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Not a bad build, though I'd change a couple of things.
First of all, the attacks that are 4-slotted with Kinetic Combat are underslotted for Accuracy and Damage, so I'd put another slot in each.
Secondly, IMO it makes more sense to put the Reactive Armor sets in the toggles and Aegis in the passives for a couple of reasons--you definitely want the 4 slot RA bonus and the 4-slot bonus in Aegis is not very useful, and it's better to use 4 slots in toggles because they need end reduction. Plus there's the fact that Aegis goes to 50 and RA only to 40, so you want to use Aegis in situations where you have fewer slots to play with.
Here's the sort of thing I'd do with your build. With the 4th slot in the RA sets you're way over on S/L defense, so I replaced one KC set with Crushing Impact. Believe me, the 4th RA slots will cost much less than what you'll make by selling the KC set.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dark Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam:40(42)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(23), Mako-Acc/Dmg/EndRdx/Rchg:50(29)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(3), Dct'dW-Heal/Rchg:50(7), Dct'dW-Rchg:50(15), Dct'dW-Heal:50(23)
Level 4: Shadow Maul -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(11), Erad-Dmg/Rchg:30(13), M'Strk-Dmg/EndRdx:50(13), M'Strk-Acc/Dmg/EndRdx:50(15)
Level 6: Hasten -- RechRdx-I:50(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(11)
Level 10: Boxing -- Empty(A)
Level 12: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(42), Mocking-Taunt/Rchg/Rng:50(43), Mocking-Acc/Rchg:50(46), Mocking-Taunt/Rng:50(46), Mocking-Rchg:50(50)
Level 14: Super Speed -- Winter-ResSlow:50(A)
Level 16: Siphon Life -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Dmg/EndRdx:35(17), C'ngImp-Dmg/Rchg:35(17), C'ngImp-Acc/Dmg/Rchg:35(25), C'ngImp-Acc/Dmg/EndRdx:50(25)
Level 18: Invincibility -- LkGmblr-Def/EndRdx/Rchg:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx:50(19), LkGmblr-Rchg+:50(31)
Level 20: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(34)
Level 22: Resist Elements -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(29), Aegis-ResDam:50(31)
Level 24: Resist Energies -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(31), Aegis-ResDam:50(34)
Level 26: Tough Hide -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(27), LkGmblr-Rchg+:50(27)
Level 28: Soul Drain -- Sciroc-Acc/Dmg:30(A), Sciroc-Dmg/EndRdx:50(34), Sciroc-Dmg/Rchg:50(37), Sciroc-Acc/Rchg:30(43), Sciroc-Acc/Dmg/EndRdx:30(43)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(33)
Level 32: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(37), LkGmblr-Def:50(40), LkGmblr-Rchg+:50(40)
Level 35: Dark Consumption -- Erad-Acc/Rchg:30(A), Erad-Dmg/Rchg:30(36), Erad-Acc/Dmg/Rchg:30(36), Efficacy-EndMod/Rchg:50(36), Efficacy-Acc/Rchg:50(37)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
Level 41: Char -- BasGaze-Acc/Hold:30(A), BasGaze-EndRdx/Rchg/Hold:30(42)
Level 44: Fire Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(45), Decim-Dmg/Rchg:40(45), Decim-Acc/EndRdx/Rchg:40(45), Decim-Acc/Dmg/Rchg:40(46)
Level 47: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
Level 0: The Atlas Medallion
Level 50: Nerve Total Core Revamp
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:40(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
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Set Bonus Totals:- 16.75% Defense(Smashing)
- 16.75% Defense(Lethal)
- 13.94% Defense(Fire)
- 13.94% Defense(Cold)
- 15.5% Defense(Energy)
- 15.5% Defense(Negative)
- 3% Defense(Psionic)
- 9.875% Defense(Melee)
- 9.25% Defense(Ranged)
- 10.81% Defense(AoE)
- 7.65% Max End
- 43% Enhancement(Accuracy)
- 60% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 161.64 HP (8.625%) HitPoints
- MezResist(Held) 2.75%
- MezResist(Immobilize) 13.75%
- MezResist(Sleep) 1.65%
- MezResist(Terrorized) 2.2%
- 2.5% (0.042 End/sec) Recovery
- 50% (3.912 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.835% Resistance(Fire)
- 2.835% Resistance(Cold)
- 3.125% Resistance(Negative)
- 10% RunSpeed
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I agree with Deacon's comments, especially the one about stealth on tanks. I personally would avoid using the power Stealth to get defense since then you'll need to use it all the time if you want the defense, but IMO there's absolutely no drawback other than the expense of slotting a stealth IO in Sprint or something similar.
Regarding the OP's build, here are the changes I'd make. BigBoss, I know you said you the extra slots in the toggles were for sets, but honestly you don't need to five-slot for sets. The best sets for Invul--RA for resistance, LotG or GotA for defense--are just fine with 4 slots. Note that I underslotted RPD--that's because once Tough, TI and UY are fully slotted, you'll be over the S/L resistance cap and don't need to fully slot it. It's better to 4-slot the other powers because they have higher base values and need end reduction, which RPD does not. The numbers of slots will shift a bit with IOs--you can often fully slot attacks with just five slots for instance, and you may want to slot a set in Taunt--but this is what I'd do for a IO build.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Power-Drive: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam(3)
Level 1: Jab -- Acc(A), EndRdx(3), RechRdx(5), Dmg(9), Dmg(19), Dmg(21)
Level 2: Temp Invulnerability -- ResDam(A), ResDam(5), ResDam(7), EndRdx(7)
Level 4: Punch -- Acc(A), EndRdx(15), RechRdx(31), Dmg(31), Dmg(31), Dmg(33)
Level 6: Dull Pain -- Heal(A), Heal(11), Heal(29), RechRdx(42), RechRdx(45), RechRdx(45)
Level 8: Resist Elements -- ResDam(A), ResDam(9), ResDam(11)
Level 10: Unyielding -- ResDam(A), ResDam(13), ResDam(13), EndRdx(15)
Level 12: Haymaker -- Dmg(A), Dmg(33), Dmg(34), Acc(34), EndRdx(34), RechRdx(36)
Level 14: Taunt -- RechRdx(A)
Level 16: Resist Energies -- ResDam(A), ResDam(17), ResDam(17)
Level 18: Invincibility -- DefBuff(A), DefBuff(19), DefBuff(21), EndRdx(23)
Level 20: Knockout Blow -- Acc(A), Dmg(36), Dmg(36), Dmg(37), RechRdx(37), EndRdx(46)
Level 22: Combat Jumping -- DefBuff(A)
Level 24: Super Jump -- Jump(A)
Level 26: Tough Hide -- DefBuff(A), DefBuff(27), DefBuff(27)
Level 28: Rage -- RechRdx(A), RechRdx(33), RechRdx(39)
Level 30: Kick -- Acc(A)
Level 32: Unstoppable -- RechRdx(A)
Level 35: Hurl -- Acc(A), EndRdx(37), RechRdx(39), Dmg(39), Dmg(40), Dmg(40)
Level 38: Foot Stomp -- Acc(A), EndRdx(40), RechRdx(42), Dmg(43), Dmg(43), Dmg(43)
Level 41: Conserve Power -- RechRdx(A), RechRdx(42)
Level 44: Tough -- EndRdx(A), ResDam(45), ResDam(46), ResDam(46)
Level 47: Weave -- DefBuff(A), DefBuff(48), DefBuff(48), EndRdx(48)
Level 49: Physical Perfection -- Heal(A), Heal(50), EndMod(50), EndMod(50)
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A), Heal(23), Heal(25)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(25), EndMod(29)
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Set Bonus Totals:- 3% Defense(Melee)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Ranged)
- 3% Defense(AoE)
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Yes, it's a super-useful Mid's feature that I use all the time. Glad I could point it out to you!
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Quote:It's kind of embarrassing to admit, but I haven't done either of the new trials yet. Quick question: is it a requirement for a participant to have their Alpha unlocked and/or slotted to participate in the trials?Hi all,
Tanker Tuesday tomorrow on Justice! I've gotten serveral requests to run one or more of the new trials, so, let's look at running BAF and go from there. As always we'll have other teaming options available for the newer/lower levelers. If you have any other suggestions let me know.
See ya' tomorrow!
I have 3 level 50 tanks on Justice; all three have their Alpha unlocked, but only one has it slotted, so I'm trying to determine which to bring tonight. -
The "Law of Fives" says essentially that you can't get the benefit of more than 5 set bonuses of the same name. Here's more information:
http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
So you're not getting any bonuses from the 6th of Reactive Armor you have in the build, though the rule also applies to bonuses with the same name in different sets. If you go to Window -> Sets and Bonuses in Mid's it will highlight in red bonuses that exceed the rule of 5.
The build I posted does free up some slots for Health and Stamina, but if you want to drop LBE, just be aware that you'll be losing the E/NE def bonuses from the Thunderstrike slotted in it. Also, if you want to add another Defense granting power, I would NOT recommend Stealth as a first choice. Stealth has a high endurance cost and half the defense suppresses in combat. I think Combat Jumping would be a much better choice. You'd have to run both CJ and Hover to soft-cap E/NE, which IMO is less than ideal since I'm not a fan of Hover for tanking, but your call. -
In addition to Crowd Control, I also consider Clobber to be a highlight of the set. It has extremely good DPA and has a guaranteed stun for minions and lieutenants. Stacked with other stuns it will affect bosses.
I've personally never minded the weapon redraw or felt that the endurance cost was noticeably higher than average for tank secondaries. And between Clobber and the three KD/KU attacks, the set has a lot of very reliable damage mitigation. -
Hmm, your resistance and defense slotting is...odd. Why would you use the End/Rchg IO even in the passives? It underslots them for resistance and defense to no good purpose. Drop the End/Rchg and use all the def/res pieces instead. For the LotG sets, use Defense, Def/End, Def/End/Rchg and +Rchg. Use the LotG Defense, Def/End and either the Def/Rchg or +Recharge in Tough Hide.
Other slotting issues:
You've exceed the 'rule of 5' for Reactive Armor sets. Pull two slots from RPD and slot it with the Steadfast +Def and a resistance common instead. That will free up 3 slots for Health/Stamina, including the slot you're currently using for the Steadfast +Def in TI.
Dull Pain is underslotted for recharge. I recommend using Doctored Wounds instead, everything but the Heal/End/Rchg.
As is, KoB is underslotted for Accuracy. Since you're over the soft-cap for S/L defense, I'd move the KC set to Haymaker, and slot KoB with 4 Crushing Impact and 2 Basilisk's Gaze for the E/NE def bonus. That should get you to the soft-cap for both S/L and E/NE def.
Rage is underslotted for recharge--replace one of the Rectified Reticle with a recharge, and add another slot so it has two recharge commons.
Using a full set of Eradication leaves Foot Stomp underslotted for end reduction. I'd go with 3 Eradication, 2 Scirocco's Dervish, and the FF +Recharge proc.
I'd also use Mocking Beratement in Taunt instead of Perfect Zinger, since you don't need that much S/L defense and MB gives a nice F/C def bonus and a bigger recharge bonus than PZ.
And if you're looking for more slots for Health/Stamina, I'd take two of the recharge slots from Conserve Power; I don't think you'll need it up that often.
Here's what it would like with the changes I've recommended:
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
muscleboy: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(25)
Level 1: Jab -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(3), S'ngH'mkr-Dmg/Rchg:35(11), S'ngH'mkr-Dmg/EndRdx/Rchg:35(15), P'ngS'Fest-Stun%:30(17), P'ngS'Fest-Acc/Dmg:30(31)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(15), Dct'dW-Heal:50(17), Dct'dW-Rchg:50(43)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9), P'ngS'Fest-Dmg/EndRdx:30(11), P'ngS'Fest-Acc/Dmg:30(13)
Level 6: Hover -- LkGmblr-Rchg+:50(A)
Level 8: Unyielding -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(21), RctvArm-ResDam/EndRdx:40(23)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(36), Mocking-Taunt/Rchg/Rng:50(37), Mocking-Acc/Rchg:50(37), Mocking-Taunt/Rng:50(46), Mocking-Rchg:50(46)
Level 12: Resist Elements -- RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx:40(33), RctvArm-ResDam/EndRdx/Rchg:40(34)
Level 14: Fly -- Flight-I:50(A)
Level 16: Resist Energies -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam:40(40), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam/EndRdx:40(43)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(19), LkGmblr-Def/EndRdx/Rchg:50(19), LkGmblr-Def:50(43)
Level 20: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(21), C'ngImp-Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/Rchg:50(25), BasGaze-Acc/Rchg:30(29), BasGaze-EndRdx/Rchg/Hold:30(31)
Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(46), RechRdx-I:50(50)
Level 24: Boxing -- Acc-I:50(A)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(27), LkGmblr-Def:50(27)
Level 28: Rage -- RechRdx-I:50(A), Rec'dRet-ToHit/Rchg:20(29), Rec'dRet-Pcptn:20(31), RechRdx-I:50(34)
Level 30: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(33)
Level 32: Unstoppable -- RechRdx-I:50(A)
Level 35: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(36), RctvArm-ResDam/EndRdx:40(36), RctvArm-ResDam/EndRdx/Rchg:40(37)
Level 38: Foot Stomp -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(39), Erad-Dmg/Rchg:30(39), Sciroc-Dmg/EndRdx:50(39), Sciroc-Acc/Dmg/EndRdx:50(40), FrcFbk-Rechg%:50(40)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Weave -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(45), LkGmblr-Def/EndRdx:50(45), LkGmblr-Def/EndRdx/Rchg:50(45)
Level 47: Laser Beam Eyes -- Thundr-Dmg/EndRdx:50(A), Thundr-Dmg/Rchg:50(48), Thundr-Acc/Dmg/Rchg:50(48), Thundr-Acc/Dmg/EndRdx:50(48), Thundr-Acc/Dmg:50(50), Thundr-Dmg/EndRdx/Rchg:50(50)
Level 49: Physical Perfection -- EndMod-I:50(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Elusive Mind
Level 0: Task Force Commander
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(34), Mrcl-Rcvry+:40(42)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(33), P'Shift-End%:50(42)
------------
Set Bonus Totals:- 19.25% Defense(Smashing)
- 19.25% Defense(Lethal)
- 6.125% Defense(Fire)
- 6.125% Defense(Cold)
- 18.63% Defense(Energy)
- 18.63% Defense(Negative)
- 3% Defense(Psionic)
- 11.13% Defense(Melee)
- 12.69% Defense(Ranged)
- 4.563% Defense(AoE)
- 3.6% Max End
- 4% Enhancement(Heal)
- 27.5% Enhancement(RechargeTime)
- 32% Enhancement(Accuracy)
- 9% FlySpeed
- 133.53 HP (7.125%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 12.65%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 2% (0.033 End/sec) Recovery
- 68% (5.32 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 9% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1415;699;1398;HEX;| |78DA65935B57125114C7CF0C200EA04278BF20174D511CA57CEF216D658252546F6| |5A39D801C4716978A9E7AE90BF4D24B66F6D8C7A9CCEA1B54ABCB37A0CDFE9F88B5| |98C5F0DBB3CFD9FBBFF79E33D9276B01219E5D125AE0B26D55AB3B372D675F56BC5| |B56AD5EB16CE3A05EDDB3E5EE61C32B84886071674D3E904E559A1BCEA3BAEDC88A| |B55BB24BB5C6845ACE4A5B4A335F2F939DAF55A453A815431B4E51925933FF19FED| |CE1A16D5EB14B8562CDC776BE2CE5FD3EB85BDE925308F053465A657A08AF974B7B| |E63A09161A3B59AB5A9395C6289595A4FB83417F1ADDA2E9121132E6843ECDE8893| |146E38C944FA8ABE91119425CE859866F8BD1BFCD086E12A644E42AE3A3A1928BA6| |5BDB242B2DDC19467F9611DC662CE4182689B894882BC7F9DCD7193D3718BD79486| |E70F600440C1AB1072D08CF1027FA44BA5ED59517EDF4A29D41B4338C569749D050| |8246516F85264A8C9987C03E63C9060E18A714E257D9FDC8178048146963D0F2536| |17DC82EFA12A2157A46A1032A74003173C89044CC02327CA67D214DE37DA120F774| |2E048431B141469A1A08AB06C2F75862D0620CEF3246F71893A73ABF9633469C0A1| |B42943EB4C81B968034A0D1861155F9C838BBBE504563A85C1F4345E328651CA55C| |A05226044A9E409AC9577AABBCC8112306E77B4A348544DAD488D6AA279AE295AFB| |432AD54A7B1D94585C4D5BCE2185402634B60503318DB2A89CF629F67F61B3779FE| |3BF00378CCF9E69E02CFF9451ED3619B5782F3107493E0A2125C4463299CA9149A4| |EA1E9130A35D5E0CDD71CBA7C0CBC014E30D023E02DE31D1D8715755457A29891BB| |FD61D18F2E9174B73FC9E642D7EA4A9727DDE5B9D8E559EDF264BA3C3977FB63151| |A7B8C60FB7B6CFEA4096B5AE7EAEFFF1E5DBBC55389DD6624AFF14BF9D515F2A733| |04FD475FF0AB48BE64E47CAD6301C53B1DF6DD0EDBEAB0FF02F67FE9FC| |-------------------------------------------------------------------|
-
I solo a lot on my tanks, so I don't find the stealth proc to be at all wasted. I get one on all my tanks.
But you do have to turn Invinc off or they'll see you anyway.
To the OP: get it if you want it and can afford it. Just be aware that your taunt aura will alert foes to your presence, so turn off Invinc when you're trying to be sneaky. -
I've got a level 50 FM/EA (yes, really!) and I'm ready to choose an alpha for her. She's soft-capped to everything but NE damage, and has no significant endurance problems with Energy Drain.
I'm thinking Spiritual, but wondering what other EA brutes have chosen. Suggestions? -
I agree with Dechs that Op Gloom is way overslotted. One or two of those slots should go into Jawbreaker, which is currently quite underslotted.
If you don't want to use a couple of slots for KB protection IOs, Acrobatics isn't a bad choice, but you're going to need to take it far earlier than level 49.
You have some other slotting issues that I'd fix before deciding on an alpha. Specifically:
Clobber is underslotted for damage with the two Stupefy in there. I'd use a Mako's quad instead and if you have enough slots to spare, put the two Stupfy in Boxing or Op Gloom.
Death Shroud, Whirling Mace and are underslotted for end reduction. You'd be better off using the Erad + CB slotting in WM and Crowd Control and substituting another set for CB in Death Shroud--something like Scirocco's Dervish or Multi Strike that has more end reduction.
Maneuvers and Weave are both relatively high-end toggles and are underslotted for end reduction. I'd try to find another slot for each--the LotG Def/End/Rchg.
Since you have Physical Perfection, once you've corrected the end reduction slotting problems you may not need the Cardiac alpha. I'd fix your slotting and try it out to see if you run into end problems. If you don't, you might want to consider a different alpha, Spiritual for instance, instead of Cardiac. Just a thought.
Here's what I would do with your build, it's lost some of the global recharge bonuses but willl be a LOT more endurance-friendly. I ended up using just one set of Erad + Cleaving Blow because it hits the "Rule of 5" for 1.25% E/NE def bonuses with more than that.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Shamrock Shenanigans: Level 50 Magic Brute
Primary Power Set: War Mace
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Bash -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(9), C'ngImp-Dmg/EndRdx:50(17), C'ngImp-Dmg/Rchg:50(17), C'ngImp-Acc/Dmg/Rchg:50(19)
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(5), S'fstPrt-ResDam/Def+:30(9)
Level 2: Death Shroud -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(43), Erad-Acc/Dmg/EndRdx/Rchg:30(45), Erad-%Dam:30(45), Sciroc-Dmg/EndRdx:50(45), Sciroc-Acc/Dmg/EndRdx:50(46)
Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(7)
Level 6: Jawbreaker -- KntkC'bat-Knock%:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:50(29)
Level 8: Clobber -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(23), KntkC'bat-Dmg/EndRdx/Rchg:35(23), Mako-Acc/Dmg/EndRdx/Rchg:50(27)
Level 10: Obsidian Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(13)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(34)
Level 14: Super Jump -- Winter-ResSlow:50(A)
Level 16: Dark Regeneration -- Theft-+End%:30(A), Theft-Acc/EndRdx/Heal:30(40), Theft-Acc/EndRdx/Rchg:30(42), Nictus-Acc/EndRdx/Rchg:50(42), Nictus-Heal/HP/Regen/Rchg:50(43), Nictus-Acc/EndRdx/Heal/HP/Regen:50(43)
Level 18: Whirling Mace -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(21), Erad-Dmg/Rchg:30(21), M'Strk-Acc/Dmg/EndRdx:50(29), M'Strk-Dmg/EndRdx:50(31)
Level 20: Acrobatics -- EndRdx-I:50(A)
Level 22: Boxing -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(36)
Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(25), RctvArm-ResDam:40(27)
Level 26: Shatter -- C'ngBlow-Acc/Dmg:50(A), C'ngBlow-Dmg/EndRdx:50(36), C'ngBlow-Dmg/Rchg:50(37), Erad-Dmg/Rchg:30(37), Erad-Acc/Dmg/Rchg:30(37), Erad-Acc/Dmg/EndRdx/Rchg:30(39)
Level 28: Cloak of Darkness -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx/Rchg:50(39), LkGmblr-Def/EndRdx:50(39)
Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def/EndRdx/Rchg:50(48)
Level 32: Crowd Control -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(33), Erad-Dmg/Rchg:30(33), M'Strk-Dmg/EndRdx/Rchg:50(33), M'Strk-Dmg/EndRdx:50(34), FrcFbk-Rechg%:50(34)
Level 35: Oppressive Gloom -- Stpfy-EndRdx/Stun:50(A), Stpfy-Acc/EndRdx:50(46)
Level 38: Soul Transfer -- RechRdx-I:50(A)
Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 44: Superior Conditioning -- P'Shift-End%:50(A)
Level 47: Physical Perfection -- P'Shift-End%:50(A), P'Shift-EndMod:50(48)
Level 49: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(50), LkGmblr-Def:50(50), LkGmblr-Rchg+:50(50)
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(48)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(40), P'Shift-EndMod/Rchg:50(40), P'Shift-EndMod/Acc:50(46)
------------
Set Bonus Totals:- 15.5% Defense(Smashing)
- 15.5% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 21.75% Defense(Energy)
- 21.75% Defense(Negative)
- 3% Defense(Psionic)
- 9.25% Defense(Melee)
- 12.38% Defense(Ranged)
- 3% Defense(AoE)
- 9% Max End
- 43% Enhancement(Accuracy)
- 35% Enhancement(RechargeTime)
- 10% FlySpeed
- 202.4 HP (13.5%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Immobilize) 12.1%
- MezResist(Sleep) 3.3%
- 8.5% (0.142 End/sec) Recovery
- 50% (3.129 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 10% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1384;677;1354;HEX;| |78DA6593ED53125114C6EFBA8B0A6282202FBE20E00B8AB240F5BDA9D4991A99416| |9EA236D780312175A70CABE641FFA076AA6667A9DFAF74AEB1F68E8EC79AEFA6119| |BD3FF639CFDEF39CBB6CE5E5565088D35B429BB8DBB1FAFDFA1DE778207D15ABD96| |E446B2DEBC8E9360ED3B596B42DBBDDB4ECFE981022CAA67A4576A4341F594EBD62| |356402E2967C2AEDBE34B72CE7B07EDB39EA3AE17B764B3AD21E98175F82D56EB76| |3EE4AABD7B69B937CB1D36EB6067415E0AB5A4FCA83A90BD78174FAAD762FB9DD6B| |37CC6D5B3ACD13EAD81F48E7047113946995FEF39A509FA1211E13CA62FC8011B28| |0278CE906E393EBD4943D455F72626411C8308C2C633C4E58109F5D37EC3EEDD788| |2BE57F3336CF8073E005EF5E78C5F842AB8EBB741D4D0C341945935134D9A4D5A7B| |2FB1E10B222B8C7B8B60FD418F3CF785B93EC63CA3E56E5CA34EC31D863B0CFC2FE| |9556BF4AE1478A0052049022881431DA73023E6D6246736FCDFC13EE5471AA4CA2A| |1989CD3DDCA37BA98E21319FAA6A675D7950B31D6C3409C7DF928106394E886B04A| |1EC6F945717E511CEAFC8023A79E3312D437A2FA46322C6924CD40D2665E73C8A55| |3864E95B81A338E31131833813167316699D62476F0253BBCE9D21163D906106519| |F95691EF3B95E6D4EE73389CA528633502841806A55850BE05F852F0A56028C27E9| |DD6459562112DD2689846FBF43187C9E024326F475CFC709FAB7A44598C5D78C3F8| |49DA0AFFA087626583EFC9529435655E83B40EF8E9196CA022363EF2CE41924C653| |62115DF31C2B44D494D54C20C65CC50C660658C396F5CBE80F4471F91F728258F52| |F628373CCA4D8FB2635CBEBDC35D4FB56AA822291A2BFE10BD8850866781CB57595| |5FF5C299A769F7F24C5873CD3B9C7FBF74AD1359C530EE7947BCF287C60EC45DC15| |1DFF0317ECE17B| |-------------------------------------------------------------------|
-
Definitely a bug, and a known one: see "Alpha Slot Issue in Incarnate Trials":
http://boards.cityofheroes.com/showthread.php?t=257228 -
Zombie, it looks like we have something in common, here's my tracert from when I had trouble earlier today:
Tracing route to cityofheroes.com [64.25.35.107]
over a maximum of 30 hops:
1 1 ms 1 ms 1 ms 10.103.101.253
2 3 ms 3 ms 5 ms 172.16.101.201
3 1 ms 2 ms 1 ms host-198-7-224-189.oshean.org [198.7.224.189]
4 1 ms 2 ms 1 ms host-198-7-255-5.oshean.org [198.7.255.5]
5 1 ms 1 ms 1 ms te4-4.ccr01.pvd01.atlas.cogentco.com [38.103.240.49]
6 31 ms 25 ms 26 ms te0-4-0-5.ccr22.bos01.atlas.cogentco.com [154.54.24.237]
7 26 ms 25 ms 25 ms te0-4-0-7.ccr22.ord01.atlas.cogentco.com [154.54.43.205]
8 38 ms 38 ms 38 ms te0-4-0-5.ccr22.mci01.atlas.cogentco.com [154.54.45.149]
9 48 ms 52 ms 48 ms te3-4.ccr02.dfw01.atlas.cogentco.com [154.54.2.229]
10 48 ms 48 ms 48 ms te4-3.ccr02.dfw03.atlas.cogentco.com [154.54.6.54]
11 48 ms 48 ms 48 ms 192.205.36.181
12 51 ms 51 ms 51 ms cr2.dlstx.ip.att.net [12.122.138.106]
13 136 ms 86 ms 50 ms cr81.ftwtx.ip.att.net [12.122.100.69]
14 50 ms 50 ms 54 ms cr82.ftwtx.ip.att.net [12.122.80.10]
15 49 ms 49 ms 49 ms 12.122.153.193
16 56 ms 56 ms 56 ms 12.249.201.12
17 56 ms 56 ms 56 ms cityofheroes.com [64.25.35.107]
Trace complete.
Note what looks to be a hang up at hop 13 on att.net, which also appears on yours. -
UPDATE! I had the same problem briefly when I first fired up the forums this morning. I ran a tracert, first to cityofheroes.com and then to boards.cityofheroes.com, (when one goes they both do, IME) and sometime between the two the problem cleared up. Here's the output:
H:\>tracert cityofheroes.com
Tracing route to cityofheroes.com [64.25.35.107]
over a maximum of 30 hops:
1 1 ms 1 ms 1 ms 10.103.101.253
2 3 ms 3 ms 5 ms 172.16.101.201
3 1 ms 2 ms 1 ms host-198-7-224-189.oshean.org [198.7.224.189]
4 1 ms 2 ms 1 ms host-198-7-255-5.oshean.org [198.7.255.5]
5 1 ms 1 ms 1 ms te4-4.ccr01.pvd01.atlas.cogentco.com [38.103.240.49]
6 31 ms 25 ms 26 ms te0-4-0-5.ccr22.bos01.atlas.cogentco.com [154.54.24.237]
7 26 ms 25 ms 25 ms te0-4-0-7.ccr22.ord01.atlas.cogentco.com [154.54.43.205]
8 38 ms 38 ms 38 ms te0-4-0-5.ccr22.mci01.atlas.cogentco.com [154.54.45.149]
9 48 ms 52 ms 48 ms te3-4.ccr02.dfw01.atlas.cogentco.com [154.54.2.229]
10 48 ms 48 ms 48 ms te4-3.ccr02.dfw03.atlas.cogentco.com [154.54.6.54]
11 48 ms 48 ms 48 ms 192.205.36.181
12 51 ms 51 ms 51 ms cr2.dlstx.ip.att.net [12.122.138.106]
13 136 ms 86 ms 50 ms cr81.ftwtx.ip.att.net [12.122.100.69]
14 50 ms 50 ms 54 ms cr82.ftwtx.ip.att.net [12.122.80.10]
15 49 ms 49 ms 49 ms 12.122.153.193
16 56 ms 56 ms 56 ms 12.249.201.12
17 56 ms 56 ms 56 ms cityofheroes.com [64.25.35.107]
Trace complete.
H:\>tracert boards.cityofheroes.com
Tracing route to coh103.gtm.cityofheroes.com [64.25.35.208]
over a maximum of 30 hops:
1 1 ms 1 ms 1 ms 10.103.101.253
2 <1 ms <1 ms <1 ms 172.16.101.201
3 1 ms 2 ms 4 ms host-198-7-224-189.oshean.org [198.7.224.189]
4 1 ms 1 ms 1 ms host-198-7-255-5.oshean.org [198.7.255.5]
5 1 ms 1 ms 1 ms te4-4.ccr01.pvd01.atlas.cogentco.com [38.103.240.49]
6 25 ms 25 ms 26 ms te0-4-0-5.ccr22.bos01.atlas.cogentco.com [154.54.24.237]
7 26 ms 25 ms 25 ms te0-5-0-5.ccr22.ord01.atlas.cogentco.com [154.54.43.73]
8 38 ms 37 ms 39 ms te0-3-0-3.ccr22.mci01.atlas.cogentco.com [154.54.6.214]
9 48 ms 48 ms 60 ms te3-4.ccr02.dfw01.atlas.cogentco.com [154.54.2.229]
10 48 ms 51 ms 49 ms te7-3.ccr02.dfw03.atlas.cogentco.com [154.54.6.62]
11 48 ms 48 ms 48 ms 192.205.36.177
12 50 ms 51 ms 50 ms cr2.dlstx.ip.att.net [12.122.138.106]
13 50 ms 50 ms 52 ms cr81.ftwtx.ip.att.net [12.122.100.69]
14 51 ms 52 ms 58 ms cr82.ftwtx.ip.att.net [12.122.80.10]
15 49 ms 49 ms 49 ms 12.122.153.193
16 68 ms 56 ms 56 ms 12.249.201.12
17 56 ms 56 ms 56 ms boards.cityofheroes.com [64.25.35.208]
Trace complete.
I'm a noob at this, but it looks to me like something bad happened at hop 13 on the first run and not on the second. Can anyone enlighten me as to what this means? -
Quote:The problem is that because of ED, 6-slotting your resistance powers doesn't increase the amount of resistance they provide much at all. Mouse-over ResEl and you'll see that although you've slotted it to 153% enhancement, (the number in parentheses) what you're getting is less than 70%. Complete waste of slots. My general rule of thumb is that toggles should get 4 slots because they need end reduction, and passives just need 2-3. Sometimes it makes sense to add another slot if you're going for a specific set bonus.What I was playing about with there was to keep resitance to the more exotic damage types high as well.
I've played about with it so much I still wasn't happy when I posted it.
Hand clap I agree with losing for sure, I took it along the way as in the early going it made life easier when I needed to create separation for a quick breather. I have two respecs available on this char so making changes is no problem.
Should the super strength attacks be 6 slotted? What's best to do about them?
As for your attacks, unless you're critically short of slots I recommend using 5-6 in each secondary power. With some sets you can fully slot an attack with 5, but sometimes you'll want six for specific set bonuses or because you want to slot high recharge, accuracy, etc. BTW, Kinetic Combat is a good choice for the S/L def bonus, but you'll want to add at least another slot for sufficient accuracy and damage.
Stamina is also extremely overslotted. Like the res passives 3-4 slots is all it needs at most.
I second Hyper's suggestion of looking up CMA's guides. Check that out, rework your build and repost and I'm sure we'll have more suggestions. -
Quote:Not a problem--I liked all the extra XP!Yeah, that would be my bad. I am working out of town and my work laptop took a dump last week so I have been using mine to get by...got back to the apartment late and forgot to plug it in when I set up to play...battery died and I DC'd. Plugged in, fired up and the first thing I saw was "54's?!?!"
Was a good run...sorry I messed it up. -
We had some issues with the first run of ITF--team leader dc'd and it screwed up the difficulty with the last mission. But some of us restarted steamrolled the second try.
Put three full levels on my Shield/Electric and had a great time! -
Quote:Thanks, Father X, I suppose it helps to know that I'm not suffering alone. I'll try to run a tracert next time it happens.New Issue issues have pushed the original thread off the front page for me.
-
Quote:I had exactly the same problem last night, but not on an incarnate trial, just a basic ITF run.Experienced this myself last night, crashed 4 times out or 8 trials. It is a client crash with the warning message "COH would have crashed..... etc etc...." The Try not to crash option has never worked. Crash is usually preceded by an annoying sound loop skipping thing like an old LP album stuck on a scratch.
-
I've been having trouble accessing the CoH forums on and off for the last three days. I try to connect as usual, but after it thinks about it for a while...a long while...I finally get the standard "cannot connect" error. It always happens during the day at work, but I don't think it's work per se, since I've been happily posting from work for years.
I wasn't able to connect during at all on Monday during the work day, and both yesterday and today there have been extended periods where I couldn't open the forums.
Has anyone else had this problem? -
I'm no expert on builds designed to solo AVs, but I think there are a lot of issues with this build, including an attack that is very underslotted for damage. IMO you're spending way too much effort and too many slots on recharge bonuses to the detriment of the build in general. Once you have a smooth, continuous attack chain--which I doubt needs the level of recharge you have--more recharge is redundant. The typical reason Shield characters strive for a lot of recharge is to make sure Shield Charge is up as often as possible--but SC isn't the sort of thing you'd use for a AV anyway.
Specifically:
Skipping Grant Cover seems like a no-brainer since it only benefits teammates, but GC also gives the player defense debuff resistance, which would be extremely useful against AVs.
Currently, you need to be running the Shield toggles, Weave, Hover and Stealth to soft-cap defense, which seems very unwieldy to me. Besides, SD is easy enough to soft-cap without all that stuff, so unless you really like Hover-tanking my recommendation is to drop Hover and Stealth and pick up CJ instead. If you need the Fly prereq, Air Sup isn't a bad choice.
Slotting issues, from the top:
Kismet is not a good choice for Deflection, it takes way too many slots to get to the ED cut-off, which leaves no room for resistance slotting. I recommend using LotG Def, Def/End, Def/End/Rchg, and +Recharge plus two level 50 resistance commons. Keep the Kismet +Acc and slot it in Phalanx Fighting.
For BA, use the same slotting as Deflection but without the resistance slots.
For Quick Strike, drop the end red common and slot a sixth Mako's so you get the ranged defense bonus.
Body Blow should be slotted as an attack, either with Touch of Death or Mako's depending on what sort of defense bonus you need. If you don't need either, 5 Crushing Impact is a good choice.
Against All Odds is a toggle, so it needs end reduction, not recharge.
Active Defense is your mez protection, so it needs to be taken much earlier than level 28. Give it two slots, and since this is a cost-is-no-object build, slot it Enzyme Exposures to increase your def debuff resistance.
SD does not need KB protection, so even if you keep Hover, drop the BotZ KB protection IO.
I'd take True Grit earlier than 18, and it needs to be slotted with Heals in addition to resistance to get the full HP boost. I'd 3 or 4-slot it with Numina or something similar, and add two resistance commons.
Currently Power Siphon is underslotted for recharge; I recommend 6-slotting Power Siphon with Gaussian's, which will give you 2.5% defense bonus to all positions.
I'm guessing you're slotting Boxing for the recharge bonus, which is fine unless you need those slots for something else, and I suspect you will.
I'd move the Steadfast +Def to Tough and add 3 slots from a set like Aegis so you reach the ED cut-off for resistance.
Weave provides a significant amount of defense and currently it's extremely underslotted. Slot it with 4 LotG like BA.
Personally, I think Focused Accuracy is not a very useful power choice. I'd get CP instead and put a recharge in the base slot.
I would try to take Focused Burst if possible. If you can skip the prereq to Fly I'd do that and take FB instead.
Physical Perfection is overslotted for Heal and underslotted for recovery. I'd drop back to 2-4 slots.
Health is overslotted; IMO the 5% recharge bonus is not worth the unnecessary slots.
Here's the sort of thing I would do with your build; recharge is somewhat lower--though still high--but the attacks are better slotted, there's more S/L resistance and it needs fewer powers to soft-cap. I ended up not getting CJ in order to fit in FB, but that's an option too, and it would increase defense by about 3%. Defense debuff resistance is also much higher, which will be helpful against AVs.
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EagleBoyTanker: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Kinetic Melee
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(3), LkGmblr-Def:50(3), LkGmblr-Rchg+:50(7), ResDam-I:50(50), ResDam-I:50(50)
Level 1: Quick Strike -- Mako-Acc/Dmg:50(A), Mako-Dam%:50(15), Mako-Dmg/EndRdx:50(21), Mako-Dmg/Rchg:50(21), Mako-Acc/Dmg/EndRdx/Rchg:50(23), Mako-Acc/EndRdx/Rchg:50(23)
Level 2: Battle Agility -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(7), LkGmblr-Def/EndRdx/Rchg:50(9), LkGmblr-Def:50(9)
Level 4: Body Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(5), C'ngImp-Dmg/Rchg:35(5), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Dmg/EndRdx/Rchg:50(17)
Level 6: Smashing Blow -- T'Death-Dmg/EndRdx:40(A), T'Death-Dmg/Rchg:40(11), T'Death-Acc/Dmg/EndRdx:40(11), T'Death-Dmg/EndRdx/Rchg:40(15), T'Death-Dam%:40(19), T'Death-Acc/Dmg:40(33)
Level 8: Against All Odds -- EndRdx-I:50(A)
Level 10: Active Defense -- HO:Enzym(A), HO:Golgi(13)
Level 12: Phalanx Fighting -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(36)
Level 14: Fly -- Flight-I:50(A)
Level 16: Hasten -- RechRdx-I:50(A), RechRdx-I:50(37), RechRdx-I:50(37)
Level 18: True Grit -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(19), Numna-Heal:50(31), ResDam-I:50(31), ResDam-I:50(36)
Level 20: Power Siphon -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg/EndRdx:50(39), GSFC-ToHit/Rchg:50(40), GSFC-Rchg/EndRdx:50(43), GSFC-ToHit/EndRdx:50(43), GSFC-Build%:50(43)
Level 22: Boxing -- Acc-I:50(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam/EndRdx:50(25), Aegis-ResDam/EndRdx/Rchg:50(25), Aegis-ResDam:50(46)
Level 26: Shield Charge -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(27), Armgdn-Acc/Dmg/Rchg:50(27), Armgdn-Dam%:50(29), Armgdn-Acc/Rchg:50(29)
Level 28: Burst -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(33), Sciroc-Dmg/Rchg:50(33), Sciroc-Acc/Rchg:50(34), Sciroc-Acc/Dmg/EndRdx:50(34)
Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def/EndRdx/Rchg:50(39), LkGmblr-Def:50(39)
Level 32: Grant Cover -- LkGmblr-Rchg+:50(A)
Level 35: Focused Burst -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(36), Apoc-Dmg:50(42), Apoc-Acc/Rchg:50(46), Apoc-Dmg/EndRdx:50(46)
Level 38: Concentrated Strike -- Hectmb-Dmg/EndRdx:50(A), Hectmb-Dmg:50(40), Hectmb-Dmg/Rchg:50(40), Hectmb-Acc/Dmg/Rchg:50(42), Hectmb-Acc/Rchg:50(42)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-End%:50(45), Mrcl-Rcvry+:30(45)
Level 47: Energy Torrent -- Ragnrk-Dmg:50(A), Ragnrk-Acc/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Knock%:50(50)
Level 49: One with the Shield -- EndMod-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(17), Numna-Heal/EndRdx:50(45)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(34), P'Shift-End%:50(37)
------------
Set Bonus Totals:- 12% DamageBuff(Smashing)
- 12% DamageBuff(Lethal)
- 12% DamageBuff(Fire)
- 12% DamageBuff(Cold)
- 12% DamageBuff(Energy)
- 12% DamageBuff(Negative)
- 12% DamageBuff(Toxic)
- 12% DamageBuff(Psionic)
- 6.125% Defense(Smashing)
- 6.125% Defense(Lethal)
- 8.938% Defense(Fire)
- 8.938% Defense(Cold)
- 6.125% Defense(Energy)
- 6.125% Defense(Negative)
- 3% Defense(Psionic)
- 9.25% Defense(Melee)
- 9.25% Defense(Ranged)
- 10.19% Defense(AoE)
- 88% Enhancement(Accuracy)
- 82.5% Enhancement(RechargeTime)
- 15% FlySpeed
- 302.19 HP (16.13%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- MezResist(Held) 6.05%
- MezResist(Immobilize) 8.25%
- 14.5% (0.242 End/sec) Recovery
- 80% (6.259 HP/sec) Regeneration
- 7.56% Resistance(Fire)
- 7.56% Resistance(Cold)
- 3.125% Resistance(Negative)
- 20% RunSpeed
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Personally, I don't think procs are a bad idea in damage auras, since even though they only proc every 10 seconds, they do have a chance to hit every foe in range.
However, if you have to choose between slotting the aura fully for damage and adding the proc, slot for damage first since that will always apply to all targets. If you have enough slots to add a proc as well, then great, but don't underslot assuming that the proc will make up the damage--it won't. -
Don't get me wrong, I would *love* to have a base rent autopay option, since I've got 5 personal bases spread across 4 servers.
However, I really don't find it much of a burden to trek to Atlas to pay these days, now that the green and yellow lines have been merged and Atlas is one of the places you can get to using the Ouro portal. -
Quote:Actually, it's 56% for schedule B.Exactly. 55% in Schedule B is like the 95% limit in Schedule A. 40% being like 80%: you get some ED, but very little.
And to the OP, I'm not sure I'd call a third level 50 common a waste, but you won't get much enhancement value out of it. People do it sometimes if they want to push for just a little extra value, for instance in Hasten when they're trying to perma it, or more often if they just don't want to bother using lower level IOs.
I don't think it makes sense to do it deliberately for resistance and defense IOs since the benefit you'll get from it is tiny. If you want to slot common IOs that that hit the ED cut-off with the least unused enhancement value, level 30s are the way to go--or 2 level 30s and a level 25 to be more precise. (3 level 25s is slightly under the ED cut-off and 3 level 30s slightly over.)
There is some benefit to using higher level common even though quite a bit of the value of the third enhancement will be wasted, and that is because you'll lose less value when exemplared. That's a pretty minor consideration in my opinion, though.