Finduilas

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  1. Finduilas

    Ice/Fire tank

    Quote:
    Originally Posted by Infini View Post
    Next... Permafrost. Yes, it is a power that can be skipped and never looked at again. However, combined with Wet Ice and Energy Absorption, you become 100% resistance to slow effects. And it's a great mule for a Steadfast: +def IO so you can slot Tough decently (though I didn't put any slots in Tough as I don't use it. It'll become a mule for the pvp +def IO).
    Permafrost is an okay power if there's nothing else better to take, but in most of the Ice builds I've seen, there IS something better to take. Keep in mind that you can use the Winter's Gift unique to make up for the slow resist in PF, and that you can also slot the Steadfast +def in Hoarfrost if you'd prefer not to put it in Tough.

    Quote:
    Finally, a question I'm not sure about. Greater Fire Sword. I didn't include it in the build I posted earlier because I figured it shared the same stigma associated with it's animation time that Greater Ice Sword has. Anyone know if that's the case or not?
    GFS has the same cast time, 2 seconds longer recharge, and something like *60%* more damage than GIS. (3.24 vs 1.96 base) So no, GFS does not have the same problem GIS does, and you should definitely take it.
  2. Haven't had a chance to do an extensive review, but at first glance I can see some problems. For instance, all your armor toggles are way overslotted; you shouldn't put more than 4 slots in each--all the def/res pieces in a set--unless you're adding a specialty IO like the Steadfast +Def or a KB IO. Which, by the way, is another problem since as far as I can see you have no KB protection at all. You need least one Steadfast -KB to slot in a resistance toggle.

    While your toggles are overslotted for end reduction, some of your attacks--which are actually the biggest problem for end-use--are underslotted. I would stay away from using full sets of Obliteration unless you absolutely need them for melee defense, and in general there are other, better ways of getting it.

    Lastly, you need to decide whether you are working toward typed or positional defense and concentrate on that; the current build is all over the place in that regard. For example, if you want positional defense, you should look at Touch of Death, Mako's Bite and Scirocco's Dervish sets for your attacks. And be sure to get the Steadfast +def since that's an easy 3% defense to everything.

    EDIT: Oops, just noticed you do have Acrobatics. That's fine, but I think it's a problem that you don't have Incinerate or GFS. I'd be inclined to drop Acro and get KB protection with IOs to pick up one of those attacks. And unless you really want/need Recall Friend, I'd drop it too. IIRC, the general consensus is that Char and Fire Blast are much better than RoF and Melt Armor, so you might want to consider that.
  3. Finduilas

    Ice/Fire tank

    The number of slots you need in different powers will change somewhat depending on whether you're using sets or common IOs, but there are some general guidelines. I can see right away you're trying to put way too many slots in your armor toggles. Because of ED it is almost never worthwhile to put more than 4 slots in GA, FA, Tough, Weave, and most of all, not in Permafrost. With common IOs, you'll generally want to 6 slot all attacks, though you can get away with 5 if you're using sets. Here's a real quick common IO/SO build. (Boy, it's been a long time since I've done one of these!) I used level 50 common IOs because that's what Mid's is set to for me, but in many cases lower level IOs would be fine.

    I dropped Permafrost for Icicles; IMO Icicles is a much better power. I would also take Taunt much earlier than you have here, and note that if you're not a 60-month vet you won't be able to take SJ until level 14 at the earliest. Note that I've used really basic attack slotting; if you like more accuracy you can drop one of the damages or the recharge for another accuracy.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Natural Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery
    Hero Profile:
    Level 1: Frozen Armor -- EndRdx-I:50(A), DefBuff-I:50(3), DefBuff-I:50(3), DefBuff-I:50(17)
    Level 1: Scorch -- Acc-I:50(A), EndRdx-I:50(5), Dmg-I:50(7), Dmg-I:50(11), Dmg-I:50(15)
    Level 2: Hoarfrost -- Heal-I:50(A), Heal-I:50(5), Heal-I:50(9), RechRdx-I:50(13), RechRdx-I:50(36), RechRdx-I:50(43)
    Level 4: Combustion -- Acc-I:50(A), EndRdx-I:50(7), RechRdx-I:50(9), Dmg-I:50(11), Dmg-I:50(13), Dmg-I:50(46)
    Level 6: Wet Ice -- EndRdx-I:50(A)
    Level 8: Chilling Embrace -- EndRdx-I:50(A)
    Level 10: Combat Jumping -- DefBuff-I:50(A)
    Level 12: Super Jump -- Jump-I:50(A)
    Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(17)
    Level 16: Boxing -- Acc-I:50(A)
    Level 18: Glacial Armor -- EndRdx-I:50(A), DefBuff-I:50(19), DefBuff-I:50(19), DefBuff-I:50(31)
    Level 20: Tough -- EndRdx-I:50(A), ResDam-I:50(21), ResDam-I:50(21), ResDam-I:50(31)
    Level 22: Weave -- EndRdx-I:50(A), DefBuff-I:50(23), DefBuff-I:50(23), DefBuff-I:50(25)
    Level 24: Build Up -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(42)
    Level 26: Energy Absorption -- EndMod-I:50(A), EndMod-I:50(27), DefBuff-I:50(27), DefBuff-I:50(33), RechRdx-I:50(34), RechRdx-I:50(42)
    Level 28: Fire Sword Circle -- Acc-I:50(A), EndRdx-I:50(29), RechRdx-I:50(29), Dmg-I:50(33), Dmg-I:50(33), Dmg-I:50(36)
    Level 30: Icicles -- Acc-I:50(A), EndRdx-I:50(36), EndRdx-I:50(37), Dmg-I:50(37), Dmg-I:50(46), Dmg-I:50(50)
    Level 32: Hibernate -- Heal-I:50(A)
    Level 35: Incinerate -- Acc-I:50(A), EndRdx-I:50(37), RechRdx-I:50(39), Dmg-I:50(39), Dmg-I:50(39), Dmg-I:50(50)
    Level 38: Greater Fire Sword -- Acc-I:50(A), EndRdx-I:50(40), RechRdx-I:50(40), Dmg-I:50(40), Dmg-I:50(42), Dmg-I:50(43)
    Level 41: Char -- Acc-I:50(A)
    Level 44: Fire Blast -- Acc-I:50(A), EndRdx-I:50(45), RechRdx-I:50(45), Dmg-I:50(45), Dmg-I:50(46)
    Level 47: Fire Ball -- Acc-I:50(A), EndRdx-I:50(48), RechRdx-I:50(48), Dmg-I:50(48), Dmg-I:50(50)
    Level 49: Taunt -- Range-I:50(A)
    ------------
    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 -- Heal-I:50(A), Heal-I:50(34), Heal-I:50(43)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(31), EndMod-I:50(34)
    ------------
    Set Bonus Totals:
    Code:
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  4. Quote:
    Originally Posted by Cainus View Post
    Just a quick question. How do you get Quicksand on a Fire/Super Strength tank? Is it taken as a PPP?
    Yes, it's in the Earth Mastery Epic pool.
  5. Quote:
    Originally Posted by Auroxis View Post
    It just applies for the second time. I've gotten all of my wedding bands through Ouro.
    Thanks! Looks like I have some missions to do...
  6. Oh, and IMO Musculature is NOT a good choice for a Invul tank; the additional damage you'll gain from it is trivial. I'd get Cardiac if you need the additional endurance, or Spiritual for the recharge bonus instead.
  7. A few more things I would change:

    You should NOT be delaying Invinc until 22. The resistance passives can easily be delayed so you can get Invinc at 18. Taking Punch earlier instead of ResEl would be a good idea too.

    The attacks that are four-slotted are underslotted, IMO, especially the KC sets. I'd try to find another slot for each.

    Also, if you just want the 3-slot bonuses from Aegis, put them in the passives and put the Reactive Armor sets in the toggles.

    Tough is poorly slotted; the Psi/status IO is next to worthless for a Invul tank and it's seriously underslotted for end reduction and resistance. Put a RA set in there instead.

    Once Tough is adequately slotted, you won't need to slot RPD so heavily, and frankly, I don't think capping F/C defense is a very high priority. I'd pull a couple of slots from RPD and use them elsewhere--for instance, to make sure your attacks are well slotted and to put another slot in Hasten.

    Here are the changes I would make to the SS build; you could do something similar to the BA build.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Bison: Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(5)
    Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5), Mako-Acc/Dmg/EndRdx/Rchg:50(23)
    Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(11)
    Level 4: Punch -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(7), C'ngImp-Dmg/EndRdx/Rchg:50(7), C'ngImp-Dmg/EndRdx:50(11), C'ngImp-Dmg/Rchg:50(13)
    Level 6: Dull Pain -- Dct'dW-Heal/Rchg:50(A), Dct'dW-Heal/EndRdx:50(13), Dct'dW-Heal:50(15), Dct'dW-Rchg:50(15), Dct'dW-EndRdx/Rchg:50(17)
    Level 8: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(19), Mako-Acc/Dmg/EndRdx/Rchg:50(31)
    Level 10: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(21), RctvArm-EndRdx:40(21), RctvArm-ResDam/EndRdx/Rchg:40(23)
    Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 14: Super Jump -- Jump-I:50(A)
    Level 16: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(25), Mocking-Taunt/Rchg/Rng:50(25), Mocking-Taunt/Rng:50(27), Mocking-Rchg:50(27), Mocking-Acc/Rchg:50(48)
    Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(29), LkGmblr-Rchg+:50(29)
    Level 20: Knockout Blow -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(31), Hectmb-Acc/Dmg/Rchg:50(31), Hectmb-Acc/Rchg:50(33), Hectmb-Dmg/EndRdx:50(36)
    Level 22: Resist Energies -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(33), Aegis-ResDam:50(48)
    Level 24: Resist Elements -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(34), Aegis-ResDam/Rchg:50(36)
    Level 26: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def/Rchg:50(46), LkGmblr-Def:50(48)
    Level 28: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(33), GSFC-ToHit/Rchg/EndRdx:50(34), GSFC-Rchg/EndRdx:50(34), GSFC-ToHit/EndRdx:50(36), GSFC-Build%:50(50)
    Level 30: Boxing -- Dmg-I:50(A)
    Level 32: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(37), RctvArm-ResDam/EndRdx/Rchg:40(37), RctvArm-ResDam:40(50)
    Level 35: Hurl -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Acc/Dmg:50(37), Thundr-Dmg/EndRdx:50(39), Thundr-Dmg/EndRdx/Rchg:50(39), Thundr-Dmg/Rchg:50(39), Thundr-Acc/Dmg/Rchg:50(40)
    Level 38: Foot Stomp -- C'ngBlow-Acc/Dmg:50(A), C'ngBlow-Dmg/EndRdx:50(40), C'ngBlow-Acc/Rchg:50(40), Erad-Acc/Dmg/Rchg:30(42), Erad-Acc/Dmg/EndRdx/Rchg:30(42), Erad-Dmg:30(42)
    Level 41: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(43), LkGmblr-Def/EndRdx:50(43), LkGmblr-Def/EndRdx/Rchg:50(43)
    Level 44: Conserve Power -- RechRdx-I:30(A)
    Level 47: Physical Perfection -- P'Shift-End%:50(A)
    Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Musculature Radial Paragon
    ------------
    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 -- Run-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(45), RgnTis-Regen+:30(46), Numna-Heal:50(46)
    Level 2: Stamina -- P'Shift-End%:50(A), EndMod-I:50(45), EndMod-I:50(45)
    ------------
    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 12.38% Defense(Melee)
    • 18% Defense(Smashing)
    • 18% Defense(Lethal)
    • 13.63% Defense(Fire)
    • 13.63% Defense(Cold)
    • 16.13% Defense(Energy)
    • 16.13% Defense(Negative)
    • 3% Defense(Psionic)
    • 13.31% Defense(Ranged)
    • 10.19% Defense(AoE)
    • 3.6% Max End
    • 38% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 57.5% Enhancement(RechargeTime)
    • 9% FlySpeed
    • 175.69 HP (9.375%) HitPoints
    • 9% JumpHeight
    • 9% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 11%
    • MezResist(Terrorized) 2.2%
    • 9.5% (0.159 End/sec) Recovery
    • 42% (3.286 HP/sec) Regeneration
    • 3.78% Resistance(Fire)
    • 3.78% Resistance(Cold)
    • 19% RunSpeed

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  8. Quote:
    Originally Posted by Auroxis View Post
    AFAIK any wedding bands you get after the first one are "echo" versions, which give you +20% resistance for 5 minutes, as opposed to +30% resistance for 2 hours.
    Does that apply anytime you get it through an Ouro mission, or just if you've gotten it before? I have a few characters that skipped Striga altogether and have now leveled past that mission.
  9. Quote:
    Originally Posted by Largo View Post
    115 reads and only 2 replies.

    I didnt start this up to see how tough anyone was or to prove bravery or anything.
    Keep in mind that a lot of people are reading the thread to see the answers, not necessarily to contribute. I don't have a level shifted character, but I was interested in seeing what others had to say about it.
  10. Well, the top priority for a Shield tank is to make sure you're soft-capped to all positions. Next, IMO, is to get all your attacks adequately slotted. Picking the right sets will go a long way toward both goals. After that, some combination of regen, recovery and recharge bonuses are always good.

    Here's a quick re-do of my soft-capped Shield/Electric build, modified for Shield/Fire. This is not a super-expensive build, but it can be adapted according to your goals and your pocketbook. For instance, if you have the influence and want more recharge, you could swap out all the GotA sets for LotGs with the +Recharge. Or you could drop the Multi-Strike and use more ToD and Scirocco's for melee and AoE defense. You also might want a epic pool instead of Medicine pool, but at least this will give you a place to start.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Faraday Shield: Level 50 Natural Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Fiery Melee
    Power Pool: Flight
    Power Pool: Medicine
    Power Pool: Speed
    Power Pool: Fighting
    Hero Profile:
    Level 1: Deflection -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(3), GftotA-Def/EndRdx/Rchg:40(3), GftotA-Def:40(5), ResDam-I:50(5), ResDam-I:50(19)
    Level 1: Scorch -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(9), Mako-Dmg/Rchg:50(13), Mako-Acc/EndRdx/Rchg:50(13), Mako-Acc/Dmg/EndRdx/Rchg:50(33), Mako-Dam%:50(34)
    Level 2: Battle Agility -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(7), GftotA-Def/EndRdx/Rchg:40(7), GftotA-Def:40(9)
    Level 4: Combustion -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx/Rchg:50(21), M'Strk-Acc/EndRdx:50(33), M'Strk-Acc/Dmg/EndRdx:50(33), M'Strk-Dmg/EndRdx:50(43), M'Strk-Dmg/Rchg:50(43)
    Level 6: True Grit -- ResDam-I:50(A), ResDam-I:50(15), Mrcl-Heal/EndRdx:36(15), Mrcl-Heal:40(17), Mrcl-Heal/Rchg:40(17)
    Level 8: Fire Sword -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(11), C'ngImp-Acc/Dmg/EndRdx:50(19), C'ngImp-Dmg/Rchg:50(46), C'ngImp-Acc/Dmg/Rchg:50(50)
    Level 10: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(11)
    Level 12: Against All Odds -- EndRdx-I:50(A)
    Level 14: Fly -- Flight-I:50(A)
    Level 16: Phalanx Fighting -- Ksmt-ToHit+:30(A), LkGmblr-Rchg+:50(31)
    Level 18: Taunt -- Range-I:50(A)
    Level 20: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(25), GSFC-ToHit/Rchg/EndRdx:50(36), GSFC-Rchg/EndRdx:50(36), GSFC-ToHit/EndRdx:50(36), GSFC-Build%:50(37)
    Level 22: Aid Other -- Heal-I:50(A)
    Level 24: Aid Self -- IntRdx-I:50(A), IntRdx-I:50(34), Mrcl-EndRdx/Rchg:40(42), Mrcl-Heal/Rchg:40(46), Mrcl-Heal/EndRdx/Rchg:40(50)
    Level 26: Shield Charge -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(27), Erad-Dmg/Rchg:30(27), Erad-Acc/Dmg/Rchg:30(29), M'Strk-Dmg/EndRdx:50(29), M'Strk-Dmg/EndRdx/Rchg:50(31)
    Level 28: Fire Sword Circle -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(31), Sciroc-Dmg/Rchg:50(37), Sciroc-Acc/Rchg:50(37), Sciroc-Acc/Dmg/EndRdx:50(40)
    Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34), RechRdx-I:50(48)
    Level 32: Boxing -- Acc-I:50(A)
    Level 35: Incinerate -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(40), C'ngImp-Dmg/Rchg:50(43), C'ngImp-Acc/Dmg/Rchg:50(46), C'ngImp-Acc/Dmg/EndRdx:50(48)
    Level 38: Greater Fire Sword -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(39), T'Death-Dmg/Rchg:40(39), T'Death-Acc/Dmg/EndRdx:40(39), T'Death-Dmg/EndRdx/Rchg:40(40), T'Death-Dam%:40(48)
    Level 41: Tough -- ImpArm-ResDam/EndRdx:37(A), ImpArm-ResDam/EndRdx/Rchg:40(42), ImpArm-ResDam:35(42), S'fstPrt-ResDam/Def+:20(50)
    Level 44: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(45), GftotA-Def/EndRdx/Rchg:40(45), GftotA-Def:40(45)
    Level 47: Grant Cover -- EndRdx-I:50(A)
    Level 49: One with the Shield -- ResDam-I:50(A)
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Numna-Heal:40(A), Numna-Regen/Rcvry+:50(21), Mrcl-Rcvry+:40(23)
    Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(23), P'Shift-End%:50(25)
    ------------
    Set Bonus Totals:
    • 8% DamageBuff(Smashing)
    • 8% DamageBuff(Lethal)
    • 8% DamageBuff(Fire)
    • 8% DamageBuff(Cold)
    • 8% DamageBuff(Energy)
    • 8% DamageBuff(Negative)
    • 8% DamageBuff(Toxic)
    • 8% DamageBuff(Psionic)
    • 7.063% Defense(Smashing)
    • 7.063% Defense(Lethal)
    • 6.75% Defense(Fire)
    • 6.75% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 4.875% Defense(Psionic)
    • 11.13% Defense(Melee)
    • 10.81% Defense(Ranged)
    • 10.5% Defense(AoE)
    • 7.2% Max End
    • 17.5% Enhancement(RechargeTime)
    • 23% Enhancement(Accuracy)
    • 10% FlySpeed
    • 245.97 HP (13.13%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 6.05%
    • MezResist(Immobilize) 10.45%
    • MezResist(Sleep) 3.3%
    • MezResist(Stun) 1.65%
    • 16% (0.267 End/sec) Recovery
    • 22% (1.721 HP/sec) Regeneration
    • 8.445% Resistance(Fire)
    • 0.945% Resistance(Cold)
    • 3.125% Resistance(Negative)
    • 10% RunSpeed

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  11. You have to be level 35 to do the ITF, so no, not all characters can participate.

    It'll be good for characters 35 and above, anyway.

    Forgot to mention that you also have to have the Midnight Club opened on the character doing the TF, so I'm sure they'll be some angst about that.
  12. Quote:
    Originally Posted by FreakofFate View Post
    Thanks for the posts, yea.. I sloted the kinetic combats purly for the defence the set provided for S/L and melee.. Just wondering.. doesnt burn just get you out of holds?... why is that so important?... you can just use insperations for that..
    Heavens, no, that's not all it does! You drop a Burn patch and it does DOT damage to all foes within its radius. For a long time it caused foes to flee from the burn patch, but that was changed a few months ago. Definitely worth taking now.
  13. Quote:
    Originally Posted by Gatecrasher View Post
    Freak, welcome back.

    One thing that Findulias didn't mention about Temp Protection is that it now provides Slow Resists. Whether that changes if/when you take it is for you to decide.

    -Gate
    Thanks for the correction, I had forgotten about that. I still think it's skippable, especially considering you can have Burn instead, but at least the OP has all facts.
  14. Quote:
    Originally Posted by NightshadeLegree View Post
    No xXThorXxs though. Not high profile enough or is it just that War Mace really that bad?
    Thor must need a new agent, because War Mace got buffed a couple of years back and is a very good set currently.
  15. You know, I could have guessed that this is an old build just by looking at it. You're missing two powers that no current Fire/Mace tanker should skip--Burn and Clobber, which have both been buffed significantly. Take 'em both ASAP. I would recommend skipping Temp Protection, since all it provides is some unneeded Fire resistance, and possibly Pulverize, unless there's something else you'd prefer to drop.

    Some other build issues:

    IMO, you're taking Plasma Shield way too late; you're going to want it if you ever exempt down to Synapse level.

    All the sets slots with Kinetic Combat are underslotted for accuracy and damage. I'd put another slot in each. I like use the Mako's quad for this purpose, but any Acc/Dam IO would do.

    Obliteration isn't a particularly good choice for typed defense in general; the S/L def bonus is small compared to the number of slots it requires, and it provides very little end reduction. That makes it a really bad choice for Blazing Aura, since it's a high end toggle you should be looking to slot at least 50% end reduction in it. I'd use 3-4 Eradication with another couple of set IOs for end reduction instead, at least in BA if not the other attacks.

    Combat Jumping is overslotted; it uses almost no endurance and has a relatively low base defense value. I'd drop it down to at most three slots.

    Shatter is the second-highest damaging attack after Clobber (yes, Clobber!) and should be slotted like an attack. If you use Eradication for BA and the three AoEs you can actually get your E/NE defense up pretty high.

    Do you have a Membrane lying around for Build Up? If not, don't bother, they are super-expensive and you'd be better off single slotting it with recharge.

    Here's what I would do with your build; S/L def is just over the soft-cap and E/NE defense is around 38%. Recovery is very slightly lower, but you're going to be far better off because most of the attacks are now fully slotted for end reduction.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Natural Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: War Mace
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-EndRdx:40(7), RctvArm-ResDam:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9)
    Level 1: Bash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(11), KntkC'bat-Dmg/Rchg:35(13), Mako-Acc/Dmg/EndRdx/Rchg:50(13)
    Level 2: Blazing Aura -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(3), Erad-Acc/Dmg/EndRdx/Rchg:30(3), Sciroc-Dmg/EndRdx:50(5), Sciroc-Acc/Dmg/EndRdx:50(5)
    Level 4: Healing Flames -- Dct'dW-Heal/EndRdx/Rchg:50(A), Dct'dW-Heal:50(15), Dct'dW-Rchg:50(15), Dct'dW-Heal/Rchg:50(17)
    Level 6: Jawbreaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Knock%:35(7), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(19), Mako-Acc/Dmg/EndRdx/Rchg:50(19)
    Level 8: Consume -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(21), Efficacy-EndMod/Acc/Rchg:50(21), Efficacy-Acc/Rchg:50(23)
    Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(27), Mocking-Taunt/Rchg/Rng:50(27), Mocking-Acc/Rchg:50(29)
    Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(43), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(46)
    Level 14: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(29), LkGmblr-Def/EndRdx:50(31)
    Level 16: Super Jump -- Winter-ResSlow:50(A)
    Level 18: Burn -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(31), Erad-Acc/Dmg/EndRdx/Rchg:30(40), C'ngBlow-Dmg/EndRdx:50(45), C'ngBlow-Acc/Rchg:50(46)
    Level 20: Clobber -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(42), KntkC'bat-Dmg/EndRdx/Rchg:35(45), Mako-Acc/Dmg/EndRdx/Rchg:50(50)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(25)
    Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-EndRdx:40(33), RctvArm-ResDam:40(33), RctvArm-ResDam/Rchg:40(33), S'fstPrt-ResDam/Def+:30(34), S'fstPrt-ResKB:30(34)
    Level 26: Build Up -- RechRdx-I:50(A)
    Level 28: Whirling Mace -- Oblit-Dmg:50(A), Oblit-Dmg/Rchg:50(34), Oblit-Acc/Dmg/Rchg:50(36), Oblit-%Dam:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(36), Oblit-Acc/Rchg:50(37)
    Level 30: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(42)
    Level 32: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(37), LkGmblr-Def/EndRdx/Rchg:50(37), LkGmblr-Rchg+:50(39)
    Level 35: Shatter -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(39), C'ngBlow-Dmg/EndRdx:50(48), C'ngBlow-Acc/Rchg:50(50)
    Level 38: Crowd Control -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(40), Erad-Acc/Dmg/EndRdx/Rchg:30(40), C'ngBlow-Dmg/EndRdx:50(42), C'ngBlow-Acc/Rchg:50(50)
    Level 41: Conserve Power -- RechRdx-I:50(A)
    Level 44: Physical Perfection -- Heal-I:50(A), EndMod-I:50(46)
    Level 47: Stealth -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(48), LkGmblr-Def/EndRdx/Rchg:50(48)
    Level 49: Rise of the Phoenix -- 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(43)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(43)
    ------------
    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)
    • 26.13% Defense(Smashing)
    • 26.13% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 19.25% Defense(Energy)
    • 19.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 17.38% Defense(Melee)
    • 11.13% Defense(Ranged)
    • 3% Defense(AoE)
    • 9% Max End
    • 18% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 27.5% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 196.78 HP (10.5%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 14.3%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 2.2%
    • 6% (0.1 End/sec) Recovery
    • 62% (4.851 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 5% RunSpeed

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  16. Your colors are fine; that's what I usually use for builds and it works well against both a red and a blue background.

    Regarding Op Gloom, the main benefit of it over Cloak of Fear is that unlike CoF, it uses a very small amount of endurance and requires no slotting to speak of. Also if you have a secondary that stuns the stun in Op Gloom stacks very nicely with it. Of course, that's not a factor with Ice Melee. I find the -Health to be completely trivial, it should be almost completely unnoticeable to a tank with slotted Health. Like Cloak of Fear, it just affects minions.

    Your current build isn't bad, though I definitely would recommend some changes to the slotting, mostly to optimize for end reduction and defense bonuses.

    Starting from the top:

    It is unnecessary to slot for so much end reduction in your primary armor toggles, they are very low endurance toggles. Skip the RA Endurance IO and use the Res/End/Rchg instead. Tough is the only resistance toggle that arguably needs more end reduction, so if you want to enhance it at a higher level switch the slotting of DE and Tough, since the Steadfast +def will keep it at the ED cut-off even using the End IO.

    The four attacks slotted with Kinetic Combat are underslotted for Accuracy and Damage, especially since you're using the KD proc instead of the D/E/R. I would try to put another slot in them whenever possible. I prefer the Mako's quad for that purpose, but any Acc/Dam IO will do.

    Dark Regen is a huge end hog and at this point it's very underslotted for end reduction. I'd aim for at least 50-60% end reduction, and probably the best way to get it is to frankenslot Heal and Acc Heal IOs. Definitely keep the ToE +End, though.

    Cloak of Darkness and Weave are both underslotted for end reduction, which is especially a problem for Weave since its a relatively high-end toggle. I'd add a slot to each and use the LotG D/E/R.

    IMO, Cloak of Fear is overslotted. I know you're going for the set bonuses in Dark Watcher's, but I think those slots could better be used elsewhere. You can get near the same values at very low cost by slotting 3 Fear Acc/End IOs.

    Death Shroud is underslotted, especially for Accuracy. I'd try to put at least another slot in there, if not two. And again, frankenslotting is your friend here if you want to minimize the use of slots.

    Obliteration is not a good choice for Frozen Aura, IMO, since it has very little end reduction. You'd be better off using 3 Eradication for the E/NE defense bonus plus another couple of slots to make sure it's adequately slotted for end reduction.

    Conserve Power and Physical Perfection are overslotted. I'd leave CP at the base slot and use no more than two slots for PP--remember that it has half the value of Stamina so it doesn't need to be slotted so heavily.

    Lastly, if this were my build I'd drop Soul Transfer or Recall Friend and pick up Hasten instead. If you want recharge, Hasten is a lot cheaper and more effective way to get it than set bonuses.

    Here's the build with the changes I recommended. (I would have liked to put another slot in Hasten, but wasn't sure where to pull it from.) S/L def is still soft-capped, E/NE def is 6% higher, recovery is a little lower but it should be fine since everything is well slotted for end reduction. The recharge bonuses are lower, but picking up Hasten will more than make up for their loss.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Yin and Yang: Level 50 Magic Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Ice Melee
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-ResDam:40(3), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(5)
    Level 1: Frozen Fists -- KntkC'bat-Knock%:35(A), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Acc/Dmg:35(27), KntkC'bat-Dmg/EndRdx:35(27), Mako-Acc/Dmg/EndRdx/Rchg:50(29)
    Level 2: Ice Sword -- KntkC'bat-Knock%:35(A), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Acc/Dmg:35(29), KntkC'bat-Dmg/EndRdx:35(33), Mako-Acc/Dmg/EndRdx/Rchg:50(34)
    Level 4: Frost -- Posi-Dam%:50(A), Posi-Acc/Dmg/EndRdx:50(37), Posi-Acc/Dmg:50(37), Posi-Dmg/EndRdx:50(39), Posi-Dmg/Rchg:50(39)
    Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-ResDam:40(7), RctvArm-ResDam/EndRdx:40(9), RctvArm-ResDam/Rchg:40(9)
    Level 8: Dark Regeneration -- Numna-EndRdx/Rchg:50(A), Numna-Heal/EndRdx/Rchg:50(42), Theft-Acc/EndRdx/Heal:30(43), Nictus-Acc/EndRdx/Rchg:50(43), Theft-Acc/Heal:30(43)
    Level 10: Murky Cloud -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-ResDam:40(11), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/Rchg:40(13)
    Level 12: Cloak of Darkness -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(13), LkGmblr-Def/EndRdx:50(15), LkGmblr-Def/EndRdx/Rchg:50(17)
    Level 14: Fly -- Winter-ResSlow:50(A)
    Level 16: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(17)
    Level 18: Cloak of Fear -- N'mare-Acc/EndRdx:50(A), U'spkT-Acc/EndRdx:30(21), Abys-Acc/EndRdx:50(46)
    Level 20: Ice Patch -- EndRdx-I:50(A)
    Level 22: Taunt -- Zinger-Dam%:50(A), Zinger-Taunt/Rng:50(45), Zinger-Taunt:50(45), Zinger-Taunt/Rchg:50(45), Zinger-Taunt/Rchg/Rng:50(46), Zinger-Acc/Rchg:50(46)
    Level 24: Death Shroud -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(25), Erad-Acc/Dmg/EndRdx/Rchg:30(25), M'Strk-Dmg/EndRdx:50(42), M'Strk-Acc/Dmg/EndRdx:50(48)
    Level 26: Kick -- Dmg-I:50(A)
    Level 28: Freezing Touch -- KntkC'bat-Knock%:35(A), KntkC'bat-Acc/Dmg:35(34), KntkC'bat-Dmg/EndRdx:35(34), KntkC'bat-Dmg/Rchg:35(36), C'ngImp-Acc/Dmg:50(42)
    Level 30: Tough -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(31), RctvArm-ResDam/EndRdx:40(31), RctvArm-ResDam/Rchg:40(31), S'fstPrt-ResDam/Def+:30(48), S'fstPrt-ResKB:30(50)
    Level 32: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def/EndRdx/Rchg:50(48)
    Level 35: Greater Ice Sword -- KntkC'bat-Knock%:35(A), KntkC'bat-Acc/Dmg:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx:35(37), Mako-Acc/Dmg/EndRdx/Rchg:50(50)
    Level 38: Frozen Aura -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(40), C'ngBlow-Dmg/EndRdx:50(40), C'ngBlow-Acc/Rchg:50(40)
    Level 41: Conserve Power -- RechRdx-I:50(A)
    Level 44: Physical Perfection -- EndMod-I:50(A), EndMod-I:50(50)
    Level 47: Soul Transfer -- RechRdx-I:50(A)
    Level 49: Hasten -- RechRdx-I:50(A)
    ------------
    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 -- RgnTis-Regen+:30(A), Mrcl-Rcvry+:40(21), Numna-Heal:50(23), Numna-Heal/EndRdx:50(23)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(15), P'Shift-EndMod:50(19), P'Shift-EndMod/Rchg:50(19)
    ------------
    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 26.13% Defense(Smashing)
    • 26.13% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 14.25% Defense(Energy)
    • 14.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 14.56% Defense(Melee)
    • 8.625% Defense(Ranged)
    • 3% Defense(AoE)
    • 3.6% Max End
    • 27% Enhancement(Accuracy)
    • 33.75% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 189.75 HP (10.13%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 15.4%
    • MezResist(Sleep) 1.65%
    • MezResist(Terrorized) 2.75%
    • 7.5% (0.125 End/sec) Recovery
    • 74% (5.79 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 1.575% Resistance(Fire)
    • 1.575% Resistance(Cold)
    • 5% RunSpeed

    Code:
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  17. Quote:
    Originally Posted by MajorDecoy View Post
    Fair enough, but this build is cheap enough, it's not unplayable, and when Aoide Muse has more experience playing tanks, she/he will have a better idea of what he/she wants to do with the tank.

    I'll certainly agree that one of the first realizations will be "Wow, I wish I did more damage with Barrage and Bone Smasher."

    However, I'm not convinced that this build is lacking in durability. Yes, it could be stronger, but that doesn't imply that it's currently weak. Yes, resistance and defense act as force multipliers for regeneration, and the build would probably be stronger after replacing the Titanium Coating for Reactive Armour and then some Smashing Haymakers or Kinetic Combats.

    BUT: With Rise to the Challenge active with one enemy in melee, it regenerates more hit points per second than a regeneration stalker with Instant Healing active. Willpower already has layered mitigation as well, it's not like the build skips Mind over Body. It even takes Tough and Weave.
    My argument was never that it wasn't durable, though I would say it's not as durable as a build with more defense would be. My argument is that it ignores an important part of tanking--and an important source of damage mitigation--by neglecting damage in favor of more and more regen.

    What I really object to is the idea that you can't have adequate amounts of both. I don't know where the OP got the idea that you have to or should give up damage enhancement for durability, but it's simply not true that it's necessary or even desirable for a tanker to do so.

    Here's my take on the OP's build, (the link to your build isn't working, Decoy) it has about 25% less regen and 100 fewer hit points, but the defense is higher and all the attacks are adequately enhanced for damage. Nothing is super expensive other than the LotGs, and the OP had one posted in the original build. Personally, I would also use Reactive Armor sets instead of Titanium Coating, and if possible, use Kinetic Combat instead of Smashing Haymaker, but it's certainly playable as is.

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

    Click this DataLink to open the build!
    Emereld Elf: Level 50 Technology Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Energy Melee
    Power Pool: Teleportation
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: High Pain Tolerance -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(5), Numna-Heal/Rchg:50(5), ResDam-I:50(15), ResDam-I:50(17), S'fstPrt-ResDam/Def+:30(17)
    Level 1: Barrage -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx/Rchg:35(27), S'ngH'mkr-Dmg/EndRdx:35(40), S'ngH'mkr-Dmg/Rchg:35(40), P'ngS'Fest-Acc/Dmg:30(42), P'ngS'Fest-Dmg/Rchg:30(42)
    Level 2: Fast Healing -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(3), Numna-Heal/Rchg:50(3)
    Level 4: Bone Smasher -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/Rchg:35(7), S'ngH'mkr-Dmg/EndRdx/Rchg:35(27), S'ngH'mkr-Dmg/EndRdx:35(39), P'ngS'Fest-Dmg/Rchg:30(39), P'ngS'Fest-Acc/Dmg:30(39)
    Level 6: Indomitable Will -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(7)
    Level 8: Rise to the Challenge -- Numna-Heal/EndRdx:50(A), Numna-Heal/EndRdx/Rchg:50(9), Numna-Heal:50(11), Numna-Heal/Rchg:50(11), Taunt-I:50(13), Taunt-I:50(43)
    Level 10: Mind Over Body -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(13), TtmC'tng-ResDam/Rchg:50(15), TtmC'tng-ResDam/EndRdx/Rchg:50(33)
    Level 12: Recall Friend -- Range-I:50(A)
    Level 14: Teleport -- EndRdx-I:50(A)
    Level 16: Whirling Hands -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(31), Erad-Acc/Dmg/Rchg:30(31), Sciroc-Dmg/EndRdx:50(31), Sciroc-Acc/Dmg/EndRdx:50(34)
    Level 18: Quick Recovery -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(19), Efficacy-EndMod/Acc:50(19)
    Level 20: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(21), S'dpty-Def/EndRdx/Rchg:40(21), S'dpty-Def:40(50)
    Level 22: Taunt -- Zinger-Acc/Rchg:50(A), Zinger-Taunt:50(34), Zinger-Taunt/Rchg/Rng:50(34), Zinger-Taunt/Rchg:50(36), Zinger-Taunt/Rng:50(36), Zinger-Dam%:50(50)
    Level 24: Boxing -- Acc-I:50(A)
    Level 26: Tough -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/Rchg:50(40), TtmC'tng-ResDam/EndRdx/Rchg:50(45), TtmC'tng-ResDam:50(46)
    Level 28: Build Up -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29)
    Level 30: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(33), S'dpty-Def/EndRdx/Rchg:40(33), S'dpty-Def:40(48)
    Level 32: Strength of Will -- ResDam-I:50(A)
    Level 35: Energy Transfer -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(36), S'ngH'mkr-Dmg/Rchg:35(37), S'ngH'mkr-Dmg/EndRdx/Rchg:35(37), P'ngS'Fest-Dmg/Rchg:30(37), P'ngS'Fest-Acc/Dmg:30(42)
    Level 38: Total Focus -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(43), S'ngH'mkr-Dmg/Rchg:34(43), S'ngH'mkr-Dmg/EndRdx/Rchg:34(46), P'ngS'Fest-Acc/Dmg:30(48), P'ngS'Fest-Dmg/Rchg:30(48)
    Level 41: Conserve Power -- RechRdx-I:50(A)
    Level 44: Physical Perfection -- Heal-I:50(A), Heal-I:50(45), P'Shift-EndMod:50(45), P'Shift-End%:50(46)
    Level 47: Laser Beam Eyes -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(50)
    Level 49: Resurgence -- RechRdx-I:50(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(9), Numna-Heal/Rchg:50(25), Numna-Regen/Rcvry+:50(25)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(23), P'Shift-End%:50(23)
    ------------
    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 8.313% Defense(Melee)
    • 13.63% Defense(Smashing)
    • 13.63% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 6.125% Defense(Energy)
    • 6.125% Defense(Negative)
    • 3% Defense(Psionic)
    • 4.563% Defense(Ranged)
    • 3% Defense(AoE)
    • 1.8% Max End
    • 12% Enhancement(Heal)
    • 20% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 337.33 HP (18%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 8.8%
    • MezResist(Sleep) 4.4%
    • MezResist(Stun) 4.4%
    • MezResist(Terrorized) 2.75%
    • 1.5% (0.025 End/sec) Recovery
    • 150% (11.74 HP/sec) Regeneration
    • 10% RunSpeed


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  18. Quote:
    Originally Posted by Drake_Magnus View Post
    thank you so much. one question why the multi-strike all it gives is sleep resist?
    Good question. I would usually use Scirocco's Dervish for the 10% regen bonus, but you're already at the rule of 5 with the LotG sets, the SD in BA, and the Efficacy Adapter set.

    Another option is Cleaving Blow, but normally I don't recommend it because it has only one IO with end reduction. However, if you want to replace the Erad Acc/Dam/Rchg with the Eradication quad, (which is much more expensive) you could probably get away with using CB Dam/End and another CB IO to pick up the recovery bonus.
  19. Quote:
    Originally Posted by MajorDecoy View Post
    The attacks are slotted with taunt sets primarily to get "stupid amounts of regeneration" because none of the single target melee sets provide 10% regeneration.

    Yes, there are better ways to get more survivability from a Willpower tank, but that isn't what Aoide Muse has asked for help doing. She/he has said that he/she wants to build a tank with lots of +health and lots of +regen.
    Understood. But the OP also said that he/she had little experience playing a tank and wanted general build advice. Under the circumstances, I think it's appropriate to point out that focusing so exclusively on regen/HP and ignoring damage and other forms of mitigation is a very bad idea.

    EDIT: if using the phrase "stupid high" hit the wrong note, my apologies, that was not my intent. However, I do feel strongly that there are times that it's better NOT to give someone what they're asking for.
  20. Good general advice from Syntax.

    Specifically, for your build:

    No Steadfast +Def! Get one right away and slot it in one of the armors.

    The fifth slots in the RA sets are a waste, the F/C def bonus is tiny and those slots can be used elsewhere. Pull the End/Rchg. Titanium Coating is a poor choice for typed defense, too many slots for too little return. Put another RA set in Tough instead.

    Obliteration is another not-so-great choice for typed defense. Plus, even 6-slotted it's underslotted for end reduction and therefore a terrible choice for Blazing Aura. I think slotting Eradication for the E/NE defense bonus is a much better choice.

    The attacks slotted with Kinetic Combat need an additional slot to provide adequate accuracy and damage.

    Temperature Protection is a flat-out useless choice, all it provides is some superfluous Fire resistance. Since you have an additional power pool available, I'd drop it and consider picking up Maneuvers instead for the defense bonus. Just be sure to slot it well for end reduction since it's a high-end toggle. It'll also give you another place to put a LotG +Recharge.

    Weave is underslotted for both defense and end reduction. I'd give it another slot, preferably two.

    Here's a quick redo of your build with S/L/E/NE def at 32%. You could push on to get soft-capped to S/L, but it would be expensive and very difficult to soft-cap both S/L and E/NE.

    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: Fiery Aura
    Secondary Power Set: Electrical Melee
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam:40(3), RctvArm-ResDam/EndRdx/Rchg:30(5), S'fstPrt-ResDam/Def+:30(5), S'fstPrt-ResKB:30(48)
    Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Knock%:35(11), KntkC'bat-Dmg/EndRdx:35(45), KntkC'bat-Dmg/Rchg:30(46), Mako-Acc/Dmg/EndRdx/Rchg:50(46)
    Level 2: Healing Flames -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(34), Numna-Heal/Rchg:50(34), Numna-Heal/EndRdx/Rchg:50(36)
    Level 4: Havoc Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
    Level 6: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(7), LkGmblr-Rchg+:50(7)
    Level 8: Consume -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(34), Efficacy-EndMod/Acc/Rchg:50(37), Efficacy-Acc/Rchg:50(37), Efficacy-EndMod/Acc:50(37)
    Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(11), Ksmt-ToHit+:30(23)
    Level 12: Plasma Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx/Rchg:40(13), RctvArm-ResDam/EndRdx:40(15), S'fstPrt-ResKB:30(45)
    Level 14: Super Jump -- Zephyr-ResKB:50(A)
    Level 16: Thunder Strike -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(17), Erad-Acc/Dmg/Rchg:30(17), M'Strk-Dmg/EndRdx:50(19), M'Strk-Acc/Dmg/EndRdx:50(19)
    Level 18: Burn -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(23), Erad-Acc/Dmg/Rchg:30(29), Erad-Acc/Rchg:30(31), M'Strk-Dmg/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(45)
    Level 20: Build Up -- RechRdx-I:50(A), RechRdx-I:50(21), RechRdx-I:50(21)
    Level 22: Boxing -- Acc-I:50(A)
    Level 24: Tough -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx:40(25), RctvArm-ResDam/EndRdx/Rchg:40(25), RctvArm-ResDam:40(48)
    Level 26: Blazing Aura -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg/Rchg:30(27), Erad-Acc/Dmg/Rchg:30(27), Erad-%Dam:30(33), Sciroc-Dmg/EndRdx:50(33), Sciroc-Acc/Dmg/EndRdx:50(33)
    Level 28: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(29), LkGmblr-Def/EndRdx:50(48), LkGmblr-Def/EndRdx/Rchg:50(50)
    Level 30: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(31), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(42), Mako-Acc/Dmg/EndRdx/Rchg:50(42)
    Level 32: Rise of the Phoenix -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A)
    Level 35: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(36)
    Level 38: Lightning Rod -- Erad-Dmg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Erad-Acc/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), M'Strk-Dmg/Rchg:50(40), M'Strk-Dmg/EndRdx/Rchg:50(40)
    Level 41: Conserve Power -- RechRdx-I:50(A)
    Level 44: Physical Perfection -- P'Shift-End%:50(A)
    Level 47: Taunt -- Zinger-Taunt/Rchg/Rng:50(A)
    Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
    ------------
    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), Mrcl-Rcvry+:30(40), RgnTis-Regen+:30(43)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(43), EndMod-I:20(46)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 18% Defense(Smashing)
    • 18% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 19.25% Defense(Energy)
    • 19.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 10.5% Defense(Melee)
    • 11.13% Defense(Ranged)
    • 3% Defense(AoE)
    • 7.2% Max End
    • 6% Enhancement(Heal)
    • 9% Enhancement(Accuracy)
    • 22.5% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 309.22 HP (16.5%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Immobilize) 11.55%
    • MezResist(Sleep) 4.95%
    • 3% (0.05 End/sec) Recovery
    • 62% (4.851 HP/sec) Regeneration
    • 5% RunSpeed

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  21. As New Dawn noted, the recharge in Hibernate isn't doing anything for you since you can only use the power every 2 minutes. I'd pull that slot and put it in Aid Self--another Interrupt Reduction or a recharge would be nice. You could also go with a set in Aid Self that provides both Heal and Recharge.

    I've never been a big fan of using the Steadfast Def/End for the recovery bonus, especially in an auto power like PF. The enhancement level it gives is really pathetic and bonus nothing to write home about, either. If you don't have the slots to get a really useful bonus like the one in Aegis, then I'd go with a level 50 resist common or just leave it at the base slot.

    I've never found the need for Aid Self on my Ice tank, but if you to take it, that's fine. The only problem is that dropping the Thunderstrike sets means that your E/NE def falls below the soft-cap. To ameliorate that, I'd use the same slotting in FSC that you have in Combustion. You'll lose some F/C def, but that's not nearly as important as soft-capping E/NE.

    Here's the sort of thing I'd do with your build; it's back up the soft-cap for E/NE and Aid Self is more fully slotted:

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Natural Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Fiery Melee
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Medicine
    Hero Profile:
    Level 1: Frozen Armor -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(3), GftotA-Def/EndRdx/Rchg:40(3), GftotA-Def:40(5)
    Level 1: Scorch -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(5), S'ngH'mkr-Dmg/Rchg:35(7), S'ngH'mkr-Dmg/EndRdx/Rchg:35(9), Mako-Acc/Dmg/EndRdx/Rchg:50(9)
    Level 2: Hoarfrost -- Dct'dW-Rchg:50(A), Dct'dW-Heal/EndRdx:50(11), Dct'dW-EndRdx/Rchg:50(13), Dct'dW-Heal/Rchg:50(13), Dct'dW-Heal:50(15)
    Level 4: Chilling Embrace -- EndRdx-I:50(A), P'ngTtl--Rchg%:30(17)
    Level 6: Combustion -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(7), Erad-Acc/Dmg/Rchg:30(11), Sciroc-Dmg/EndRdx:50(23), Sciroc-Acc/Dmg/EndRdx:50(23)
    Level 8: Wet Ice -- EndRdx-I:50(A)
    Level 10: Air Superiority -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Dmg/EndRdx:50(31), C'ngImp-Acc/Dmg/Rchg:50(46), C'ngImp-Acc/Dmg:50(50), C'ngImp-Dmg/Rchg:50(50)
    Level 12: Fly -- Flight-I:50(A)
    Level 14: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(15), Mocking-Taunt/Rchg/Rng:50(27), Mocking-Acc/Rchg:50(31), Mocking-Taunt/Rng:50(42), Mocking-Rchg:50(45)
    Level 16: Icicles -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(21), M'Strk-Dmg/Rchg:50(37), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(43), M'Strk-Dmg/EndRdx/Rchg:50(45)
    Level 18: Glacial Armor -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(19), GftotA-Def:40(29), GftotA-Def/Rchg:40(29)
    Level 20: Build Up -- RechRdx-I:50(A), RechRdx-I:50(21)
    Level 22: Boxing -- Acc-I:50(A)
    Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(27)
    Level 26: Energy Absorption -- Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(31), Efficacy-EndMod:50(33), GftotA-Def/EndRdx/Rchg:40(36), GftotA-Def:40(36), GftotA-Def/Rchg:40(36)
    Level 28: Fire Sword Circle -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(33), Erad-Acc/Dmg/Rchg:30(33), Sciroc-Dmg/EndRdx:50(34), Sciroc-Acc/Dmg/EndRdx:50(34)
    Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam/EndRdx/Rchg:40(39), RctvArm-ResDam:40(39)
    Level 32: Hibernate -- Heal-I:50(A)
    Level 35: Incinerate -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(37), S'ngH'mkr-Dmg/Rchg:35(37), S'ngH'mkr-Dmg/EndRdx/Rchg:35(40), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
    Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(42), C'ngImp-Dmg/Rchg:50(43), C'ngImp-Acc/Dmg/Rchg:50(43), C'ngImp-Acc/Dmg/EndRdx:50(46)
    Level 41: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(42), GftotA-Def/EndRdx/Rchg:40(45), GftotA-Def:40(46)
    Level 44: Aid Other -- IntRdx-I:50(A)
    Level 47: Aid Self -- IntRdx-I:50(A), IntRdx-I:50(48), Mrcl-Heal/EndRdx/Rchg:40(48), Mrcl-Heal:40(48), Mrcl-Heal/Rchg:40(50)
    Level 49: Permafrost -- S'fstPrt-ResDam/Def+:30(A)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- EndRdx-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Heal-I:50(A), Numna-Heal:50(25), Numna-Regen/Rcvry+:50(40)
    Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(17), P'Shift-End%:50(19)
    ------------
    Set Bonus Totals:
    • 11.44% Defense(Smashing)
    • 11.44% Defense(Lethal)
    • 7.063% Defense(Fire)
    • 7.063% Defense(Cold)
    • 10.5% Defense(Energy)
    • 10.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 8.625% Defense(Melee)
    • 6.75% Defense(Ranged)
    • 6.438% Defense(AoE)
    • 9% Max End
    • 14% Enhancement(Accuracy)
    • 22.5% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 5% FlySpeed
    • 140.56 HP (7.5%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 9.9%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 1.65%
    • MezResist(Terrorized) 2.2%
    • 12% (0.2 End/sec) Recovery
    • 32% (2.504 HP/sec) Regeneration
    • 12.21% Resistance(Fire)
    • 2.205% Resistance(Cold)
    • 5% RunSpeed

    Code:
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  22. Quote:
    Originally Posted by New Dawn View Post
    Oh don't know why, although you can copy and paste it, you don't get the right figures.
    IME, if you copy your build into a post and then preview it, it breaks the link. You can re-copy it from Mid's, but then it changes your build colors slightly. Never figured out why it does that or how to fix it, so I've just learned to work around it.
  23. IMO, you've got way, way too many non-damage sets slotted in your attacks. Tanker attacks should be slotted as ATTACKS, not just as another means to taunt. Being able to do decent damage is far more important than reaching stupid-high levels of regen; you're not going to be able to defeat foes by standing around regenerating hit points.

    I also think that trying to increase your S/L defense is a better way to increase survivability than trying to max out regen/HP. Soft-capping S/L def is likely to be quite expensive, but you could probably reach the 30's without breaking the bank, and IMO defense in conjunction with high regen is a better overall strategy.
  24. Quote:
    Originally Posted by BeornAgain View Post
    Those were the things I was thinking about...

    So, when I am surrounded by opponents (as in, more than 4), my defense is as follows:

    Smashing/Lethal Defense: 65.57%
    Fire/Cold Defense: 44.94%
    Energy/Negative Energy Defense: 58.07%
    Psionic Defense: 13.67%

    My Damage Resistance is as follows:
    Smashing/Lethal: 90%
    Fire: 20.85%
    Cold: 18.35%
    Energy/Negative Energy: 34.18%
    Psionic: 0.00%
    Toxic: 17.09%

    And yet, I was in a AE mission to test out my armor in varying scenarios, and I got my butt handed to me in one where, I THINK, it was toxic damage.
    That happens sometimes; there's no typed defense for Toxic, so typed defense characters are at a disadvantage against it. Fortanately, it's extremely rare, and usually Dull Pain will take care of any issues with it. Like Psi, it's just one of the things an Invul tanker learns to deal with.

    Quote:
    It seems to me, Finduilas, that you and Call Me Awesome have a difference of opinion on the effectiveness of RPD...
    Not really. Mouse over the S/L resistance total on your build in Mid's and you'll see that you're way over the hard cap for S/L resistance; anything over 90% is just not used. I'm sure CMA recommended the RA set for the bonuses, since RPD doesn't need to be that heavily slotted for an Invul tank with Tough to hit the hard cap. Normally using RPD as a set mule is a good strategy, but in this case the slotting in ET made those RA sets unusable.

    Quote:
    With the numbers I just looked up, in combat, what is "wrong" with the build other than the violation of the "rule of 5"?
    Nothing is 'wrong' with it, though IMO you had a lot more S/L def than was really necessary considering it was with just one foe in range of Invinc. I considered being able to give up a set of Kinetic Combat a GOOD thing, since they are damn expensive. But hey, it's your influence.

    Quote:
    *EDIT* - Now, the epic attacks are something I was curious about... I really think Fireball and Char are more useful than Fireblast. I use Fireball more as a PBAoE (right before or after Whirling Hands), and if I need to pick someone out from a distance I usually use a Nemesis Staff or Blackwand. I had planned on putting Basilisk's Gaze on Char (4 slots worth) for the Recharge, and as a good hold besides (for Hami Greens and other stuff). But I don't know. I love him the way he is, but tweaking him for better damage, recharge and survivability (for things OTHER THAN Smashing/Lethal) are always desirable.

    So, Finduilas, looking at the E/NE numbers I posted regarding multiple opponents, do you still recommend the same reslotting?
    Is this a trick question? Yes, I do, since my goal was to optimize your slots for defense bonuses and improve the damage slotting of your epic attacks, and I think I pretty clearly succeeded. BTW, Basilisk's Gaze in Char is a good choice, I've used them myself, but I usually also slot some Thunderstrike so it's also enhanced for damage.

    Quote:
    *EDIT* - Part Deux - Those numbers were without hover on too... add another +2.83% defense to all the above numbers with hover toggled.
    {Shrug} I didn't know whether you'd planned to use Hover in combat. "Hover tanking" never appealed to me, but if that's your plan, consider it bonus defense.
  25. Here's a rework of your build based on my Ice/Axe tank. It has around 49-50% S/L/E/NE defense without EA running. I used your power selections, except that I swapped out the Medicine pool for Fighting. If you really want to keep Medicine, you could always drop the epic attacks and Permafrost to fit it in. I used Gift of the Ancients here, but if you have the influence and prefer LotG instead that is also a good choice. But don't use more than four slots, in the build you posted the armors are overslotted.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Natural Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Fiery Melee
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery
    Hero Profile:
    Level 1: Frozen Armor -- GftotA-Def/EndRdx:34(A), GftotA-Def/Rchg:38(3), GftotA-Def/EndRdx/Rchg:38(3), GftotA-Def:38(5)
    Level 1: Scorch -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:34(5), S'ngH'mkr-Dmg/Rchg:33(7), S'ngH'mkr-Dmg/EndRdx/Rchg:30(9), Mako-Acc/Dmg/EndRdx/Rchg:38(9)
    Level 2: Hoarfrost -- Dct'dW-Rchg:38(A), Dct'dW-Heal/EndRdx:40(11), Dct'dW-EndRdx/Rchg:37(13), Dct'dW-Heal/Rchg:39(13), Dct'dW-Heal:44(15)
    Level 4: Chilling Embrace -- EndRdx-I:50(A), P'ngTtl--Rchg%:30(17)
    Level 6: Combustion -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(7), Erad-Acc/Dmg/Rchg:30(11), Sciroc-Dmg/EndRdx:50(23), Sciroc-Acc/Dmg/EndRdx:50(23)
    Level 8: Wet Ice -- EndRdx-I:50(A)
    Level 10: Air Superiority -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Dmg/EndRdx:50(31), C'ngImp-Acc/Dmg:50(50), C'ngImp-Dmg/Rchg:50(50), C'ngImp-Acc/Dmg/Rchg:50(50)
    Level 12: Fly -- Flight-I:50(A)
    Level 14: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(15), Mocking-Taunt/Rchg/Rng:50(27), Mocking-Acc/Rchg:50(31), Mocking-Taunt/Rng:50(42), Mocking-Rchg:50(45)
    Level 16: Icicles -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(21), M'Strk-Dmg/Rchg:50(37), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(43), M'Strk-Dmg/EndRdx/Rchg:50(45)
    Level 18: Glacial Armor -- GftotA-Def/EndRdx:34(A), GftotA-Def/EndRdx/Rchg:40(19), GftotA-Def:40(29), GftotA-Def/Rchg:38(29)
    Level 20: Build Up -- RechRdx-I:50(A), RechRdx-I:50(21)
    Level 22: Boxing -- Acc-I:50(A)
    Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(27)
    Level 26: Energy Absorption -- Efficacy-EndMod/Rchg:40(A), Efficacy-EndMod/Acc/Rchg:40(31), Efficacy-EndMod:50(33), GftotA-Def/EndRdx/Rchg:40(36), GftotA-Def:29(36), GftotA-Def/Rchg:40(36)
    Level 28: Fire Sword Circle -- 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: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam/EndRdx/Rchg:40(39), RctvArm-ResDam:40(39)
    Level 32: Hibernate -- Heal-I:50(A)
    Level 35: Incinerate -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(37), S'ngH'mkr-Dmg/Rchg:35(37), S'ngH'mkr-Dmg/EndRdx/Rchg:35(40), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
    Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(42), C'ngImp-Dmg/Rchg:50(43), C'ngImp-Acc/Dmg/Rchg:50(43), C'ngImp-Acc/Dmg/EndRdx:50(46)
    Level 41: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(42), GftotA-Def/EndRdx/Rchg:40(45), GftotA-Def:40(48)
    Level 44: Char -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(46), Thundr-Dmg/Rchg:50(46)
    Level 47: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(48), Thundr-Dmg/Rchg:50(48)
    Level 49: Permafrost -- S'fstPrt-ResDam/Def+:30(A)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- ULeap-Stlth:50(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 -- Heal-I:50(A), Numna-Heal:50(25), Numna-Regen/Rcvry+:50(40)
    Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(17), P'Shift-End%:50(19)
    ------------
    Set Bonus Totals:
    • 11.44% Defense(Smashing)
    • 11.44% Defense(Lethal)
    • 8.625% Defense(Fire)
    • 8.625% Defense(Cold)
    • 12.38% Defense(Energy)
    • 12.38% Defense(Negative)
    • 3% Defense(Psionic)
    • 8.625% Defense(Melee)
    • 7.688% Defense(Ranged)
    • 9.563% Defense(AoE)
    • 9% Max End
    • 23% Enhancement(Accuracy)
    • 22.5% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 5% FlySpeed
    • 105.42 HP (5.625%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 9.9%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 1.65%
    • MezResist(Terrorized) 2.2%
    • 11.5% (0.192 End/sec) Recovery
    • 32% (2.504 HP/sec) Regeneration
    • 12.21% Resistance(Fire)
    • 2.205% Resistance(Cold)
    • 3.125% Resistance(Negative)
    • 5% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|