it (or Burn, or Soul Drain) since the defense bonuses it gives are to uncommon damage types. The Oblit sets aren't a great choice either, especially for Shadow Maul, since they don't provide much end reduction.
Consume needs accuracy as well as end mod, since it has to hit enemies to work.
If you can spare the slots, I'd go with more than 4 pts of KB protection--IMO 8 or 12 is a better choice for a Tank.
In terms of your power order, I'd take Burn ASAP; Tough and Weave can wait a couple of levels. I'd also take Taunt early and delay Temp Protection until later in the build, but that's more personal preference.
There's absolutely no reason to use a single-attribute set IO by itself in a power like you're using the EA EndMod in PP; you're not getting a set bonus and an common IO will give you the same enhancement value.
If you're not going all the way to the soft-cap, 32.5% defense is a good choice because then you're within a small purple of the soft-cap.
Here's a quick re-do of your build, with defense to S/L/E/NE in the mid-30s. Recovery looks to be a little less, but Mids' doesn't take into account the effect of the two PS +End IOs.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Darkfire Nightdancer: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Dark Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(5)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(39), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
Level 2: Blazing Aura -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg/Rchg:30(7), Erad-Acc/Dmg/Rchg:30(9), Sciroc-Acc/Dmg/EndRdx:50(11), Sciroc-Dmg/EndRdx:50(11)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(13), Dct'dW-Heal/Rchg:50(13), Dct'dW-Heal:50(15), Dct'dW-Rchg:50(15)
Level 6: Temperature Protection -- S'fstPrt-ResKB:30(A), S'fstPrt-ResDam/Def+:30(17)
Level 8: Shadow Maul -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(37), Erad-Acc/Dmg/EndRdx/Rchg:30(37), Sciroc-Dmg/EndRdx:50(37), Sciroc-Acc/Dmg/EndRdx:50(39)
Level 10: Consume -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(17), Erad-Acc/Dmg/EndRdx/Rchg:30(19), P'Shift-EndMod:50(19), P'Shift-EndMod/Rchg:50(21)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(23), RctvArm-ResDam:40(25)
Level 14: Boxing -- Acc-I:40(A)
Level 16: Siphon Life -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(25), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(40), Mako-Acc/Dmg/EndRdx/Rchg:50(42)
Level 18: Burn -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(34), Erad-Dmg/Rchg:30(34), Erad-Acc/Dmg/EndRdx/Rchg:30(36), M'Strk-Acc/Dmg/EndRdx:50(36)
Level 20: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(27), RctvArm-ResDam/EndRdx/Rchg:40(29), RctvArm-ResDam:40(29)
Level 22: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(31), LkGmblr-Def:50(33), LkGmblr-Rchg+:50(33)
Level 24: Combat Jumping -- LkGmblr-Rchg+:50(A), Krma-ResKB:30(36)
Level 26: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(27)
Level 28: Soul Drain -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(31), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Sciroc-Dam%:50(43), Sciroc-Dmg/EndRdx:50(46)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31)
Level 32: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg/Rng:50(33), Mocking-Taunt/Rng:50(34), Mocking-Rchg:50(46), Mocking-Taunt/Rchg:50(48), Mocking-Acc/Rchg:50(48)
Level 35: Dark Consumption -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(42), Oblit-Dmg/Rchg:50(42), Oblit-Acc/Dmg/EndRdx/Rchg:50(43), Oblit-Acc/Dmg/Rchg:50(43)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(45), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(45), Mako-Acc/Dmg/EndRdx/Rchg:50(46)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(50), LkGmblr-Def/EndRdx/Rchg:50(50)
Level 47: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-End%:50(48)
Level 49: Rise of the Phoenix -- RechRdx-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(9)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(21), P'Shift-End%:50(50)
Level 4: Ninja Run
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Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 20.5% Defense(Smashing)
- 20.5% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 22.4% Defense(Energy)
- 22.4% Defense(Negative)
- 3% Defense(Psionic)
- 11.8% Defense(Melee)
- 12.7% Defense(Ranged)
- 4.56% Defense(AoE)
- 9% Max End
- 40% Enhancement(RechargeTime)
- 18% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 15% FlySpeed
- 168.7 HP (9%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 2.75%
- MezResist(Immobilize) 11.6%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 1.5% (0.03 End/sec) Recovery
- 62% (4.84 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 15% RunSpeed
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Quote:Sorry if I came off a little harsh, I was mostly surprised by the passive slotting.Like I said, I have never played a Tank before, let alone make a build for one. I really appreciate all the help. That build is definitely better. Thanks.
But I'm glad it helped! -
A WP Tank with Physical Perfection certainly should NOT need the Cardiac Alpha as well. There is a lot of sub-optimal slotting in your build, that's why endurance is such a problem.
For instance, QR has a higher base value than Stamina, but you've consistently underslotted it. Maneuvers and Focused Accuracy are very high endurance toggles that are completely unslotted for end reduction. I'd drop FA altogether; a SS tank really has no need for it. Putting more slots in Manuevers will reduce the end cost and increae the defense it provides. On the other hand, there is absolutely no reason to five-slot Weave and HS, you're already over the ED cut-off with four slots so the fifth is just wasted. Obliteration does not provide much end reduction, I think Eradication would be a better choice in Foot Stomp.
Some of your other slotting is also rather baffling. Why use a Numina End/Rchg in Fast Healing or a Heal/End/Rchg instead of a Heal in HPT? They are both passives and endurance reduction and recharge are completely wasted there. Why put five slots in FH at all; the fifth slot bonus isn't even worth getting.
Here's your build reworked a bit; S/L defense is soft-capped, E/NE is nearly so, recovery and endurance use is much better. You won't need the Cardiac alphs on *this* build.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Iron Britannia: Level 50 Technology Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(3), Numna-Heal:50(3), S'fstPrt-ResDam/Def+:30(15)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7), Mako-Acc/Dmg/EndRdx/Rchg:50(15)
Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(11)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(13), Mako-Acc/Dmg/EndRdx/Rchg:50(33)
Level 6: Fast Healing -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(17), Numna-Heal:50(19)
Level 8: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx:50(21)
Level 10: Rise to the Challenge -- Numna-Heal/EndRdx:50(A), Numna-Heal/EndRdx/Rchg:50(23), Numna-Heal/Rchg:50(23), Numna-Heal:50(25)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(17), LkGmblr-Def:50(25)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(29), Mocking-Taunt/Rchg/Rng:50(29), Mocking-Acc/Rchg:50(31), Mocking-Taunt/Rng:50(31), Mocking-Rchg:50(31)
Level 18: Quick Recovery -- P'Shift-EndMod/Rchg:50(A), P'Shift-End%:50(21), P'Shift-EndMod:50(37)
Level 20: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48)
Level 22: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(27), LkGmblr-Def/EndRdx/Rchg:50(34), LkGmblr-Def:50(34)
Level 24: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(34), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), Mako-Acc/Dmg/EndRdx/Rchg:50(36)
Level 26: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(27), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(50)
Level 28: Rage -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(37), Rec'dRet-Pcptn:20(37)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(39), RctvArm-ResDam:40(39), RctvArm-ResDam/EndRdx/Rchg:40(40)
Level 32: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(42), LkGmblr-Def:50(42), LkGmblr-Rchg+:50(42)
Level 35: Hurl -- Apoc-Dmg:50(A), Apoc-Dmg/EndRdx:50(40), Apoc-Dmg/Rchg:50(43), Apoc-Acc/Dmg/Rchg:50(43), Apoc-Acc/Rchg:50(43)
Level 38: Foot Stomp -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(45), Erad-Acc/Dmg/EndRdx/Rchg:30(45), Erad-Dmg:30(46), M'Strk-Acc/Dmg/EndRdx:50(46), FrcFbk-Rechg%:50(46)
Level 41: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx/Rchg:50(45), LkGmblr-Def/EndRdx:50(48)
Level 44: Assault -- RechRdx-I:50(A)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- Numna-Heal/EndRdx:50(A), Numna-Heal/EndRdx/Rchg:50(50), Numna-Heal/Rchg:50(50)
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Level 1: Brawl -- Dmg-I:50(A)
Level 1: Gauntlet
Level 1: Sprint -- Jump-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(7), Numna-Heal:50(40), Numna-Heal/EndRdx:50(48)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(33), Efficacy-EndMod/Acc/Rchg:50(33)
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Set Bonus Totals:- 4% DamageBuff(Smashing)
- 4% DamageBuff(Lethal)
- 4% DamageBuff(Fire)
- 4% DamageBuff(Cold)
- 4% DamageBuff(Energy)
- 4% DamageBuff(Negative)
- 4% DamageBuff(Toxic)
- 4% DamageBuff(Psionic)
- 13.9% Defense(Melee)
- 24.9% Defense(Smashing)
- 24.9% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 8.63% Defense(Energy)
- 8.63% Defense(Negative)
- 3% Defense(Psionic)
- 5.81% Defense(Ranged)
- 4.56% Defense(AoE)
- 3.6% Max End
- 18% Enhancement(Accuracy)
- 6% Enhancement(Heal)
- 55% Enhancement(RechargeTime)
- 5% FlySpeed
- 491.9 HP (26.3%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 13.2%
- 20% Perception
- 1.5% (0.03 End/sec) Recovery
- 132% (10.3 HP/sec) Regeneration
- 5% RunSpeed
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Quote:I think I'll bring one of my 50s in case we do a BAF and switch if we end up doing a lower level TF.Great question Fin,
As always will depend on our turnout. I don't think we've done an all Tanker BAF here yet, so that might be a good choice (if we can get enough 50's to show). Otherwise it's an open slate. I'd say Cit, Sister, or Manti but we also had a strong showing of lower level toons last time (I think that was here on Justice...), that being the case, we could start walking them up through the TF's towards their TF Commander badge. So, either Posi or Synapse could be good choices.
Or, we could announce a BAF for next TTJ and give folks time to level toons up... just making suggestion off the top of my head...
The new TF\SF o' the week will be Terra Volta (44-50) (from Major Richard Flagg in Peregrine Island) / Tree of Thorns (44-50) (from Ractespriel in the Nerva Archipelago), so those are possibilities too. -
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Quote:Complete speculation on your part from start to finish. Unfun to whom? I still play my tankers and have fun with them, and many other players do too.The devs wouldn't admit that Tankers took a population hit due to side switching or the Incarnate system. Even if they did, they'd deny it's a problem. They'd rather maintain a stable, yet unfair and unfun, status quo than rock the boat and risk a thousand angry Scrapper and Brute enthusiasts going after them. There's nothing new in that; shafting Tankers for the sake of Scrappers and then Brutes has been standard operating procedure for as long as I've been around.
I wish you and Deus would get together and decide whether the devs are trying to shaft Tanks (as usual) or Brutes (as usual). And if necessary, I'm sure we can find many other forum goers willing to explain that (insert AT here) are the ones REALLY getting the shaft by the devs. -
Quote:You're missing the point. When it comes to player preferences, the exact differences between the ATs aren't as important as the perceived differences. If a player feels that a Scrapper is "tough enough" and easier to play than a Brute, why bother with a Brute?The difference there is that Scrappers get 50% damage resistance caps and Brutes get 90%, like Tankers. That generally makes more of a tangible difference in toughness/survivability when buffed between Scrappers and Brutes and than is likely between Brutes and Tankers.
People make decisions on what AT they want to play based on many factors, most of which are completely subjective. If you're arguing it's not "fair" that the Tanker damage cap is so low, that's one thing--and good luck persuading the devs of that since you haven't been able to in *how* many years?
But if you're arguing that Tanks' low damage cap will persuade people to stop playing Tanks and play Brutes instead, that's a whole different story, and IMO, doomed to failure unless there's some concrete evidence that it's actually happening to some significant degree. Which, by the way, the devs would have if it existed. -
Quote:The HP loss from ET is a whopping 167 hp at level 50. It has never been a significant threat to my EM tank's survival unless he was in dire straits already.Energy Transfer is still your best attack, but the HP loss may make it difficult to use without inspirations or a team.
Under normal circumstances--solo or team--the HP loss from ET is a complete non-issue. -
Quote:You seem to be suggesting that the reason people played Tanks is that they had a specific niche that no other AT can fill. I'm not sure that has ever been true, and I'm dead certain that's not the only or even the primary reason why many people play them.I didn't suggest people would stop playing tankers, obviously if you want a tanker you'll have one. I thought the reason to play them has diminished since going rogue and now incarnates. That being, a Tanker's reson d'etre was a mob distraction on legs, you be the punch bag so your fellow heroes (or villains) can bomb the mobs to heck and back. So you have huge capacity to take that thumping.
Quote:Brutes are capable of doing just that without the damage limitations. They can't aggro as good as a Tanker for sure, but they are a more than adequate substitute, and offer scrapper level damage output when properly furied, and tougher.
Considering how many build requests I've seen from you in this forum, you still seem to be building Tanks. Why is that, if, as you contend, their raison d'etre is no longer sufficiently distinguishable from that of Brutes? Why do *you* still play them? -
Quote:"I see way more Brutes", now *there's* a persuasive argument.Didn't happen when CoV launched? Brutes were THE most popular AT red side. Comparatively, Tankers were one of the least popular blue ATs.
Now, post-side switching, I see way more Brutes than Tankers, especially in trials. The last trial I was on had six Brutes, four Scrappers and one Tanker. It was dubbed Team Melee.
Will there ever be a point where there's ZERO Tankers? Unlikely. But that's not the argument.
One of the devs posted some info on AT numbers fairly recently, and IIRC Brutes were the most common villain AT, which is hardly surprising since Scrappers have been the one of most common, if not the most common hero ATs since launch. They're both sturdy, do good damage, and are easy to play. I believe that Tanks were in the middle of the pack among hero ATs.
However, since I think character creation is still weighted pretty heavily to blue-side, that doesn't necessarily mean that there are fewer tankers in sheer numbers. Could be, though. (If anyone could find that post on AT numbers it would be great to see it again.)
There's absolutely NO evidence that I've seen, however, that there has been a significant decline in Tanker numbers due to players abandoning the AT and making Brutes instead. If you have some actual evidence of that, let's see it. Otherwise you're just making *&^% up to fit what you already believe to be true. -
I've been playing since CoV launched, and ever since Brutes were introduced people have predicted that players would abandon Tanks wholesale to play Brutes. Didn't happen when CoV launched, and it didn't happen when side-switching was allowed as it was again predicted.
Brutes have had access to most Tank primaries and secondaries for years, why do you think that people will suddenly stop playing Tankers NOW? I'll believe it when I see it. -
Quote:This.Remember however that currently most incarnate content is trial based so even though you will not be at the soft cap personally with all the team members with their buffs and leadership pools and Incarnate Barrier powers going off and heals etc etc you should be fine in most cases.
IMO, in the build the OP posted he's giving up way too much to get that Incarnate level defense. Most of the toggles are underslotted, no Stone Skin, Mud Pots underslotted for end reduction, other attacks underslotted for damage, Foot Stomp *un*slotted for damage(!). For all the defense I wouldn't want to play that build. -
Quote:Agreed. You can pretty easily make a build that utilizes Granite well and is sturdy outside of Granite. I don't understand why someone would want to lock themselves into a Granite-only build and give up that flexibility.Concur. I'm also of the opinion you don't need 2 builds. Granite is one power and six slots; it doesn't gimp a non-Granite build THAT much, and the ability to instantly toggle it on in a crisis (as opposed to wandering off to a trainer to switch builds) is priceless.
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I think the GA +Def puts it waaay out of the price range of many, if not most players.
Tough Hide is very underslotted and KoB is underslotted for damage.
Combat Jumping would be a much better choice than Maneuvers; it provides slightly more defense at a fraction of the endurance cost. -
Quote:In the original build or the revised one? In the OP's build, *all* of the powers that provide S/L resistance were underslotted for resistance, which accounts for the low resistance levels.at a quick glance, underslotting resist physical damage could cost you around 8% resistance, which where you are most likely short cutting yourself.
My revised build had RPD two-slotted because that was all that was needed to hit the S/L resistance cap. -
Quote:Common IOs only enhance one power attribute, many set IOs enhance several, but to a lesser amount than a common of the same level. When used together, however, sets are usually as good or better than the same number of common IOs. The reason your resistance powers were weaker with sets is that you chose some Reactive Armor pieces that enhanced something other than resistance. Using the four RA pieces that enhance resistance to one degree or another should give you more than adequate slotting for both resistance and end reduction.Thank you for the time you've taken so far in putting this build together.
Actually what has frustrated me is that, looking at your build, I find I was only marginally weaker than you with res and health end while my reses were IO based. It's only now, that I put in the sets, that i've weakened substantially.
However, that said, defence was and still is, way lower than yours on almost every point.
Your defence powers were better slotted than the resistance powers, all the extra defense was added by using special set IOs and set bonuses.
Quote:Can you put an estimate on how much your proposed build wil cost? I just burned a large chunk of my inf on the build that just went south....
As for the new IOs, the Steadfast +Def and some of the RA IOs are likely to be the most expensive. Smashing Haymaker, Mocking Beratement, Thunderstrike, Multi Strike and the Eradication pieces I recommended are all pretty cheap. I haven't priced some of these in a while so I may be way off, but ballpark estimate, I'd say another 100 million for the ones you don't have, but you'll be able to recoup some by selling the IOs you don't need.
Keep in mind that sometimes it's easier and cheaper to use merits for the pricey ones. I think the Steadfast +Def and Reactive Armor Resistance IOs are only one Hero Merit, so that's an option to consider.
I know it seems like a lot of influence, but the additional defense will make this character substantially more tough than it is now.
P.S. I mentioned this in my original post, but I wanted to reiterate that you don't necessarily need to use the Mako's quads with the Smashing Haymaker sets if they're out of your price range. Any higher level set IO that has accuracy and damage will work fine. -
I prefer using the data link.
I think you need to review the concept of Enhancement Diversification, here:
http://paragonwiki.com/wiki/Enhancement_Diversification
because right now you have a TON of wasted slots. ED is based on SO levels of enhancement, so when using high-level IO a lot of the third slot of the same type is not being used, and virtually none of the fourth slot.
Mouse over Unstoppable, for instance, and you'll see that although you've slotted almost 170% recharge enhancement, (the number in paretheses) you're actually getting only 105%. As a general rule, never slot more than three enhancements of the same type in a power, and often with level 50 common IOs you don't need more than two.
The reason why you're not at the S/L resist cap is that the powers that provide it are woefully underslotted for resistance. In the three resistance toggles you want to use all of the resistance pieces in RA; they simply do not need the levels of end reduction you've slotted. If they are fully slotted to around 56% resistance enhancement, all you need in RPD is the Steadfast +Def and one resist common to hit the hard cap.
Oh, and you definitely want to take Invinc, Rage and Foot Stomp as soon as they're available, the resistance passives can easily be delayed until the 20s or 30s, as can Tough and Weave.
Your attacks, however, definitely do need end reduction, and accuracy. The standard non-set slotting is 1xAcc, 1xEnd Red, 1xRecharge, 3xDamage, and those levels of enhancements are a good guide for sets too, though you can often reach higher levels of Acc, End Red and Recharge pretty easily with set IOs.
Fly is way overslotted. They increased its speed so now Fly is at the cap without needing enhancement. I'd throw a Fly common or the Winter's Gift proc in the base slot.
You need to decide what the overall goal of your build is. Probably the most common strategy these days is to try to soft-cap S/L/E/NE defense with one foe in range of Invinc. That can be an expensive proposition, but the closer to get to that goal, the better, because it will take fewer foes in range of Invinc for you to soft-cap.
Here's a relatively inexpensive build that's soft-capped to S/L with three and E/NE with four in range of Invinc. You could hit the soft-cap by dropping a power (Unstopp or ResEL would be my choice) and picking up CJ for a little more defense. There are other ways to increase defense with sets, but I'm trying to stay away from very expensive sets like Kinetic Combat. By the way, I used the Mako's quad as the fifth slot in the Smashing Haymaker sets, but any set IO with accuracy and damage will do.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx:40(5), RctvArm-ResDam:40(5), RctvArm-ResDam/EndRdx/Rchg:40(11)
Level 1: Jab -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(13), S'ngH'mkr-Dmg/Rchg:35(13), S'ngH'mkr-Dmg/EndRdx/Rchg:35(21), Mako-Acc/Dmg/EndRdx/Rchg:50(39)
Level 2: Dull Pain -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(3), Dct'dW-Heal/EndRdx:50(3), Dct'dW-EndRdx/Rchg:50(15), Dct'dW-Heal/Rchg:50(15)
Level 4: Haymaker -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(7), S'ngH'mkr-Dmg/Rchg:35(7), S'ngH'mkr-Dmg/EndRdx/Rchg:35(9), Mako-Acc/Dmg/EndRdx/Rchg:50(9)
Level 6: Air Superiority -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(11), S'ngH'mkr-Dmg/Rchg:35(23), S'ngH'mkr-Dmg/EndRdx/Rchg:35(31), Mako-Acc/Dmg/EndRdx/Rchg:50(39)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-ResDam/EndRdx:40(17), RctvArm-ResDam:40(17), RctvArm-ResDam/Rchg:40(19)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(37), Mocking-Taunt/Rchg/Rng:50(37), Mocking-Acc/Rchg:50(40), Mocking-Taunt/Rng:50(40), Mocking-Rchg:50(42)
Level 12: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(33)
Level 14: Fly -- Srng-EndRdx/Fly:50(A)
Level 16: Boxing -- Dmg-I:50(A)
Level 18: Invincibility -- LkGmblr-Def:50(A), LkGmblr-Def/Rchg:50(19), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def/EndRdx/Rchg:50(33)
Level 20: Knockout Blow -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(27), C'ngImp-Acc/Dmg:50(21), C'ngImp-Dmg/EndRdx:50(29), C'ngImp-Dmg/Rchg:50(31)
Level 22: Tough -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx:40(23), RctvArm-ResDam/EndRdx/Rchg:40(29), RctvArm-ResDam:40(34)
Level 24: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx/Rchg:50(31), LkGmblr-Def/Rchg:50(25), LkGmblr-Def/EndRdx:50(25)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(34), LkGmblr-Def:50(36)
Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(39)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(37)
Level 32: Unstoppable -- ResDam-I:50(A), RechRdx-I:50(34)
Level 35: Hurl -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(43), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(43)
Level 38: Foot Stomp -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(40), Erad-Acc/Dmg/Rchg:30(45), M'Strk-Dmg/EndRdx:50(45), M'Strk-Acc/Dmg/EndRdx:50(46), FrcFbk-Rechg%:50(46)
Level 41: Resist Energies -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx:40(45), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-ResDam:40(50)
Level 44: Resist Elements -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx/Rchg:40(46), RctvArm-ResDam/EndRdx:40(48), RctvArm-ResDam:40(48)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- EndMod-I:50(A), EndMod-I:50(50), Heal-I:50(50)
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Level 1: Brawl -- Dmg-I:50(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Heal-I:50(A), Heal-I:50(36)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(27), EndMod-I:50(36)
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Set Bonus Totals:- 17.4% Defense(Smashing)
- 17.4% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 16.1% Defense(Energy)
- 16.1% Defense(Negative)
- 3% Defense(Psionic)
- 10.2% Defense(Melee)
- 11.4% Defense(Ranged)
- 4.56% Defense(AoE)
- 3.6% Max End
- 32% Enhancement(Accuracy)
- 17.5% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 4% FlySpeed
- 105.4 HP (5.63%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 14.3%
- MezResist(Sleep) 1.65%
- MezResist(Terrorized) 2.2%
- 2% (0.03 End/sec) Recovery
- 30% (2.34 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 4% RunSpeed
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Here's a quick redo of your build. Recharge is just as high, and it's still soft-capped to S/L/E/NE/F/C in Granite, but the endurance usage and out-of-Granite survivability will be much, much better. On my own Stoner I built for soft-capped S/L/E/NE without Granite, (it's around 41% in this build) but that would be hard to do here without giving up some of the purple sets. I also threw in some run speed bonuses for good measure.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Metamorphic Rocks: Level 50 Natural Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Super Strength
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Stone Skin -- S'fstPrt-ResDam/Def+:30(A), RctvArm-ResDam/EndRdx:40(17), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam:40(31)
Level 1: Jab -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Dmg/EndRdx/Rchg:50(15)
Level 2: Rock Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(3), GftotA-Def/EndRdx:40(45), GftotA-Run+:40(46)
Level 4: Haymaker -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Dmg/EndRdx/Rchg:50(5), C'ngImp-Acc/Dmg/Rchg:50(5), C'ngImp-Acc/Dmg:50(13), C'ngImp-Dmg/Rchg:50(37)
Level 6: Punch -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Dmg/EndRdx/Rchg:50(7), C'ngImp-Acc/Dmg/Rchg:50(7), C'ngImp-Acc/Dmg:50(13), C'ngImp-Dmg/Rchg:50(37)
Level 8: Mud Pots -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg/Rchg:30(15), Erad-Acc/Dmg/Rchg:30(23), M'Strk-Dmg/EndRdx:50(42), M'Strk-Acc/Dmg/EndRdx:50(46)
Level 10: Taunt -- Mocking-Taunt/Rchg:50(A), Mocking-Taunt/Rchg/Rng:50(11), Mocking-Acc/Rchg:50(25), Mocking-Taunt/Rng:50(42), Mocking-Taunt:50(43), Mocking-Rchg:50(46)
Level 12: Recall Friend -- EndRdx-I:50(A)
Level 14: Teleport -- EndRdx-I:50(A)
Level 16: Rooted -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(17), Numna-Heal/EndRdx/Rchg:50(43)
Level 18: Earth's Embrace -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(19), Dct'dW-Heal/Rchg:50(19), Dct'dW-Heal:50(27), Dct'dW-Rchg:50(27)
Level 20: Knockout Blow -- Hectmb-Dmg/EndRdx:50(A), Hectmb-Dmg/Rchg:50(21), Hectmb-Acc/Dmg/Rchg:50(21), Hectmb-Acc/Rchg:50(23), Hectmb-Dam%:50(34)
Level 22: Crystal Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(40), GftotA-Run+:40(42), GftotA-Def/EndRdx:40(45)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25)
Level 26: Minerals -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(45)
Level 28: Rage -- RechRdx-I:50(A), Rec'dRet-ToHit/Rchg:20(29), Rec'dRet-Pcptn:20(29)
Level 30: Boxing -- Acc-I:50(A)
Level 32: Granite Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(33), Aegis-ResDam:50(33), Aegis-ResDam/EndRdx:50(34), Aegis-ResDam/Rchg:50(34)
Level 35: Hurl -- Apoc-Dmg/EndRdx:50(A), Apoc-Dmg/Rchg:50(36), Apoc-Acc/Dmg/Rchg:50(36), Apoc-Acc/Rchg:50(36), Apoc-Dam%:50(37)
Level 38: Foot Stomp -- Armgdn-Dmg/EndRdx:50(A), Armgdn-Dmg/Rchg:50(39), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(39), Armgdn-Dam%:50(40)
Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-ResDam:40(48)
Level 44: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(50), GftotA-Def/EndRdx:40(50), GftotA-Run+:40(50)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- EndMod-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I:50(A), Run-I:50(43)
Level 2: Health -- RgnTis-Regen+:30(A), Numna-Regen/Rcvry+:50(31), Numna-Heal:50(40)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-End%:50(11)
Level 4: Ninja Run
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Set Bonus Totals:- 4% DamageBuff(Smashing)
- 4% DamageBuff(Lethal)
- 4% DamageBuff(Fire)
- 4% DamageBuff(Cold)
- 4% DamageBuff(Energy)
- 4% DamageBuff(Negative)
- 4% DamageBuff(Toxic)
- 4% DamageBuff(Psionic)
- 5.81% Defense(Melee)
- 8.63% Defense(Smashing)
- 8.63% Defense(Lethal)
- 9.25% Defense(Fire)
- 9.25% Defense(Cold)
- 8.63% Defense(Energy)
- 8.63% Defense(Negative)
- 3% Defense(Psionic)
- 5.81% Defense(Ranged)
- 6.13% Defense(AoE)
- 3.6% Max End
- 95% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 51% Enhancement(Accuracy)
- 175.7 HP (9.38%) HitPoints
- MezResist(Held) 2.75%
- MezResist(Immobilize) 8.8%
- MezResist(Sleep) 1.65%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 14% (0.23 End/sec) Recovery
- 90% (7.03 HP/sec) Regeneration
- 6.3% Resistance(Fire)
- 6.3% Resistance(Cold)
- 27.5% RunSpeed
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In addition to Katie's points, the endurance use on this build could easily be crippling. There are four high-end cost toggles (Focused Accuracy, Mud Pots, Tough and Weave) and three Stone Armor toggles that are either underslotted or completely unslotted for end reduction. I'm not sure Physical Perfection will be enough for you to keep attacking, especially if you plan on running Mud Pots and Focused Accuracy on a regular basis.
Focused Accuracy in particular is poor choice, IMO, since Rage gives you a lot of additional ToHit anyway, and it's a HUGE end hog. I think Conserve Power would be a better choice. It would be easy enough to replace the S/L def lost by dropping the Rectified Reticle set by 4-slotting Smashing Haymaker or Kinetic Combat in Jab.
If you're seriously considering using this build without Granite, Rock, Crystal and Tough are woefully underslotted and your end problems will be even worse with all those additional toggles to run.
As Katie mentioned, the Numina's regen/recovery is largely wasted in EE since it will only be active when the power is. In addition, IMO the 5% recharge bonus you're getting from the Regen Tissues in Health is not worth the number of slots and the small enhancement value you're getting from them. -
Dang, it does sound like you have the Europe/NA conflict. Call Customer Service; the worst that can happen is that they can say 'no'.
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Just to be sure I'm understanding, do you ever see the "Game Account Details" page for your trial account? Do you see the "NCSoft Account Management Page"?
I don't see anything that says "Unused Serial Code"; are you referring to the box on the right that says "Use a Serial Code"? Instead of clicking on "Use a Serial Code", try clicking on the trial account name that should be listed below it.
Are you in Europe or NA? I believe that sometimes there are problems if you have say, a NA trial account and try to use a Europe serial code, or vice versa.
You certainly *should* be able to upgrade your account. If you keep having trouble, I'd call Customer Support before starting a new account and losing the characters you've created. -
Quote:It's a great feature, certainly a lot easier than trying to count them.
I didnt know that thanks for the tip finduilas
You're welcome, glad to help. -
Quote:Although there are some IOs that have to be in a power that's on to work, (stealth IOs, regen & recovery uniques, the Kismet +Acc among others) the GotA +Run Speed is a global, so he'll get the run speed bonus whether it's off or on. Similarly, set bonuses apply whether the power is being used or not.yes you will not get the bonus unless it is toggled, and on your veng you will not get the set bonus from your reg tissue.
The only time they won't work is if the player exemps more than three levels below the enhancement level.
I still think Vengeance is a poor choice, but it does work as a set mule the way it's being used in the posted build.