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Posts
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I've always used shift-drag and drop before, so this seemed very different to me. And the fact that the cursor turns into a square is definitely new.
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Okay, that's new...and unintuitive based on how it worked before.
The drag-and-drop power switching will be nice once I get the hang of it, though it lets you do things you can't do in game.
Thanks! -
I've installed the latest version of Mid's (1.92) but am having trouble moving already placed slots.
The mouseover instructions say to shift-click, which is how it was done in earlier versions, but I can't get it to work now. When I shift-click on the slot the cursor turns into a square (it was round before) and seems to show that I've picked up the slot, but dropping it onto another power to place it doesn't work.
What am I doing wrong?
TIA! -
In terms of defense it's fine, but it has some other serious problems IMO. Most of the attacks are underslotted, including for end reduction.
Death Shroud and Cloak of Fear are underslotted for end reduction, and Dark Regen has absolutely no end reduction! Those three powers are the big end users in the set and should have at least 50-60% end reduction each. That is absolutely going to kill your end bar.
In addition, all four attacks slotted with Kinetic Combat are underslotted for Accuracy and Damage and need a fifth slot.
Another Reactive Armor set would make more sense than the Imperv Armor, then you could drop one of the Cleaving Blow sets and use one of the slots elsewhere.
Here's the sort of thing I'd do with your build. It's still soft-capped, and most of the attacks are slotted better than they were. I was able to get DS and DR well-slotted for end reduction, but Cloak of Fear is still a problem. Even frankenslotted it needs at least 3 slots to get adequate accuracy and end reduction. so I'd consider dropping it for something that doesn't need to be slotted so heavily. Oh, and I also put more end reduction in Weave and Cloak of Darkness.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Dark Embrace -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(3), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam:40(7)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(27), KntkC'bat-Dmg/Rchg:35(29), KntkC'bat-Dmg/EndRdx/Rchg:35(31)
Level 2: Murky Cloud -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(7), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9)
Level 4: Smite -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(23), KntkC'bat-Dmg/EndRdx:35(27), KntkC'bat-Dmg/Rchg:35(29), Mako-Acc/Dmg/EndRdx/Rchg:50(31)
Level 6: Obsidian Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam/EndRdx/Rchg:40(13)
Level 8: Dark Regeneration -- Theft-Acc/EndRdx/Heal:30(A), Theft-Acc/EndRdx/Rchg:30(13), Theft-+End%:30(15), Nictus-Acc/EndRdx/Rchg:50(15), Nictus-Acc/EndRdx/Heal/HP/Regen:50(17)
Level 10: Combat Jumping -- Zephyr-ResKB:50(A), Ksmt-ToHit+:30(21)
Level 12: Cloak of Darkness -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(19), LkGmblr-Def/EndRdx/Rchg:50(19), LkGmblr-Rchg+:50(21)
Level 14: Super Jump -- Zephyr-ResKB:50(A)
Level 16: Shadow Maul -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(17), Erad-Acc/Dmg/Rchg:30(31), Sciroc-Acc/Dmg/EndRdx:50(40), Sciroc-Dmg/EndRdx:50(40)
Level 18: Cloak of Fear -- SipInsght-Acc/EndRdx/Rchg:30(A)
Level 20: Siphon Life -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(25), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(34), Mako-Acc/Dmg/EndRdx/Rchg:50(50)
Level 22: Death Shroud -- Erad-Dmg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(34), Erad-Dmg/Rchg:30(34), Sciroc-Dmg/EndRdx:50(43), Sciroc-Acc/Dmg/EndRdx:50(46)
Level 24: Taunt -- Mocking-Taunt:50(A)
Level 26: Oppressive Gloom -- Stpfy-Acc/Rchg:50(A)
Level 28: Soul Drain -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(33), Erad-Dmg/Rchg:30(33), C'ngBlow-Dmg/EndRdx:50(36), C'ngBlow-Acc/Dmg:50(46), C'ngBlow-Dmg/Rchg:50(46)
Level 30: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Dmg/EndRdx/Rchg:35(37)
Level 32: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(39), RctvArm-ResDam/Rchg:40(39), RctvArm-ResDam/EndRdx/Rchg:40(39)
Level 35: Dark Consumption -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(36), Erad-Acc/Dmg/Rchg:30(36)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43), Mako-Acc/Dmg/EndRdx/Rchg:50(45)
Level 41: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(42), LkGmblr-Rchg+:50(42)
Level 44: Gloom -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45)
Level 47: Soul Tentacles -- Enf'dOp-EndRdx/Immob:50(A), Enf'dOp-Immob/Rng:50(48), Enf'dOp-Acc/Immob/Rchg:50(48), Enf'dOp-Acc/EndRdx:50(48)
Level 49: Soul Transfer -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(50), Erad-Acc/Dmg/Rchg:30(50)
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(25)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(23)
Level 4: Ninja Run
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Set Bonus Totals:- 29.25% Defense(Smashing)
- 29.25% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 27.38% Defense(Energy)
- 27.38% Defense(Negative)
- 3% Defense(Psionic)
- 16.13% Defense(Melee)
- 15.19% Defense(Ranged)
- 3% Defense(AoE)
- 9% Max End
- 15% Enhancement(RechargeTime)
- 18% Enhancement(Accuracy)
- 3% Enhancement(Immobilize)
- 217.86 HP (11.63%) HitPoints
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Immobilize) 18.15%
- 4.5% (0.075 End/sec) Recovery
- 50% (3.912 HP/sec) Regeneration
- 1.875% Resistance(Negative)
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Quote:What I meant--and it's understandable that you didn't get my point since it was poorly phrased--is that three sets don't already have a particular kind of defense that you should build on. Since Dark has both positional and typed defense in CoD, there's no advantage to getting one over the other like there is for the other tank armors with defense.All but two, actually. Dark has Cloak of Darkness - it's just Fire and Electric that lack any native defense.
Quote:And of the sets with defense, only one of them explicitly gives positional defense (shields). Dark Armor gives an equal amount of typed and positional defense, and the general consensus is that if you're going to softcap one thing, take S/L, but if you want full protection it's easier to take a positional softcap and let Obsidian Shield cover you against non-positional psi. The other four armor sets (Stone, Ice, Invuln and WP) all have native typed defense, so building a positional softcap is just wasteful. It's far easier to go for S/L/E/N/F/C than M/R/A.
Also, why S/L is good? The most common defense debuff in the game is gunfire. Melee defense does nothing against guns, but they do Lethal damage, so S/L defense will avoid it. And if you can't avoid those Ranged (and AoE) Lethal attacks, they'll strip away your hard-earned defense very quickly. So positional defense is great if you want to softcap everything, but just a Melee softcap will have trouble with some groups - you might be able to dodge the Romans' sword attacks, but you're defenseless against the pilums, and they debuff defense too, and now you're in cascade failure territory. S/L at least has the same defense against both debuffs, and is a bit more resilient to these induced cascade failures. -
The single most important criteria for determining the sort of defense bonuses to look for is what, if any, kind of defense your primary has already; IIRC all but three tank primaries have at least some defense of one kind or another.
Assuming that you're playing a set that has no inherent defense, or has some to both typed and positional defense, (which is true of Dark's Cloak of Darkness) there are a couple of advantages to typed defense. One is that S/L damage is a much larger proportion of the total damage in the game than melee. So if you can only or are only going to increase one position or pair of types, then S/L will be more worthwhile. Also, typed defense bonuses like S/L as a rule require fewer enhancements in a set; 3-4 is most common compared to 5 or 6 for positional bonuses.
On the other hand, if you can get melee/ranged/AoE to the soft-cap, it will cover the vast majority of attacks in the game. Soft-capping S/L/E/NE/F/C defense will still leave you vulnerable to pure Psi and Toxic attacks. Psi and Toxic damage are very rare, but still, one advantage of positional defense is that most of those attacks will be covered.
Hope that helps!
EDIT: Regarding the problem you're having with defense bonuses in Mid's; most likely you've hit the "rule of 5" for 3.75% bonuses. Check the "Sets and Bonuses" window to be sure. If that's not it, post your build and we can probably figure out what's causing it. -
Both TI and Tough are overslotted for end reduction; IMO, Tough is ridiculously overslotted. 40-50% end reduction is sufficient, I'd replace the End IO in TI with a Res/Rchg and the End/Rchg in Tough with a Res/Rchg. A small change, but you'll easily hit the S/L resistance hard cap, which your current build doesn't do.
I'd also pull the fifth slot from Tough and use it to put a LotG Def/End in Tough Hide. That will give you more S/L/E/NE defense and a better bonus than the pitiful .625% F/C def you get from the fifth slot RA slot.
And personally, I think the Shield Wall +3% resistance is a huge waste of influence given how little survivability it adds, but hey, it's your influence. -
Quote:You're right about the Doctored Wounds; I usually use it 5-slotted, and forgot that the 3 slot bonuses aren't anything special. Numina would be better there.Ah, that's good that's very good. Gona make a few changes though.
I figure ID will doesn't realy need 3 slots. And re 3 slotting -acc in Rise of the Challenge.
A -54.16% to hit debuff is more useful to the team than a little more argo control. Especially since Thunder strike and Lightning rod should keep them off there feet. Keeping the number of times they can hit to a bare minimum.
And I'm not sure why you used Doctored Wounds in HTP Numinas' convalescence has better set bonuses and doesn't run into the rule of 5.
I'm not sure what you mean by "ID", what power are you referring to?
"A little aggro control" is a tank's main job, and players who generate more damage than tankers can easily draw too much aggro unless a tank has the tools to make sure they stay focused on him. A tank's attacks help, but not as much as a good taunt aura and taunt itself.
I'm also not sure where you got the idea that the ToHit debuff in RttC was so high; it's base 3.5%, so enhanced to 54% it's just 5.4%. Many enemies resist to-hit debuffs as well, so IMO it's just not worth slotting for. -
There are WP/Mace and WP/Elec build threads on the first page that would be a useful template for WP/KM, since there's nothing really unique to KM other than Power Siphon, and it can be slotted like Build Up. Oh, and you might want to skip the KB power in KM, Repulsing Torrent. All the other attacks are worth taking.
Probably the most common set bonus goal for a WP tank build is to increase S/L defense, since WP comes with relatively little of it and S/L is by far the most common damage types in the game. So look for sets that give significant S/L bonuses like Kinetic Combat. Also note that although at least one of the builds uses some very expensive IOs like the Glad Armor +Def and LotG +Defense, those are by no means the only way to put together a good WP tank.
If you do a rough build in Mid's and post it here, I'm sure someone will be happy to give you some pointers.
Hope that helps! -
Quote:If you want specific, here goes:Douse anybody have any more advice? Preferably something that doesn't sound like a fortune cookie. I have better defiance/resistance/regen that any will build I've seen but I'm worried I might have gimped my attack to do it. Or have missed something important.
I know I skipped taught but I figured if some one need me to draw argo from them it would be easier to just drop a thunder port (Lightning rod) on there head.
Besides the only that I've heard that is likely to draw argo from A tank a shield scrapper. And since most of the ones I've seen have a whole lot of set bonuses I don't think that they are likely to die before the 2 of us can kill whatever is killing him.
If no advice just a. "It's good do for it." Or a. "It doesn't suck give it a try." Would be much appreciated.
First of all, Willpower has the least effective aggro aura of any tank set, so it's likely that a lot more than a Shield scrapper will be able pull aggro from you unless you're very experienced with aggro control or have more tools than you do currently. I would definitely recommend Taunt, and I would also suggest that you slot RttC for Taunt Duration rather than To-Hit Debuff. IMO, the ToHit Debuff in RttC is a nice bonus, but its primary benefit is the additional regen.
I also really don't think you need Energy Mastery on a WP tank that has both QR and Stamina. If I were doing this build, I'd probably skip Havoc Punch or Jacob's Ladder for Taunt, then go with Char, Fire Blast and Fire Ball for additional (ahem) firepower.
On to slotting.
Use a Miracle Heal/Recharge instead of a Heal/End/Rchg in HPT since it only benefits from the Heal anyway. You also might want to consider a higher level set like Doctored Wounds or Numina's so 3 slots will get you closer to the ED cut-off.
If you can free up some slots from elsewhere, put a fifth slot in CB so it has sufficient Accuracy and Damage.
I'm guessing that the Harmonized Healing End/Rchg in FH is a mistake, since there's no earthly reason to put it in a auto Heal power. Replace it with a HH Heal/Rchg instead. Personally, I think FH is overslotted, it really shouldn't need more than 4 slots.
As I mentioned above, I think slotting for Taunt duration is much more useful than ToHit Debuff. I'd go with 3-4 slots from a Heal set and 1-2 Taunt Dur commons.
Jacob's Ladder and Thunder Strike are both very underslotted. I'd go with 3-4 Eradication, and 2 Scirocco's Dervish slots in each--I prefer the Dam/End and Dam/End/Rchg.
QR is way overslotted; the 1.5% F/C def is simply not worth the slots since you need them elsewhere. Similarly, the 5th Reactive Armor slot in MoB could find a much better use than a .6% F/C defense bonus. Pull the Endurance IO and use the slot somewhere else.
Like Charged Brawl, Chain Induction needs another slot. I'm not sure why you'd put two additional slots in HP and short slot the other two; the regen bonus from the Pounding Slugfests is nice, but not *that* nice.
IMO, the Shield Wall 3% Resistance in CJ is a complete waste of influence; an additional 3% resistance is completely trivial to the overall survivability of your build. Use an LotG +Recharge or even a Defense common there instead.
Here's the sort of thing I'd do with your build. It's soft-capped to S/L/E/NE/F/C, the secondary attacks are all fully slotted, almost as much Regen and Recovery than your build, and significantly more Recharge.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Electrical Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(3), Dct'dW-Heal:50(3), Aegis-ResDam/Rchg:50(5), Aegis-ResDam/EndRdx:50(5), Aegis-ResDam:50(7)
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(11), Mako-Acc/Dmg/EndRdx/Rchg:50(15)
Level 2: Fast Healing -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(11), Numna-Heal:50(13), Numna-Regen/Rcvry+:50(13)
Level 4: Havoc Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(34), Mako-Acc/Dmg/EndRdx/Rchg:50(36)
Level 6: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(19), LkGmblr-Def/Rchg:50(19)
Level 8: Rise to the Challenge -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(21), Numna-Heal/Rchg:50(21), Numna-Heal/EndRdx/Rchg:50(36), Taunt-I:50(37)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(15), Mocking-Taunt/Rchg/Rng:50(23), Mocking-Acc/Rchg:50(23), Mocking-Taunt/Rng:50(25), Mocking-Rchg:50(36)
Level 12: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(25), P'Shift-EndMod/Acc:50(27), P'Shift-End%:50(37)
Level 14: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(27), RctvArm-ResDam:40(29), RctvArm-ResDam/Rchg:40(29), S'fstPrt-ResDam/Def+:30(31)
Level 16: Thunder Strike -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(31), Erad-Acc/Dmg/Rchg:30(31), Sciroc-Dmg/EndRdx:50(33), Sciroc-Acc/Dmg/EndRdx:50(33)
Level 18: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx/Rchg:50(34), LkGmblr-Rchg+:50(34)
Level 20: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(42), RechRdx-I:50(50)
Level 22: Kick -- Empty(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam:40(43), RctvArm-ResDam/Rchg:40(43)
Level 26: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(39), LkGmblr-Def:50(43), LkGmblr-Rchg+:50(45)
Level 28: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(39), KntkC'bat-Dmg/EndRdx:35(46), KntkC'bat-Dmg/Rchg:35(46), Mako-Acc/Dmg/EndRdx/Rchg:50(46)
Level 30: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(37)
Level 32: Strength of Will -- GA-3defTpProc:50(A)
Level 35: Maneuvers -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(48)
Level 38: Lightning Rod -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(40), Oblit-Acc/Dmg/Rchg:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(42)
Level 41: Hasten -- RechRdx-I:50(A)
Level 44: Char -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(45), Dev'n-Dmg/Rchg:50(45)
Level 47: Fire Blast -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(48), Dev'n-Dmg/Rchg:50(48)
Level 49: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(50), Posi-Dmg/Rchg:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth: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 -- Panac-Heal/+End:50(A), Mrcl-Rcvry+:40(7)
Level 2: Stamina -- EndMod-I:50(A)
------------
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% Defense(Smashing)
- 26% Defense(Lethal)
- 12.25% Defense(Fire)
- 12.25% Defense(Cold)
- 11.63% Defense(Energy)
- 11.63% Defense(Negative)
- 6% Defense(Psionic)
- 18.81% Defense(Melee)
- 8.813% Defense(Ranged)
- 9.125% Defense(AoE)
- 3.6% Max End
- 27% Enhancement(Accuracy)
- 12% Enhancement(Heal)
- 35% Enhancement(RechargeTime)
- 5% FlySpeed
- 337.33 HP (18%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 10.45%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 5% (0.084 End/sec) Recovery
- 98% (7.667 HP/sec) Regeneration
- 2.835% Resistance(Fire)
- 2.835% Resistance(Cold)
- 10% RunSpeed
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Looks pretty good. When it comes up in Mid's for me, there are two unassigned slots, and I'd put one, if not both of them in Stamina. Two EndMod commons with a Perf Shifter +End is my usual slotting for Stamina.
With Maneuvers running, you're well above the soft cap for S/L defense, so you could drop one of the Kin Combat set for something cheaper, if you wish.
You are over the "rule of five" for 1.8% +end bonuses, so you might want to consider replacing one of the GotA sets for LotG.
Also, if you can free up another slot, a 6th MB slot in Taunt will give you a cheap 7.5 Recharge bonus. -
Quote:Very slightly better, 2.5% base vs. 2.275% base. The reason I would recommend that a player slot Maneuvers more heavily than CJ is not it's defense value, but it's endurance cost. It's a .39 EPS toggle (most armor toggles are .26 EPS) so if you're going to run it for the defense you need a couple of slots--for instance a Def/End and Def/End/Rchg from a defense set--to make sure it has sufficient end reduction.I would 3-4 slot Combat Jumping over Maneuvers as it gives better defense.
That's the main reason I try to stay away from using Maneuvers with sets like Ice, Shields, and Invul that can soft-cap fairly easily without it. It can be a cheaper alternative that using set bonuses for defense, but you do have to slot it a bit to get the most use out of it. -
Quote:I wouldn't do it, unless you really want the -Fly. JB has almost guaranteed KU as it is. If you have City Traveler, I'd skip the Fly prereq entirely, pick up Build Up instead, and 6-slot it with Gaussian's for 2.5% def to all positions.Usually i put lotgs in weave but figured that the extra endurance recovery may be necessary. My bs/sd scrapper sucks endurance like a thirsty man in the desert drinks water
so was trying to avoid that.
how do you use build up as psuedo stamina? you mean because you're putting out more damage so use less attacks?
What do you think about air sup instead of jawbreaker?
You could always put a LotG +Recharge in Grant Cover, since I don't think the Hami-O in GC has the same benefit as they do in AD.
Also, you don't need that level of end reduction in Weave; swap out the End/Rchg for the Def/Rchg.
Is there a particular reason that all your enhancements are at level 35? I understand it's useful for exemping, but there's absolutely no benefit to capping slotting lower level common IOs or singles of set IOs.
Here's what I would do with your build. If you can't skip the Fly prereq, you could get Air Sup instead of JB and open a spot for BU that way.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Justitania: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: War Mace
Power Pool: Flight
Power Pool: Medicine
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+:35(A), LkGmblr-Def:35(3), LkGmblr-Def/EndRdx:35(3), LkGmblr-Def/EndRdx/Rchg:35(5), ResDam-I:50(5), ResDam-I:50(11)
Level 1: Bash -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Dmg/EndRdx:35(11), C'ngImp-Dmg/Rchg:35(13), C'ngImp-Acc/Dmg/Rchg:50(13)
Level 2: Battle Agility -- LkGmblr-Rchg+:35(A), LkGmblr-Def:35(15), LkGmblr-Def/EndRdx:35(25), LkGmblr-Def/EndRdx/Rchg:35(34)
Level 4: Jawbreaker -- Mako-Acc/Dmg:35(A), Mako-Acc/Dmg/EndRdx/Rchg:35(7), Mako-Dam%:35(7), Mako-Dmg/EndRdx:35(9), Mako-Acc/EndRdx/Rchg:35(15), Mako-Dmg/Rchg:50(25)
Level 6: Fly -- Flight-I:35(A)
Level 8: Active Defense -- HO:Membr(A), HO:Membr(9)
Level 10: Against All Odds -- EndRdx-I:35(A)
Level 12: True Grit -- Numna-Regen/Rcvry+:35(A), Numna-Heal/EndRdx:35(40), Numna-Heal:35(43), S'fstPrt-ResDam/Def+:30(43), ImpArm-ResDam/EndRdx:35(45), ImpArm-ResDam:35(45)
Level 14: Aid Other -- H'zdH-Heal/EndRdx/Rchg:35(A)
Level 16: Aid Self -- IntRdx-I:35(A), IntRdx-I:35(17), Numna-Heal/EndRdx/Rchg:35(17), Numna-Heal/Rchg:35(19), Numna-Heal:35(19)
Level 18: Phalanx Fighting -- LkGmblr-Rchg+:35(A)
Level 20: Clobber -- C'ngImp-Acc/Dmg/EndRdx:35(A), C'ngImp-Dmg/EndRdx/Rchg:35(21), C'ngImp-Acc/Dmg/Rchg:35(21), C'ngImp-Dmg/Rchg:35(23), C'ngImp-Dmg/EndRdx:35(23)
Level 22: Taunt -- Mocking-Taunt:35(A), Mocking-Taunt/Rchg/Rng:35(45), Mocking-Rchg:35(46), Mocking-Taunt/Rchg:35(48), Mocking-Acc/Rchg:35(48), Mocking-Taunt/Rng:35(50)
Level 24: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(34), GSFC-ToHit/Rchg/EndRdx:50(37), GSFC-Rchg/EndRdx:50(37), GSFC-ToHit/EndRdx:50(40), GSFC-Build%:50(50)
Level 26: Shield Charge -- Oblit-Dmg:35(A), Oblit-Acc/Rchg:35(27), Oblit-Dmg/Rchg:35(27), Oblit-Acc/Dmg/Rchg:35(29), Oblit-Acc/Dmg/EndRdx/Rchg:35(29), Oblit-%Dam:35(31)
Level 28: Boxing -- Acc-I:35(A)
Level 30: Tough -- ImpArm-ResDam/EndRdx:35(A), ImpArm-ResDam:35(31), ImpArm-ResDam/EndRdx/Rchg:35(31), ImpArm-ResDam/Rchg:35(33)
Level 32: Weave -- GftotA-Def:35(A), GftotA-Def/Rchg:35(33), GftotA-Def/EndRdx/Rchg:35(33), GftotA-Def/EndRdx:35(34)
Level 35: Shatter -- Sciroc-Acc/Dmg/EndRdx:35(A), Sciroc-Acc/Dmg:35(36), Sciroc-Dmg/Rchg:35(36), Sciroc-Dmg/EndRdx:35(36), Sciroc-Acc/Rchg:35(37)
Level 38: Crowd Control -- Erad-Acc/Dmg/Rchg:30(A), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Sciroc-Dmg/EndRdx:50(39), Sciroc-Acc/Dmg/EndRdx:50(40)
Level 41: Whirling Mace -- M'Strk-Acc/Dmg/EndRdx:50(A), Sciroc-Dmg/Rchg:35(42), Sciroc-Acc/Dmg/EndRdx:35(42), Erad-Dmg:30(42), Erad-%Dam:30(43)
Level 44: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 47: One with the Shield -- Aegis-Psi/Status:30(A)
Level 49: Grant Cover -- LkGmblr-Rchg+: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 -- Flight-I:35(A)
Level 2: Hurdle -- Jump-I:35(A)
Level 2: Health -- RgnTis-Regen+:30(A), Mrcl-Rcvry+:35(48)
Level 2: Stamina -- P'Shift-EndMod:35(A), P'Shift-EndMod/Acc:35(46), P'Shift-End%:35(46)
------------
Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 8.625% Defense(Smashing)
- 8.625% Defense(Lethal)
- 8.938% Defense(Fire)
- 8.938% Defense(Cold)
- 9.25% Defense(Energy)
- 9.25% Defense(Negative)
- 4.875% Defense(Psionic)
- 10.5% Defense(Melee)
- 10.81% Defense(Ranged)
- 10.19% Defense(AoE)
- 9.45% Max End
- 50% Enhancement(Accuracy)
- 47.5% Enhancement(RechargeTime)
- 10% FlySpeed
- 253 HP (13.5%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 6.05%
- MezResist(Immobilize) 7.7%
- MezResist(Stun) 2.2%
- 9.5% (0.159 End/sec) Recovery
- 74% (5.79 HP/sec) Regeneration
- 2.5% Resistance(Fire)
- 3.125% Resistance(Negative)
- 3% Resistance(Psionic)
- 10% RunSpeed
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Quote:I used Multi Strikes (it's 'she', btw :-)) because you'd be over on the 10% recharge bonuses anyway--LotG has the same bonus. The Cleaving Blows are a good option too, but it does require you to use the Erad quad to get sufficient end reduction, and that's the most expensive IO in the set.Yeah the attack slotting makes sense, I'd toyed with the idea of 2 Scirocco's for the regen bonus though. He probably suggessted multi's cause they cheap, and maybe u did the same maybe.
Quote:The lotg helps the def, but I already have 5 of the 7.5% recharge speed bonuses, 4 from lotg and 1 from the taunt set, which is why I put the kismet in, and to help overall tohit/acc, unless lotg doesn't count as the same bonus as the one from the taunt set. Mids adds it, but I'm unsure if mids cuts you off at 5 set bonuses like in game.
I do disagree with Aibheil's recommendation to use a Acc common with the Kinetic Combat set. Using the Mako's quad isn't required by any means, but you do need an IO that provides damage as well as accuracy, since without one you'll be below the ED cut-off for damage. An Acc/Dam from a high level set like CI would work great if you want more accuracy and don't care about the recharge and end reduction. -
For one thing, the answer to your dislike of 6-slotting Eradication is pretty simple, don't six-slot it, I never do.
I'm not sure why you are so against Hasten, since it would make your desire to Perma Dull Pain exponentially easier and less expensive. I haven't tried it myself, but I doubt you could get that level of recharge without Hasten and without purples. And if you go the purples route you have to drop the some of the sets that are giving you defense set bonuses. Not worth it, IMO.
Here's what I would do with your build; it's still soft-capped to S/L/E/NE/F/C, but I changed up the slotting a bit and dropped Fly for Hasten, which does give you perma DP. You could drop Unstop instead, (you probably won't need it much since you're soft-capped) but you'd have to go with SJ as a travel power since you're out of pool choices. If you're determined to avoid Hasten, this build has around 50% without it; not enough to perma DP, but a nice amount.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Electrical Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(21), RctvArm-ResDam/EndRdx/Rchg:40(21), RctvArm-ResDam:40(48)
Level 1: Charged Brawl -- HO:Nucle(A), HO:Nucle(5), P'ngS'Fest-Dmg/EndRdx:30(7), P'ngS'Fest-Dmg/Rchg:30(7)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(11)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx/Rchg:50(A), Dct'dW-EndRdx/Rchg:50(13), Dct'dW-Heal/Rchg:50(13), Dct'dW-Heal:50(15), Dct'dW-Rchg:50(15)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(43)
Level 8: Unyielding -- Aegis-ResDam/EndRdx:40(A), Aegis-ResDam/Rchg:40(9), Aegis-ResDam/EndRdx/Rchg:40(17), Aegis-ResDam:40(19)
Level 10: Resist Elements -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(17), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(23)
Level 12: Jacobs Ladder -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(25), Erad-Dmg/Rchg:30(27), Erad-Acc/Dmg/Rchg:30(27), M'Strk-Dmg/EndRdx:50(29), M'Strk-Acc/Dmg/EndRdx:50(29)
Level 14: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(31), Mocking-Acc/Rchg:50(31), Mocking-Taunt/Rchg/Rng:50(31), Mocking-Taunt/Rng:50(33), Mocking-Rchg:50(33)
Level 16: Boxing -- Empty(A)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(19), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Def:50(34)
Level 20: Thunder Strike -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(34), Erad-Dmg/Rchg:30(36), Erad-Acc/Dmg/Rchg:30(36), M'Strk-Dmg/EndRdx:50(36), M'Strk-Acc/Dmg/EndRdx:50(37)
Level 22: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(37), RctvArm-ResDam/EndRdx/Rchg:40(37), RctvArm-ResDam:40(39)
Level 24: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(39), LkGmblr-Def:50(39), LkGmblr-Rchg+:50(40)
Level 26: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(34), LkGmblr-Def:50(40), Ksmt-ToHit+:30(48)
Level 28: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(42), KntkC'bat-Dmg/EndRdx/Rchg:30(42), Mako-Acc/Dmg/EndRdx/Rchg:30(43)
Level 30: Build Up -- Rec'dRet-Pcptn:20(A), RechRdx-I:50(50)
Level 32: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(43), LkGmblr-Def:50(45), LkGmblr-Rchg+:50(45)
Level 35: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 38: Lightning Rod -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(45), Sciroc-Dmg/Rchg:50(46), Sciroc-Acc/Rchg:50(46), Sciroc-Acc/Dmg/EndRdx:50(46), Sciroc-Dam%:50(48)
Level 41: Resist Energies -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(50), Aegis-ResDam:50(50)
Level 44: Conserve Power -- RechRdx-I:50(A)
Level 47: Physical Perfection -- EndMod-I:50(A)
Level 49: Unstoppable -- S'fstPrt-ResDam/Def+:30(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 -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(3), Mrcl-Rcvry+:40(25)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(3), P'Shift-EndMod/Rchg:50(5), P'Shift-EndMod/Acc:50(40)
------------
Set Bonus Totals:- 14.25% Defense(Smashing)
- 14.25% Defense(Lethal)
- 13.94% Defense(Fire)
- 13.94% Defense(Cold)
- 14.25% Defense(Energy)
- 14.25% Defense(Negative)
- 6.125% Defense(Psionic)
- 8.625% Defense(Melee)
- 8.625% Defense(Ranged)
- 10.81% Defense(AoE)
- 5.4% Max End
- 36% Enhancement(Accuracy)
- 50% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 5% FlySpeed
- 231.92 HP (12.38%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 7.15%
- MezResist(Sleep) 3.3%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 2.5% (0.042 End/sec) Recovery
- 70% (5.477 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 3.125% Resistance(Negative)
- 15% RunSpeed
- 2.5% XPDebtProtection
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Well, I don't know what sort of rating I'd give it, but my first impression is that you've wasted a lot of extra slots in your toggles; CA, SA, Tough and Weave don't need more than 4 slots each. Impervious Skin is a sub-par resistance set for a high level build, since it doesn't hit the ED cut-off for resistance even with 6 slots.
You've skipped Lightning Field, which I think is well worth taking, and you definitely don't need three powers from the Energy pool on an ELA tank. I'd be inclined to get another epic pool and rely on Power Sink for additional recovery. Power Sink should be slotted more heavily, too.
Also, you have the most defense to the least common damage types. You'd be better off spending your influence on sets that give S/L defense bonuse than Psi and status resistance IOs. -
Better, but still needs works, especially end reduction slotting. Specifically:
You have way more KB protection than you need, 3 KB IOs for mag 12 should be enough for almost anything.
Stone Fist and Heavy Mallet are underslotted and need another slot each. If you don't need the S/L def, I'd use 5 Crushing Impact in HM rather than the Mako's.
If you can free up the slots, put two more MB slots in Taunt for the recharge bonus.
CoD, Weave, and Maneuvers are underslotted for end reduction, so be sure you use the LotG Def/End and Def/End/Rchg in each.
Op Gloom is way overslotted. If you want the Stupefy E/NE bonus, move two slots to Fault and leave OG one or two slotted.
Death Shroud is underslotted for end reduction, IMO you should aim for at least 60%. Also, the two purples you've slotted are a complete waste of influence given the measly bonus you're getting from them. Tremor is also underslotted for end reduction.
I am not a fan of using BotZ for the typed defense bonus, the E/NE bonus for two slots is measly, to say the least. If you want to soft-cap E/NE, I'd drop Recall Friend, pick up Hurl, and slot it with 3 Thunderstrike.
Here's what I would do with your build. It's soft-capped to S/L/E/NE, has better recharge, and much better end usage than the one you posted.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Black Rock: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(33), RctvArm-ResDam/EndRdx:40(33), RctvArm-ResDam/Rchg:40(33), RctvArm-EndRdx/Rchg:40(37), RctvArm-ResDam:40(37)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(3), KntkC'bat-Dmg/Rchg:35(7), HO:Nucle(9)
Level 2: Murky Cloud -- S'fstPrt-ResKB:30(A), GA-3defTpProc:50(36), RctvArm-ResDam:40(36), RctvArm-ResDam/EndRdx:40(36), RctvArm-ResDam/EndRdx/Rchg:40(37), RctvArm-ResDam/Rchg:40(40)
Level 4: Heavy Mallet -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(5), C'ngImp-Dmg/Rchg:50(5), C'ngImp-Acc/Dmg/Rchg:50(7), C'ngImp-Acc/Dmg/EndRdx:50(17)
Level 6: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 8: Obsidian Shield -- RctvArm-ResDam/EndRdx/Rchg:30(A), RctvArm-ResDam:40(15), RctvArm-ResDam/Rchg:40(19), RctvArm-ResDam/EndRdx:40(34)
Level 10: Dark Regeneration -- Theft-+End%:30(A), Nictus-Heal/HP/Regen/Rchg:50(11), Theft-Heal/Rchg:30(17), Nictus-Acc/EndRdx/Rchg:50(19), Nictus-Acc/EndRdx/Heal/HP/Regen:50(27), Theft-Acc/EndRdx/Rchg:30(40)
Level 12: Taunt -- Mocking-Taunt/Rng:50(A), Mocking-Taunt:50(13), Mocking-Taunt/Rchg:50(13), Mocking-Taunt/Rchg/Rng:50(15)
Level 14: Super Jump -- Zephyr-ResKB:50(A)
Level 16: Cloak of Darkness -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(21), LkGmblr-Def/EndRdx:50(29), LkGmblr-Def/EndRdx/Rchg:50(34)
Level 18: Boxing -- EndRdx-I:35(A)
Level 20: Fault -- Stpfy-Acc/Rchg:20(A), Stpfy-EndRdx/Stun:50(21), Stpfy-Acc/EndRdx:20(40), Stpfy-Acc/Stun/Rchg:20(43), Stpfy-KB%:50(43), Stpfy-Stun/Rng:50(50)
Level 22: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(23), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(25)
Level 24: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(25), LkGmblr-Def/EndRdx:50(27), LkGmblr-Def/EndRdx/Rchg:50(29)
Level 26: Oppressive Gloom -- Amaze-ToHitDeb%:50(A)
Level 28: Death Shroud -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(34), Erad-Acc/Dmg/EndRdx/Rchg:30(42), M'Strk-Dmg/EndRdx:50(42), M'Strk-Acc/Dmg/EndRdx:50(45)
Level 30: Stone Mallet -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx/Rchg:35(31), HO:Nucle(48)
Level 32: Soul Transfer -- Erad-Dmg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(43), Erad-Dmg/Rchg:30(45)
Level 35: Tremor -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(45), Erad-Dmg/Rchg:30(46), Sciroc-Dmg/EndRdx:50(46), Sciroc-Acc/Dmg/EndRdx:50(46)
Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), HO:Nucle(42)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- EndMod-I:50(A)
Level 47: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(48), LkGmblr-Def/EndRdx/Rchg:50(48)
Level 49: Hurl Boulder -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(50), Thundr-Dmg/Rchg:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(11)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(9)
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Set Bonus Totals:- 24.75% Defense(Smashing)
- 24.75% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 24.44% Defense(Energy)
- 24.44% Defense(Negative)
- 6% Defense(Psionic)
- 15.38% Defense(Melee)
- 17.56% Defense(Ranged)
- 6% Defense(AoE)
- 9% Max End
- 41.25% Enhancement(RechargeTime)
- 3% Enhancement(Stun)
- 34% Enhancement(Accuracy)
- 238.94 HP (12.75%) HitPoints
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Held) 2.75%
- MezResist(Immobilize) 14.85%
- MezResist(Sleep) 1.65%
- 6% (0.1 End/sec) Recovery
- 50% (3.912 HP/sec) Regeneration
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Quote:In an ideal world, we'd soft-cap our tanks to every defense type. But you know as well as I do that while soft-capping ELA to several damage types is doable, it may take sacrifices that a player isn't willing to make or influence that he/she doesn't have.ELA has almost capped S/L resistance. Does that mean he doesn't need S/L defense, too? Energy is the next most common damage type after S/L. Taking 1% damage is a lot less than taking 10% damage, and usually means the difference between living or dying when tanking Lord Recluse.
The OP's build was, IMO, sub-par as posted because he had already made too many sacrifices to get S/L/E/NE/F/C as high as it was. I wanted to offer an alternative that would allow him to put together a more well-rounded build.
I think you've seen enough of my posts to know that I almost always recommend soft-capping S/L/E/NE if possible. So I don't know why you seem to be affronted by my suggestion that it's not as much of a priority for ELA because of the high energy and end drain resistance. -
Quote:Normally, I'd also recommend trying to soft-cap S/L/E/NE, but ELA is kind of a different case, IMO. Since ELA has capped resistance to energy damage and very high resistance to end drain (the main reasons you want E/NE defense in the first place) I would go for soft-capped S/L only. I think 32.5% should be fine for E/NE/F/C under the circumstances.The critical points for defense are at 20%, 32.5%, and 45%. Obviously, 45% is soft capped. At 32.5%, a small purple inspiration gets you to the soft cap. At 20%, a medium or 2 smalls gets you soft capped. Anything in between those is somewhat wasted. At 40%, you will likely use a small purple to cut incoming damage in HALF for the harder fights. That means all your defense from 32.5% to 40% is wasted because that much is now over the soft cap. That defense could have been global recharge instead, improving your survivability through healing more often.
Reaching 45% in every category seems very difficult, and may not be possible with the budget you are aiming for. You have several options. You can go for 45% S/L and E/N. That covers almost all damage. You could go for 32.5% in all categories and depend on a small purple to soft cap. You could also go for 32.5% positional defenses and be protected against toxic attacks and most psionic attacks. Any of those would be more efficient and give you room to put more global recharge in your build so you can heal more often.
To the OP; you've used a ton of slots (and IMO wasted them) on 6-slotting your defense powers for an E/NE defense bonus that I don't think you need. Consequently, you've severely underslotted Energize and Power Sink, skipped Lightning Field, and underslotted all your ST attacks.
If this were my build, I'd drop either Maneuvers or Stealth and pick up Lightning Field for the AoE damage. I'd also use 4 LotG or GotA in the defense powers instead of RF. IMO, soft-capping S/L, getting E/NE/F/C to 30-35%, and making sure the rest of your powers were slotted well would give you a much more well-rounded build. -
Agreed, either that or the team is just in way over their heads and needs to turn the difficulty down a notch.
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For a villain to become a hero he/she must first "go rogue". Once you're at the Rogue alignment you can travel to Paragon City, but only do radio missions and missions with other players, you won't have hero-side contacts of your own.
However, if you take the next alignment step and go from Rogue to Hero, you will be able to use blue-side contacts.
At least that's how I understand it, none of my characters have done it yet! -
Hmm, well, it needs a lot of work both in terms of power order and slotting.
First of all, there's absolutely no need to take the resistance passives so early; it is much, MUCH more important that you take Unyielding, Dull Pain and Invinc as soon as they're available. You can easily put off RPD until the 20s or 30s, and ResEn and ResEl until the 30s or 40s.
Also, be sure to take ET and TF at 35 and 38; Unstop or Weave can wait until 41 if necessary. And IMO, Build Up is a more useful power than ResEl, (and more useful than Unstop on a soft-capped build) but your call. I've also heard that Melt Armor isn't as good as Fire Blast, but that's not from personal experience.
Your slotting is all over the map. Most notably, you have a mix of sets that are primarily typed defense--which you want--and positional defense, which is a lot less useful. For instance, Mako's Bite, Scirocco's Dervish, BotZ and Serendipity all have primarily positional defense bonuses, so have little 'bang for the buck' for Invul. (BotZ and Serendipity give .625% bonuses, not even worth slotting, IMO!)
If you would like to soft-cap defense, S/L and E/NE are far more important than F/C or Psi. So don't bother with sets like Scirocco's and Aegis until you've already soft-capped S/L/E/NE.
You have a lot of wasted slots in your toggles, 4 slots is usually plenty. They simply do not need the level of end reduction you have, and in some cases, you've seriously underslotted for defense or resistance as a result.
The two attacks slotted with Kinetic Combat are underslotted and need additional accuracy and damage. Your two highest damaging attacks, ET and TF are extremely underslotted--slotting only Taunt IOs in ET means it is completely *un*slotted for damage and accuracy!
The Miracle set is not a good choice for Dull Pain. Since DP is a click, you'll only get the benefit from that very expensive +Recovery unique when DP is running. So put the Miracle +Rec in Health instead and 5-slot DP with Doctored Wounds. (Everything but the Heal/End/Rchg is my preference.)
Reactive Armor is the "go-to" resistance set for Invul; as I mentioned above, Aegis is only a good idea if you're already soft-capped for S/L/E/NE, and then I'd use 3 slots in the passives. Serendipity is not a great choice for defense, I'd go with either GotA or LotG if that's within your budget.
Instead of 6-slotting Scirocco's in Whirling Hands, try 3-4 Eradication for the E/NE def bonus and Dam/End and Acc/Dam/End from SD for sufficient end reduction.
Here's the sort of thing I would do with your build; it's soft-capped to S/L/E/NE, has around 41% F/C defense, and few recharge bonuses. If you've got the influence, you could get LotG set for the defense powers as well.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Super Joe: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fighting
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(25)
Level 1: Barrage -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7), Mako-Acc/Dmg/EndRdx/Rchg:50(25)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(9), Dct'dW-Heal:50(9), Dct'dW-Rchg:50(27)
Level 4: Energy Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(13), Mako-Acc/Dmg/EndRdx/Rchg:50(15)
Level 6: Bone Smasher -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(15), C'ngImp-Dmg/Rchg:50(17), C'ngImp-Acc/Dmg/Rchg:50(17), C'ngImp-Acc/Dmg/EndRdx:50(40)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(19), RctvArm-ResDam/EndRdx/Rchg:40(39), RctvArm-ResDam:40(40)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg/Rng:50(19), Mocking-Taunt/Rchg:50(21), Mocking-Rchg:50(21), Mocking-Acc/Rchg:50(23), Mocking-Taunt/Rng:50(40)
Level 12: Combat Jumping -- Ksmt-ToHit+:30(A), DefBuff-I:50(23)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Whirling Hands -- Erad-%Dam:30(A), Erad-Dmg/Rchg:30(29), Erad-Acc/Dmg/Rchg:30(29), Erad-Acc/Dmg/EndRdx/Rchg:30(31), Sciroc-Dmg/EndRdx:50(31), Sciroc-Acc/Dmg/EndRdx:50(31)
Level 18: Invincibility -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(33), GftotA-Def/EndRdx/Rchg:40(33), GftotA-Def:40(33)
Level 20: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(36)
Level 22: Resist Energies -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(37), Aegis-ResDam:50(37)
Level 24: Boxing -- Acc-I:50(A)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(27)
Level 28: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-Pcptn:20(39), RechRdx-I:50(42)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam:40(42), RctvArm-ResDam/EndRdx/Rchg:40(42)
Level 32: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(34), GftotA-Def:40(36), GftotA-Def/EndRdx/Rchg:40(43)
Level 35: Energy Transfer -- P'ngFist-Acc/Dmg:25(A), P'ngFist-Acc/Dmg/Rchg:25(36), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(37), P'ngS'Fest-Acc/Dmg:30(39), P'ngS'Fest-Dmg/EndRdx:30(43), P'ngS'Fest-Dmg/Rchg:30(45)
Level 38: Total Focus -- C'ngImp-Acc/Dmg:30(A), C'ngImp-Acc/Dmg/EndRdx:50(43), C'ngImp-Dmg/EndRdx:50(45), C'ngImp-Dmg/Rchg:50(45), C'ngImp-Acc/Dmg/Rchg:50(46)
Level 41: Resist Elements -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(46), Aegis-ResDam:50(46)
Level 44: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(48)
Level 47: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(48), Thundr-Acc/Dmg/Rchg:50(48)
Level 49: Fire Ball -- Posi-Dam%:50(A), Posi-Acc/Dmg:50(50), Posi-Dmg/Rchg:50(50), Posi-Acc/Dmg/EndRdx:50(50)
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Level 1: Brawl -- Empty(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 -- Heal-I:50(A), Mrcl-Rcvry+:40(11)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(34)
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Set Bonus Totals:- 18.63% Defense(Smashing)
- 18.63% Defense(Lethal)
- 12.38% Defense(Fire)
- 12.38% Defense(Cold)
- 17.38% Defense(Energy)
- 17.38% Defense(Negative)
- 3% Defense(Psionic)
- 10.81% Defense(Melee)
- 10.19% Defense(Ranged)
- 7.688% Defense(AoE)
- 7.2% Max End
- 22.5% Enhancement(RechargeTime)
- 23% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 140.56 HP (7.5%) HitPoints
- MezResist(Held) 2.75%
- MezResist(Immobilize) 13.2%
- MezResist(Sleep) 2.2%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 8.5% (0.142 End/sec) Recovery
- 18% (1.408 HP/sec) Regeneration
- 7.835% Resistance(Fire)
- 2.835% Resistance(Cold)
- 10% RunSpeed
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Quote:Agreed, and it is much, much expensive than it needs to be, IMO.The build posted above has some issues. They should have taken Hasten because that is a large chunk of your global recharge bonus. It is missing endurance reduction in the toggles. It is also missing True Grit. Enhancing True Grit, Deflection, and Tough's resistance bonus will help you survive longer.
Here's my build for contrast, more of a bargain build, and not a lot of global recharge. However, it could be added easily enough by using LotG in the defense powers instead of GotA.
Hero Plan by Mids' Hero Designer 1.90
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: Electrical 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: Charged Brawl -- 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(48)
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: Jacobs Ladder -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx/Rchg:50(21), M'Strk-Dmg/EndRdx:50(43), M'Strk-Dmg/Rchg:50(43), M'Strk-Acc/EndRdx:50(43), M'Strk-Acc/Dmg/EndRdx:50(46)
Level 6: True Grit -- ResDam-I:50(A), ResDam-I:50(15), Numna-Heal:50(15), Numna-Heal/Rchg:50(17), Numna-Heal/EndRdx:50(17)
Level 8: Havoc Punch -- 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: Thunder Strike -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(31), M'Strk-Dmg/Rchg:50(33), M'Strk-Acc/EndRdx:50(33), M'Strk-Acc/Dmg/EndRdx:50(34), M'Strk-Dmg/EndRdx/Rchg:50(48)
Level 18: Taunt -- RechRdx-I:50(A)
Level 20: Phalanx Fighting -- Ksmt-ToHit+:30(A), DefBuff-I:50(25)
Level 22: Aid Other -- RechRdx-I:20(A)
Level 24: Aid Self -- IntRdx-I:50(A), IntRdx-I:50(34), Numna-EndRdx/Rchg:50(42), Numna-Heal/EndRdx/Rchg:50(46), Numna-Heal/EndRdx:50(50)
Level 26: Shield Charge -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(27), Sciroc-Dmg/Rchg:50(27), Sciroc-Acc/Rchg:50(29), M'Strk-Acc/Dmg/EndRdx:50(29), M'Strk-Dmg/EndRdx/Rchg:50(31)
Level 28: Chain Induction -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(31), C'ngImp-Dmg/Rchg:50(37), C'ngImp-Acc/Dmg/Rchg:50(37), C'ngImp-Acc/Dmg/EndRdx:50(40)
Level 30: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(34), GSFC-ToHit/Rchg/EndRdx:50(36), GSFC-Rchg/EndRdx:50(36), GSFC-ToHit/EndRdx:50(36), GSFC-Build%:50(37)
Level 32: Hasten -- RechRdx-I:50(A), RechRdx-I:50(40)
Level 35: Boxing -- Acc-I:50(A)
Level 38: Lightning Rod -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(39), Sciroc-Acc/Rchg:50(39), Sciroc-Dmg/Rchg:50(39), M'Strk-Dmg/EndRdx/Rchg:50(40), M'Strk-Acc/Dmg/EndRdx:50(48)
Level 41: Tough -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/EndRdx/Rchg:50(42), TtmC'tng-ResDam:50(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 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:50(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 -- Numna-Heal:50(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:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 6.125% Defense(Smashing)
- 6.125% Defense(Lethal)
- 6.125% Defense(Fire)
- 6.125% Defense(Cold)
- 6.125% Defense(Energy)
- 6.125% Defense(Negative)
- 3% Defense(Psionic)
- 9.25% Defense(Melee)
- 9.25% Defense(Ranged)
- 9.25% Defense(AoE)
- 5.4% Max End
- 10% Enhancement(RechargeTime)
- 32% Enhancement(Accuracy)
- 10% FlySpeed
- 203.81 HP (10.88%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 3.3%
- MezResist(Immobilize) 7.7%
- MezResist(Sleep) 8.8%
- MezResist(Stun) 3.3%
- 8.5% (0.142 End/sec) Recovery
- 56% (4.381 HP/sec) Regeneration
- 9.39% Resistance(Fire)
- 1.89% Resistance(Cold)
- 6.25% Resistance(Negative)
- 10% RunSpeed
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There are a lot of options: skipping Energy Punch, LBE, Build Up, or ResEn shouldn't be too much of problem. Though in some cases you'll have to find a way to make up for lost defense bonuses if you want to stay at the soft-cap for S/L/E/NE.
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I prefer Mocking Beratement for a couple of reasons. For one, you can get a LotG level recharge bonus for a fraction of the cost--it makes me feel like I'm getting a bargain! Also, the S/L defense bonus is available with 4 slots compared to 6 for PZ, so if you're really short on slots and can't afford 6 it's still worthwhile slotting it.
Don't get me wrong, PZ isn't a bad choice at all, but I usually recommend MB unless it's for a primary that would have trouble soft-capping S/L def without the higher bonus in PZ.