Finduilas

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  1. The_Spad, there are a lot of things about your build that I'd recommend changing; first and foremost, IMO an Ice tank should build to soft-cap S/L/E/NE since it's relatively easy and will increase your survivability dramatically. To that end, I would strongly recommend that you take the Fighting Pool for Weave. You can soft-cap S/L/E/NE on an Ice tank without it, but it takes a pretty heavy investment in sets to do so.

    That said, I don't see anything that suggests to me that you should be having endurance problems. Are you actually running out of end so often that EA can't keep up, or are you just concerned about it?
  2. New Dawn, your build link doesn't work.
  3. Quote:
    Originally Posted by The_Spad_EU View Post
    My only concern with Spiritual is that it'll further increase my End usage and I'm not sure that the faster recharge on EA will be enough to compensate.
    That shouldn't be a problem if your build is sufficiently slotted for end reduction, in attacks as well as toggles. If you're not sure, post it and we'll give it a once over.
  4. Gotta say I strongly disagree with your logic on using Touch of Death. For one thing, you can make up for the lack of Accuracy and Damage in Kinetic Combat easily with a single slot from a high level melee set like CI or Mako's. For another, KC has twice as large a S/L defense bonus as ToD, which will free up some attacks for other sets and bonuses. But if you're willing to settle for a 1.88% def bonus, you could have saved yourself a ton of influence and just used Smashing Haymaker instead since it has the same defense bonus as ToD.

    In addition, Obliteration is also a poor choice for S/L defense for a several reasons. One, like ToD the 'bang for the buck' isn't great, two, a full set of Obliteration is underslotted for end reduction, and three, you'd be better off using Eradication in your PBAoEs for the E/NE defense bonus.

    I also think the OP would be better off with another attack rather than Stealth as mule for a LotG. I picked up Shadow Maul since it's a signature Dark attack, but Smite would work as well.

    Here's the build, reworked to use sets that give better typed defense bonuses. The recharge is a little lower, but it's soft-capped to S/L/E/NE with one foe in range of Invinc.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Random: Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Dark Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Arctic Mastery
    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(17), RctvArm-ResDam:40(17)
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(46), Mako-Acc/Dmg/EndRdx/Rchg:50(46)
    Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal/EndRdx/Rchg:50(36), Dct'dW-Heal:50(36), Dct'dW-Rchg:50(37)
    Level 4: Shadow Maul -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(33), Erad-Acc/Dmg/Rchg:30(40), Sciroc-Dmg/EndRdx:50(40), Sciroc-Acc/Dmg/EndRdx:50(43)
    Level 6: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(15)
    Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(11), Mocking-Taunt/Rchg/Rng:50(11), Mocking-Acc/Rchg:50(13), Mocking-Taunt/Rng:50(13), Mocking-Rchg:50(15)
    Level 12: Boxing -- Empty(A)
    Level 14: Super Jump -- Jump-I:50(A)
    Level 16: Siphon Life -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(25), Mako-Acc/Dmg/EndRdx/Rchg:50(25)
    Level 18: Invincibility -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx:50(19)
    Level 20: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam:40(34)
    Level 22: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(23), LkGmblr-Def/EndRdx:50(23), LkGmblr-Def/EndRdx/Rchg:50(46)
    Level 24: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A)
    Level 26: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(27), LkGmblr-Def/EndRdx:50(27)
    Level 28: Soul Drain -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(29), Erad-Acc/Dmg/Rchg:30(29), M'Strk-Dmg/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(31)
    Level 30: Resist Energies -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(37), Aegis-ResDam/Rchg:50(37)
    Level 32: Hasten -- RechRdx-I:50(A), RechRdx-I:50(33), RechRdx-I:50(33)
    Level 35: Dark Consumption -- P'Shift-EndMod/Acc/Rchg:50(A), P'Shift-Acc/Rchg:50(36)
    Level 38: Midnight Grasp -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/EndRdx:50(40)
    Level 41: Block of Ice -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(42), BasGaze-EndRdx/Rchg/Hold:30(42), BasGaze-Rchg/Hold:30(42)
    Level 44: Ice Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45), Thundr-Acc/Dmg/Rchg:50(45)
    Level 47: Ice Storm -- 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: Resist Elements -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(50), Aegis-ResDam:50(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    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 -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(7)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(3), P'Shift-EndMod/Acc:50(3), P'Shift-End%:50(5)
    ------------
    Set Bonus Totals:
    • 16.75% Defense(Smashing)
    • 16.75% Defense(Lethal)
    • 12.38% Defense(Fire)
    • 12.38% Defense(Cold)
    • 18% Defense(Energy)
    • 18% Defense(Negative)
    • 3% Defense(Psionic)
    • 9.875% Defense(Melee)
    • 10.5% Defense(Ranged)
    • 7.688% Defense(AoE)
    • 5.4% Max End
    • 32% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 61.25% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 175.69 HP (9.375%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 11%
    • MezResist(Sleep) 1.65%
    • MezResist(Terrorized) 2.2%
    • 9% (0.15 End/sec) Recovery
    • 50% (3.912 HP/sec) Regeneration
    • 2.835% Resistance(Fire)
    • 2.835% Resistance(Cold)
    • 20% RunSpeed

    Code:
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  5. There are a few things I'd recommend changing.

    First of all, you are two over the rule of 5 on 1.25% E/NE def bonuses. In addition, you're well over the S/L resistance cap of 90%, so RPD doesn't need nearly that many slots. I'd drop the the RA sets in RPD and ResEn, slot RPD with a resist common in the base slot, and put 3 Aegis in ResEn for the F/C bonus. That will free up four slots.

    You're also way over the soft-cap for S/L def; remember, you're going to have more defense than that whenever you're near more than one foe. So I'd drop the the KC set in Bone Smasher and use something like CI instead.

    Lastly, your epic attacks can be slotted better. For E/NE def, you're better off using 2 sets of 3 or 4 Thunderstrike than one set of 6. The slots left over from RPD and ResEn will be of use here to better slot those attacks.

    Here's your build with the changes I recommended. I had an extra slot to drop into Stamina, and I also put a Kismet +Acc in Tough Hide.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Beorn: Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Flight
    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(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(5)
    Level 1: Barrage -- 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(7), C'ngImp-Acc/Dmg/EndRdx:50(9)
    Level 2: Energy Punch -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(9), S'ngH'mkr-Dmg/Rchg:35(11), S'ngH'mkr-Dmg/EndRdx/Rchg:35(11), C'ngImp-Acc/Dmg:50(13)
    Level 4: Bone Smasher -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(13), C'ngImp-Dmg/Rchg:50(15), C'ngImp-Acc/Dmg/Rchg:50(15), C'ngImp-Acc/Dmg/EndRdx:50(17)
    Level 6: Hover -- LkGmblr-Rchg+:50(A)
    Level 8: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(17), Dct'dW-EndRdx/Rchg:50(19), Dct'dW-Heal:50(19), Dct'dW-Rchg:50(21)
    Level 10: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(21), Zinger-Taunt/Rchg/Rng:50(23), Zinger-Acc/Rchg:50(23), Zinger-Taunt/Rng:50(25), Zinger-Dam%:50(25)
    Level 12: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(27), RctvArm-ResDam/EndRdx/Rchg:40(27), RctvArm-ResDam:40(29)
    Level 14: Fly -- Winter-ResSlow:50(A)
    Level 16: Whirling Hands -- Erad-Acc/Rchg:30(A), Erad-Dmg:30(29), Erad-Acc/Dmg/Rchg:30(31), Erad-Dmg/Rchg:30(31), Sciroc-Acc/Dmg:50(31), Sciroc-Acc/Rchg:50(33)
    Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(33), HO:Cyto(33)
    Level 20: Resist Physical Damage -- ResDam-I:50(A)
    Level 22: Resist Energies -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(36), Aegis-EndRdx/Rchg:50(36)
    Level 24: Boxing -- Dsrnt-I:50(A)
    Level 26: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(37), LkGmblr-Def/EndRdx:50(37), Ksmt-ToHit+:30(37)
    Level 28: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx/Rchg:40(39), RctvArm-ResDam/Rchg:40(39), RctvArm-ResDam/EndRdx:40(39)
    Level 30: Weave -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(34), GftotA-Def/EndRdx/Rchg:40(34), GftotA-Def/Rchg:40(40)
    Level 32: Unstoppable -- S'fstPrt-ResDam/Def+:27(A)
    Level 35: Energy Transfer -- P'ngS'Fest-Dmg/EndRdx:30(A), P'ngS'Fest-Dmg/Rchg:30(36), P'ngS'Fest-Acc/Dmg:30(40), P'ngFist-Acc/Dmg:25(40), P'ngFist-Acc/Dmg/Rchg:25(42), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(42)
    Level 38: Total Focus -- KntkC'bat-Dmg/Rchg:35(A), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Acc/Dmg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(45), Mako-Acc/Dmg/EndRdx/Rchg:50(45)
    Level 41: Char -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(43), Thundr-Acc/Dmg/Rchg:50(43)
    Level 44: Fire Blast -- Thundr-Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(46), Thundr-Acc/Dmg/Rchg:50(46), Thundr-Dmg/EndRdx:50(46)
    Level 47: Fire Ball -- Posi-Dmg/EndRdx:50(A), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg:50(48), Posi-Dmg/Rng:50(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 50: Cardiac Core Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 2: Swift -- Run-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(50), RgnTis-Regen+:10(50)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(34), EndMod-I:50(50)
    Level 1: Gauntlet
    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)
    • 17.38% Defense(Smashing)
    • 17.38% Defense(Lethal)
    • 6.125% Defense(Fire)
    • 6.125% Defense(Cold)
    • 17.38% Defense(Energy)
    • 17.38% Defense(Negative)
    • 3% Defense(Psionic)
    • 10.19% Defense(Melee)
    • 10.19% Defense(Ranged)
    • 4.563% Defense(AoE)
    • 3.6% Max End
    • 4% Enhancement(Heal)
    • 30% Enhancement(Accuracy)
    • 37.5% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 154.61 HP (8.25%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 12.65%
    • MezResist(Sleep) 2.2%
    • MezResist(Terrorized) 4.95%
    • 8.5% (0.142 End/sec) Recovery
    • 38% (2.973 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 5.335% Resistance(Fire)
    • 2.835% Resistance(Cold)
    • 10% RunSpeed

    Code:
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  6. I think you'd be better off posting this in the "Market & Inventions" forum, down a few from this one. I believe that's where such deals are usually done.
  7. Quote:
    Originally Posted by Hidden Hero View Post
    I sent a support ticket that had my name, account name, date of birth and address. I even added my dad's to be sure since I sort of remember setting up some stuff under his name. It may be necessary, but waiting sucks.
    Yeah, I finally figured out when I was getting into my daughter's account that she used my husband's birthday.

    I didn't have any problem with the answers to the security questions, but I did have to experiment to determine how they capitalized them, since it's case sensitive.
  8. Finduilas

    Inv/Em

    Quote:
    Originally Posted by Gobbledygook View Post
    Thanks guys.
    I have city traveler as well. I was actually messing around in mids and saw something interesting.
    Is it an error, or can you actually self cap s/l with the incarnate slot?
    Cap s/l resistance? If so, yes, but you can do it without the Alpha slot too. My build is just a whisker under the hard cap for S/L resistance, another slot in RPD or the Cardiac alpha would get you there, but it seems kind of wasteful since anything above 90% isn't used anyway. I guess it would work to drop a slot or two from Tough and use the Radial Boost to get to the resistance cap, but I'd only do that if you were planning to take Cardiac anyway,
  9. Finduilas

    Inv/Em

    Oh, forgot to mention that I have City Traveler, which is why I was able to skip the prereq to Fly. You could easily drop Energy Punch, Barrage or ResEl to fit in Air Sup/Hover; your preference.
  10. Finduilas

    Inv/Em

    Here's the I19 build for my Invul/EM tank, Watcher's Wrath. He has Fly, is soft-capped to S/L/E/NE and a bit over 40% F/C defense. There are some expensive IOs here, particularly the LotG and the Kinetic Combat, but you could do something similar with less expensive sets if you wish.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Watcher's Wrath: Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery
    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(3), RctvArm-ResDam/EndRdx/Rchg:35(3), RctvArm-ResDam:35(5)
    Level 1: Barrage -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(5), C'ngImp-Dmg/Rchg:50(7), C'ngImp-Acc/Dmg/Rchg:50(23), C'ngImp-Dmg/EndRdx/Rchg:50(33)
    Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:35(A), Dct'dW-EndRdx/Rchg:35(11), Dct'dW-Heal/Rchg:35(13), Dct'dW-Heal:35(13), Dct'dW-Rchg:35(34)
    Level 4: Bone Smasher -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(7), C'ngImp-Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Dmg/EndRdx/Rchg:50(15)
    Level 6: Energy Punch -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(11), KntkC'bat-Dmg/Rchg:30(39), KntkC'bat-Dmg/EndRdx/Rchg:35(43), F'dSmite-Acc/Dmg:40(48)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(15), RctvArm-ResDam/EndRdx/Rchg:35(17), RctvArm-ResDam:35(17)
    Level 10: Taunt -- Mocking-Taunt/Rchg:40(A), Mocking-Taunt:40(23), Mocking-Taunt/Rchg/Rng:40(34), Mocking-Acc/Rchg:50(34), Mocking-Taunt/Rng:50(39), Mocking-Rchg:50(46)
    Level 12: Combat Jumping -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(29)
    Level 14: Fly -- Flight-I:50(A)
    Level 16: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A)
    Level 18: Invincibility -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(19), GftotA-Def/EndRdx/Rchg:40(19), GftotA-Def:40(21)
    Level 20: Boxing -- Acc-I:50(A)
    Level 22: Whirling Hands -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(25), Erad-Acc/Dmg/Rchg:30(25), Sciroc-Dmg/EndRdx:40(27), Sciroc-Acc/Dmg/EndRdx:40(27)
    Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31)
    Level 26: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(31), LkGmblr-Def:50(37), Ksmt-ToHit+:30(37)
    Level 28: Build Up -- Rec'dRet-Pcptn:20(A), RechRdx-I:50(29)
    Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(36), RctvArm-ResDam/EndRdx/Rchg:40(36), RctvArm-ResDam:40(50)
    Level 32: Weave -- GftotA-Def/EndRdx:35(A), GftotA-Def/Rchg:35(33), GftotA-Def/EndRdx/Rchg:35(33), GftotA-Def:35(43)
    Level 35: Energy Transfer -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(42), C'ngImp-Acc/Dmg/Rchg:50(45)
    Level 38: Total Focus -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(40), C'ngImp-Dmg/EndRdx/Rchg:50(40), C'ngImp-Acc/Dmg/EndRdx:50(42)
    Level 41: Char -- BasGaze-Acc/Rchg:21(A), BasGaze-Acc/EndRdx/Rchg/Hold:27(42), Thundr-Acc/Dmg:50(43), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45)
    Level 44: Fire Blast -- Thundr-Acc/Dmg:43(A), Thundr-Dmg/EndRdx:46(46), Thundr-Acc/Dmg/Rchg:50(46)
    Level 47: Resist Elements -- Aegis-ResDam/EndRdx:35(A), Aegis-ResDam/Rchg:35(48), Aegis-ResDam:35(48)
    Level 49: Resist Energies -- Aegis-ResDam/EndRdx:35(A), Aegis-ResDam/Rchg:35(50), Aegis-ResDam:35(50)
    ------------
    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 -- Run-I:40(A)
    Level 2: Hurdle -- Jump-I:40(A)
    Level 2: Health -- Numna-Heal/EndRdx:32(A), Numna-Heal:42(36)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-End%:50(31)
    ------------
    Set Bonus Totals:
    • 16.75% Defense(Smashing)
    • 16.75% Defense(Lethal)
    • 12.38% Defense(Fire)
    • 12.38% Defense(Cold)
    • 17.38% Defense(Energy)
    • 17.38% Defense(Negative)
    • 3% Defense(Psionic)
    • 9.875% Defense(Melee)
    • 10.19% Defense(Ranged)
    • 7.688% Defense(AoE)
    • 7.2% Max End
    • 27.5% Enhancement(RechargeTime)
    • 21% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 140.56 HP (7.5%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 15.4%
    • MezResist(Terrorized) 2.2%
    • 20% Perception
    • 8% (0.134 End/sec) Recovery
    • 42% (3.286 HP/sec) Regeneration
    • 6.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 10% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  11. Quote:
    Originally Posted by warden_de_dios View Post
    What is that last character? An r?
    No clue. But you know, you can just refresh and have it give you a new Captcha until you get one you're sure you can read. That's by far the easiest way to deal with that problem, IMO.
  12. Finduilas

    Scrapper or Tank

    Quote:
    Originally Posted by firespray View Post
    One other thing to consider is the soft cap. A softcapped shield tank will not be all that much tougher than a softcapped shield scrapper. There will be some difference, but it won't be as much of a difference as between say a willpower tank and a willpower scrapper. Just something to think about.
    There are several things to consider when comparing survivability; for instance, a tank will have significantly more HPs. In addition to defense levels, resistance levels are higher on a tank, and resistance is a lot harder to increase with pools & IOs than defense. The resistance issue isn't as important for SD as it would be for a resistance based set, but it is a difference.

    It's also a lot easier and less expensive to soft-cap a tanker than a scrapper. And if you need fewer defense set bonuses to soft-cap, that allows you to slot for other desirable set bonuses.

    One more thing to keep in mind is what level you get powers for exemping. A tank gets Shield Charge at 26 and Lightning Rod at 38; a scrapper gets Shield Charge at 38 and Lightning Rod at 32.

    I'm not arguing that any of those differences make a tank a better farmer than a scrapper, but I think you've portrayed the difference as much more one-sided than it actually is.
  13. Quote:
    Originally Posted by UberRod View Post
    Yeah, I went cardiac all the way. Not only did I need the endurance reduction, but the extra damage resistance is very nice.

    In my opinion it is the only boost to use with Inv/SS tanks.
    I disagree; depending on the build, IMO other Alphas may provide more benefit to Invul.

    If a player has Physical Perfection and other recovery bonuses, he/she may not need the end reduction. And if the build is hard-capped for S/L resistance, the resistance bonus will only help with non-S/L resistance, and I think it's debatable whether an ~3% increase will make a significant difference in survivability.
  14. Finduilas

    Dumb IO question

    Just want to make explicit something that a couple of other posters have mentioned implicitly; for common IOs, once you hit the ED cut-off for an enhancement value (it'll show up as red in Mid's) there's no real benefit to slotting higher level IOs. So if you're going to put 3 slots of a particular type (3 damage, for instance) in a power, using anything higher than level 30s is usually a waste of influence. But if you are using just one or two slots, going up to level 50 will at least provide some benefit.

    For set IOs, there are significant benefits to using lower level IOs. For one thing, as others have mentioned, the IO level determines whether you keep the set bonus when exemping. Also, there are a number of extremely desirable bonuses in sets that cap out at 30 or 40. If you really need/want a bonus in a lower level set, IMO it's much better to just keep that set and the bonus than trade it in for a higher level set with a less desirable bonus.
  15. Quote:
    Originally Posted by Axetion View Post
    And wIll my endurance be fine if i switch into Muscilate?

    I love advice, Thanks again

    Axetion
    Unless your attacks aren't fully slotted for damage (around 95%) enhancement, Musculature probably isn't a good choice since the benefits will be very small.

    It's hard for us to tell whether or not you'll need the Cardiac end reduction, since it's at least somewhat dependent on play style. However, since your attacks and most of your toggles are well slotted for end reduction, and you have Physical Perfection, my guess is that you'd be okay without it.

    Personally, I'd probably go with Spiritual for the recharge bonus in your situation.
  16. Quote:
    Originally Posted by Korith View Post
    Note, however, that for "Chance for X", where the chance is less than 100%, click powers that can be activated at least every 10 seconds are the BEST choice - the faster, the better (eg: Chance for [Type] Damage, Chance for Recharge, Chance for Build Up)
    Yep.

    Though AoE toggles aren't a bad choice either; they only have a chance to hit every 10 seconds, but they have a chance to hit on every target.
  17. Quote:
    Originally Posted by nytflyr View Post
    so how does it work in health, will it be continually up?
    It's active when the power is active, and since Health is a passive and active all the time, yes, it's continually up.

    The regen/recovery uniques and other IOs that work like them, stealth IOs and the Kismet +def, for instance, work best in passive powers. If you don't have a passive to slot them in, a toggle that you plan to use all the time is the next best choice. Click powers like OwtS are the worst choice, unless it's one you plan to set on auto.

    The other thing to remember is that when exemping, they will work as long as the power is active. If exemp low enough that you can't use the power, you'll lose the benefit of the IO. That's another reason why Health is such a good choice, since you now get it at level 2!
  18. Finduilas

    Costume Issue

    IIRC, the single mantle cape is a veteran's reward, so it's available at level one. To get any of the other capes you have to reach level 20 and do the cape mission from the City Representative in Atlas.
  19. Quote:
    Originally Posted by _Zep_ View Post
    I was comparing the -KB bonuses not saying go out and fill every power posible with kinetic crash.... though the set does have some nifty bonuses.

    +3% run speed
    +2.5% Smash Resist
    -3 pts KB
    +6% regin
    +7.5% Global Recharge

    Almost worth 6 slotting gale and never using it, eh?

    Seriously aside from the +KB to that power which some people like some dont so we'll leave that aside, it is a good set for bonuses.
    Oh, I'm not questioning that the bonuses are good, they are. But I thought the OP should know that if he/she slots it in a KD attack it will turn the KD into KB. An important caveat IMO, since a lot of players don't like KB.

    In addition, KB sets won't fully slot an attack for damage. In some cases that won't be a problem, but in general Kinetic Combat is not something I would recommend slotting without explaining its limitations.
  20. First of all, the colors you've chosen are very hard to read against the "Hero blue" background. You may want to change that.

    The build is a good one on the whole, but I'd suggest a few changes.

    If you move the Steadfast +def so it's the 6th slot in either MC or DE, you'd get a 1.5% recovery bonus. Not much, but it doesn't cost you any slots to do it.

    I'd change the slotting of Death Shroud up a bit. In this case, I don't think the 1% recovery in Cleaving Blow is worth slotting for. If you went with all Multi Strike, you'd get small S/L and F/C bonuses, and the enhancement numbers would be almost as good. They're not big enough to slot for as a general rule, but I think that would be more useful than the 1% recovery bonus. Another option is to slot 3-4 Eradication in Death Shroud for the E/NE def bonus, then add another couple of slots for sufficient end reduction. The end reduction won't be as high as in your current slotting, but I think the trade-off--a 3.13% E/NE def bonus, is worth it.

    Instead of the Karma in CJ, I'd slot a def common IO or another LotG +recharge, and put a BotZ -KB in SJ instead. No extra slots, and you'd get another 7.5% recharge bonus.

    Both Cloak of Darkness and Weave are underslotted for end reduction. This is particularly a problem for Weave since it's a relatively high-end toggle. I'd add another slot to each, and put in a LotG Def/End/Rchg.

    Ice Patch doesn't need two slots, a recharge in the base slot will make it "perma". So use that slot elsewhere.

    I'd recommend swapping the order of Tough and Op Gloom; it won't hurt to delay Op Gloom until level 30.

    I'm guessing that Op Gloom is so heavily slotted for the recharge bonus in Stupefy. I'd only do it if you feel that everything else is sufficiently slotted. But for example, IMO Health currently needs more slots, but your call which is more important.

    Slotting a full set of Obliteration leaves Frozen Aura underslotted for end reduction. A better alternative might be to get the 1.8% S/L bonus by two-slotting Rectified Reticule in Build up and using Eradication in FA similar to what I recommend for Death Shroud.

    Here's your build with the changes I recommended. I left Op Gloom as is, but as I mentioned you might want to use those slots for something else. Most of the other stats are the same or a little higher in the revised build, but E/NE defense is much higher, which I think is important since DA has little energy resistance.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Fallen Legend: Level 50 Magic Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Ice Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5), S'fstPrt-ResKB:30(37), S'fstPrt-ResDam/Def+:30(50)
    Level 1: Frozen Fists -- KntkC'bat-Dmg/EndRdx:35(A), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Acc/Dmg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(46), Mako-Acc/Dmg/EndRdx/Rchg:50(46)
    Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(9), S'fstPrt-ResKB:30(45)
    Level 4: Frost -- Posi-Acc/Dmg:50(A), Posi-Acc/Dmg/EndRdx:50(11), Posi-Dmg/EndRdx:50(11), Posi-Dmg/Rng:50(13), Posi-Dmg/Rchg:50(13)
    Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(46), RctvArm-ResDam:40(48)
    Level 8: Dark Regeneration -- Theft-Acc/Heal:30(A), Theft-Acc/EndRdx/Heal:30(15), Theft-+End%:30(17), Nictus-Acc/EndRdx/Rchg:50(17), Nictus-Acc/EndRdx/Heal/HP/Regen:50(19), Dct'dW-EndRdx/Rchg:50(19)
    Level 10: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg/Rchg:30(21), Erad-Acc/Dmg/Rchg:30(21), Erad-%Dam:30(23), M'Strk-Acc/Dmg/EndRdx:50(23), M'Strk-Dmg/EndRdx:50(25)
    Level 12: Ice Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(25), KntkC'bat-Dmg/Rchg:35(27), KntkC'bat-Dmg/EndRdx/Rchg:35(27), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
    Level 14: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(42), Mocking-Taunt/Rng:50(42), Mocking-Rchg:50(42), Mocking-Taunt/Rchg/Rng:50(43), Mocking-Acc/Rchg:50(48)
    Level 16: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 18: Cloak of Darkness -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(29), LkGmblr-Def/EndRdx:50(29), LkGmblr-Def/EndRdx/Rchg:50(31)
    Level 20: Ice Patch -- RechRdx-I:50(A)
    Level 22: Super Jump -- Zephyr-ResKB:50(A)
    Level 24: Boxing -- Acc-I:50(A)
    Level 26: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33)
    Level 28: Freezing Touch -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(33), C'ngImp-Dmg/Rchg:50(34), C'ngImp-Acc/Dmg/EndRdx:50(34), C'ngImp-Dmg/EndRdx/Rchg:50(45)
    Level 30: Oppressive Gloom -- Stpfy-Acc/Rchg:50(A), Stpfy-Acc/Stun/Rchg:50(34), Stpfy-EndRdx/Stun:50(36), Stpfy-Acc/EndRdx:50(36), Stpfy-Stun/Rng:50(43)
    Level 32: Soul Transfer -- RechRdx-I:50(A)
    Level 35: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx:50(37), LkGmblr-Def/EndRdx/Rchg:50(40)
    Level 38: Frozen Aura -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), Sciroc-Dmg/EndRdx:50(40), Sciroc-Acc/Dmg/EndRdx:50(40)
    Level 41: Conserve Power -- RechRdx-I:50(A)
    Level 44: Physical Perfection -- EndMod-I:50(A), P'Shift-End%:50(45)
    Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48)
    Level 49: Build Up -- RechRdx-I:50(A), Rec'dRet-ToHit:20(50), Rec'dRet-Pcptn:20(50)
    Level 50: Cardiac Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A)
    Level 2: Stamina -- P'Shift-End%:50(A), EndMod-I:50(31), P'Shift-EndMod:50(37), EndMod-I:50(39)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 19.88% Defense(Smashing)
    • 19.88% Defense(Lethal)
    • 6.125% Defense(Fire)
    • 6.125% Defense(Cold)
    • 14.25% Defense(Energy)
    • 14.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 11.44% Defense(Melee)
    • 8.625% Defense(Ranged)
    • 4.563% Defense(AoE)
    • 7.2% Max End
    • 34% Enhancement(Accuracy)
    • 47.5% Enhancement(RechargeTime)
    • 3% Enhancement(Stun)
    • 5% FlySpeed
    • 231.92 HP (12.38%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 12.1%
    • MezResist(Sleep) 1.65%
    • 20% Perception
    • 6.5% (0.109 End/sec) Recovery
    • 40% (3.13 HP/sec) Regeneration
    • 1.575% Resistance(Fire)
    • 1.575% Resistance(Cold)
    • 5% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  21. Quote:
    Originally Posted by _Zep_ View Post
    I have the kinetic crash set on my PB with 3 pts of -kb. It stops almost everything. Four points is even better.
    But the OP should keep in mind that using Kinetic Crash will increase the KB mag of attacks, and will very likely turn KD powers into KB. Okay if you like that sort of thing, but not everyone does. Personally, I hate it.
  22. Quote:
    Originally Posted by _Elektro_ View Post
    Well you may not agree with it, but it is a truth. In fact, forgive my bluntness, but it's far more usefull than posting a SD-SS build with irrelevant powers from medicine. He won't need that... not at all. In fact, if he follows the ideals of a good DM-SD scrapper build, he'll find he needs to make Siphon life a VITAL part of his attack chain.
    I agree with Psiphon on this; why send the OP to the scrapper forum for a tank build when there are plenty of people here ready and able to help? Sure, the builds are similar, but a tank is going to have slightly different priorities because the soft-cap is so much easier to reach on a tank.

    The OP has gotten nine replies to his question, most of them within a few hours of posting, which hardly suggests that posters here are slow to post or unwilling to help. As a matter of fact, I was going to post a lengthy build critique but decided not to since most of my points were addressed by previous posters.
  23. For any tanker but WP, I would definitely slot end reduction in attacks as well as Accuracy and Damage; IMO it's far more important than recharge.

    Defense boosts are super helpful for a Invul tanker, so CJ from the Jumping pool and Weave from Fighting would both be good choices. In addition, taking Tough (one of the prereqs for Weave) will allow an Invul tanker to hard cap S/L resistance, which is very much worth doing.

    I recommend that you mosey on down to the Tank forum, we're friendly and very happy to giving build advice to new tankers.
  24. I agree that HPT is better slotted for the HP boost, and IMO the bonuses in three Steadfast Protection are not worth slotting for since you don't need either the KB protection or the end reduction in the other two slots. I would generally do 3 heal slots and 3 dam res slots; if you're going to put the Steadfast +def there I'd probably add 2 level 50 dam res commons.

    The two obvious choices among resistance sets for typed defense are Reactive Armor and Aegis. I would use RA if you have room for 4 slots since that will give you a S/L def bonus, and Aegis if you only have room for three slots.

    Personally, I'd go with something other than Energy Mastery on a WP tank, since you'll already have both QR/Stamina and FH/Health. If you do get it, I wouldn't bother slotting it heavily since it has just half the value of Stamina and Health.
  25. Quote:
    Originally Posted by Dechs Kaison View Post
    The most important thing is getting endurance reduction slotted in your attacks. Most people don't realize that attacks cost way more endurance per second than toggles ever will. Next most important is the theft of endurance proc, as mentioned.
    This.

    And to the OP: note that the three big-users in DA are Dark Regen, Death Shroud, and Cloak of Fear if you have it. So I'd throw at least another end red DO in each of them and plan to slot them for a least 50-60% end reduction once you get to SOs/sets.

    FYI, I actually waited until the 20s to get Death Shroud on my DA tank because of end problems. Now, that was before inherent Stamina, but it will also help to be able to slot SOs or sets in those powers.