Finduilas

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  1. Quote:
    Originally Posted by Blondeshell View Post
    I assume this is a typo since your suggested build actually has Mocking Beratement slotted?
    Yep, got the names reversed, sorry about that.
  2. Grrr, wrote a long reply that got eaten by the forum log-out monster.

    So I'll sum up; I agree with the others on the Leadership pool powers, they are end hungry and of small benefit to a tank, in particular a Shield tank. I'd drop them and pick up more attacks--and you should get your attacks earlier.

    In addition, your defense toggles are overslotted for defense, and Deflection and True Grit are unslotted for resistance.

    It's also a concern that KoB and Shield Charge are unslotted for end reduction. At high levels of recharge, that could be a problem even with Physical Perfection.

    Here's what I would do with your build, it has slightly less defense and 5% less recharge, but more resistance, more attacks, and all the attacks except Shield Charge are well slotted for end reduction. IMO, I think it's a more balanced build than what you had. BTW, I replaced the Efficacy Adaptors in Stamina and PP with Performance Shifters, since it was over the rule-of-5 for 1.3% HP bonuses.

    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: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(3), LkGmblr-Def/EndRdx/Rchg:50(3), LkGmblr-Rchg+:50(5), ResDam-I:50(5), ResDam-I:50(42)
    Level 1: Jab -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(17), Hectmb-Acc/Dmg/Rchg:50(17), Hectmb-Acc/Rchg:50(19), Hectmb-Dam%:50(19)
    Level 2: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(13), LkGmblr-Rchg+:50(13), LkGmblr-Def:50(15)
    Level 4: True Grit -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(9), Numna-Heal:50(9), ResDam-I:50(11), ResDam-I:50(11), S'fstPrt-ResDam/Def+:30(27)
    Level 6: Punch -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(7), C'ngImp-Dmg/Rchg:50(15), C'ngImp-Acc/Dmg/Rchg:50(34), C'ngImp-Acc/Dmg/EndRdx:50(42)
    Level 8: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(23)
    Level 10: Against All Odds -- EndRdx-I:50(A)
    Level 12: Haymaker -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(21), C'ngImp-Dmg/Rchg:50(21), C'ngImp-Acc/Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/EndRdx:50(37)
    Level 14: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(27), Mocking-Taunt/Rchg/Rng:50(42), Mocking-Acc/Rchg:50(43), Mocking-Taunt/Rng:50(43), Mocking-Rchg:50(43)
    Level 16: Combat Jumping -- Ksmt-ToHit+:30(A), DefBuff-I:50(25)
    Level 18: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(29)
    Level 20: Knockout Blow -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(25), C'ngImp-Acc/Dmg/Rchg:50(29), C'ngImp-Acc/Dmg/EndRdx:50(33), C'ngImp-Dmg/EndRdx/Rchg:50(33)
    Level 22: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
    Level 24: Boxing -- Acc-I:50(A)
    Level 26: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(34), Oblit-Dmg/Rchg:50(34), Oblit-Acc/Dmg/Rchg:50(37), Oblit-Acc/Dmg/EndRdx/Rchg:50(40)
    Level 28: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(33), GSFC-ToHit/Rchg/EndRdx:50(36), GSFC-Rchg/EndRdx:50(36), GSFC-ToHit/EndRdx:50(36), GSFC-Build%:50(40)
    Level 30: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(31), ImpArm-ResDam/EndRdx/Rchg:40(31), ImpArm-ResDam:40(31)
    Level 32: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(37), LkGmblr-Def:50(45), LkGmblr-Rchg+:50(45)
    Level 35: Grant Cover -- LkGmblr-Rchg+:50(A)
    Level 38: Foot Stomp -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(39), Armgdn-Dmg/EndRdx:50(39), Armgdn-Dam%:50(40)
    Level 41: Conserve Power -- RechRdx-I:50(A)
    Level 44: Laser Beam Eyes -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(45), Decim-Dmg/Rchg:40(46), Decim-Acc/EndRdx/Rchg:40(50), Decim-Acc/Dmg/Rchg:40(50)
    Level 47: Physical Perfection -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(48), P'Shift-EndMod:50(48), P'Shift-End%:50(48)
    Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:40(7), Mrcl-Rcvry+:40(46)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(46)
    ------------
    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)
    • 6.75% Defense(Smashing)
    • 6.75% Defense(Lethal)
    • 7.375% Defense(Fire)
    • 7.375% Defense(Cold)
    • 4.875% Defense(Energy)
    • 4.875% Defense(Negative)
    • 4.875% Defense(Psionic)
    • 6.75% Defense(Melee)
    • 6.75% Defense(Ranged)
    • 7.063% Defense(AoE)
    • 6.3% Max End
    • 91.25% Enhancement(RechargeTime)
    • 87% Enhancement(Accuracy)
    • 15% FlySpeed
    • 210.83 HP (11.25%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 9.35%
    • MezResist(Stun) 2.2%
    • 15.5% (0.259 End/sec) Recovery
    • 54% (4.225 HP/sec) Regeneration
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 15% RunSpeed

    Code:
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  3. Is this a very old build? I'm curious because Clobber is slotted like it might have been pre-Mace buff. It's now the most damaging attack in the set, so take it as soon as it's available and fully slot it as an attack.

    Some other slotting issues:

    If TI, UY and Tough are fully slotted, you'll be at the resistance cap with just the Steadfast +Def and a resist common in RPD. So save a slot and move the Steadfast to RPD.

    Swap out the Heal/End/Rchg in Dull Pain for a Heal/Rchg so you'll be closer to the ED cut-off for both Heal and Recharge.

    The Kinetic Combat sets do fine with just one additional slot rather than two, so you can move some slots if you need them. If you stay at 6 slots, consider using two Pounding Slugfest instead since they give a nice regen bonus.

    Reactive Armor is a better choice than Aegis for UY and Tough, since you get both S/L and E/NE defense bonuses, so try to find 4 slots for each.

    Perfect Zinger has better bonuses than Mocking Beratement, so slot them in Taunt instead. The additional RA sets will make up for the small amount of lost S/L defense due to the slotting change.

    Tough Hide and Weave are underslotted, and it's a particularly a problem for Weave, since it's completely *un*slotted for end reduction. I'd find 3 slots for TH and 4 for Weave, if possible. You should also consider using defense sets; both LotG and GotA have good bonuses, though GotA is considerably less expensive.

    Replacing the Scirocco's Dervish IOs in your AoEs with Eradication will give you an additional 9% of E/NE defense, so I strongly recommend that you do so. But keep in mind that if you end up with 3 RA sets you'll want to drop one of the Cleaving Blow sets since it'll put you over the rule-of-5 cap for 1.25% E/NE bonuses.

    IMO, Focused Accuracy is a dog. It's a huge end and slot hog, and you can get the same amount of +ToHit by slotting the Kismet +Acc in one of your defense powers. I'd drop it for Conserve Power and use the slots elsewhere.

    Here's what I would do with your build; note that it's far enough over the soft-cap for S/L that you could replace one of the Kinetic Combat sets with a (much less expensive) Smashing Haymaker set. Oh, and don't worry about the lack of Psi resistance; Psi damage should be a very minor concern for a well-built Invul tank.

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Miss Distress: Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: War Mace
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:37(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:38(3), RctvArm-ResDam:36(5)
    Level 1: Bash -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(7), Mako-Acc/Dmg/EndRdx/Rchg:50(9)
    Level 2: Pulverize -- KntkC'bat-Acc/Dmg:31(A), KntkC'bat-Dmg/EndRdx:32(11), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(13), Mako-Acc/Dmg/EndRdx/Rchg:50(13)
    Level 4: Jawbreaker -- KntkC'bat-Acc/Dmg:32(A), KntkC'bat-Dmg/EndRdx:35(15), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(17), P'ngS'Fest-Acc/Dmg:30(19), P'ngS'Fest-Dmg/Rchg:30(34)
    Level 6: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:46(21), Dct'dW-Heal/Rchg:50(23), Dct'dW-Heal:46(23), Dct'dW-Rchg:50(25)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(25), RctvArm-ResDam:40(27)
    Level 10: Taunt -- Mocking-Taunt:42(A), Mocking-Rchg:50(19), Mocking-Taunt/Rchg:50(21), Mocking-Taunt/Rchg/Rng:50(31), Mocking-Acc/Rchg:50(31), Mocking-Taunt/Rng:50(33)
    Level 12: Combat Jumping -- Winter-ResSlow:50(A), Ksmt-ToHit+:30(15)
    Level 14: Super Jump -- Jump-I:50(A)
    Level 16: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(29)
    Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(29), HO:Cyto(31)
    Level 20: Clobber -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(27), C'ngImp-Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/Rchg:50(46), C'ngImp-Dmg/EndRdx/Rchg:50(46)
    Level 22: Build Up -- AdjTgt-ToHit:47(A), AdjTgt-ToHit/EndRdx/Rchg:43(33), AdjTgt-ToHit/EndRdx:44(34), AdjTgt-Rchg:50(34)
    Level 24: Kick -- Acc-I:50(A)
    Level 26: Tough Hide -- LkGmblr-Def/Rchg:50(A), LkGmblr-Def/EndRdx:50(36), LkGmblr-Def:50(46)
    Level 28: Whirling Mace -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(36), Erad-Acc/Dmg/Rchg:30(37), Sciroc-Dmg/EndRdx:50(37), Sciroc-Acc/Dmg/EndRdx:50(37)
    Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(39), RctvArm-ResDam/EndRdx/Rchg:40(39), RctvArm-ResDam:40(40)
    Level 32: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(36), GftotA-Def/EndRdx/Rchg:40(40), GftotA-Def:40(48)
    Level 35: Shatter -- C'ngBlow-Dmg/EndRdx:49(A), C'ngBlow-Acc/Dmg:48(40), C'ngBlow-Acc/Rchg:49(42), Erad-Dmg/Rchg:30(42), Erad-Acc/Dmg/Rchg:30(42), Erad-Acc/Dmg/EndRdx/Rchg:30(43)
    Level 38: Crowd Control -- C'ngBlow-Acc/Dmg:49(A), C'ngBlow-Dmg/EndRdx:49(43), C'ngBlow-Acc/Rchg:50(43), Erad-Dmg/Rchg:30(45), Erad-Acc/Dmg/Rchg:30(45), Erad-Acc/Dmg/EndRdx/Rchg:30(45)
    Level 41: Conserve Power -- RechRdx-I:50(A)
    Level 44: Physical Perfection -- Heal-I:50(A), EndMod-I:50(48)
    Level 47: Resist Elements -- ResDam-I:50(A), ResDam-I:50(48)
    Level 49: Resist Energies -- ResDam-I:50(A), ResDam-I:50(50)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- Empty(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), Heal-I:50(50)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(39), P'Shift-End%:50(50)
    ------------
    Set Bonus Totals:
    • 2% DamageBuff(Smashing)
    • 2% DamageBuff(Lethal)
    • 2% DamageBuff(Fire)
    • 2% DamageBuff(Cold)
    • 2% DamageBuff(Energy)
    • 2% DamageBuff(Negative)
    • 2% DamageBuff(Toxic)
    • 2% DamageBuff(Psionic)
    • 20.5% Defense(Smashing)
    • 20.5% Defense(Lethal)
    • 6.125% Defense(Fire)
    • 6.125% Defense(Cold)
    • 18.63% Defense(Energy)
    • 18.63% Defense(Negative)
    • 3% Defense(Psionic)
    • 11.75% Defense(Melee)
    • 10.81% Defense(Ranged)
    • 4.563% Defense(AoE)
    • 9% Max End
    • 4% Enhancement(Heal)
    • 16% Enhancement(Accuracy)
    • 17.5% Enhancement(RechargeTime)
    • 126.5 HP (6.75%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 13.75%
    • MezResist(Terrorized) 2.2%
    • 4% (0.067 End/sec) Recovery
    • 28% (2.191 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 3.76% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)

    Code:
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  4. Your link doesn't work and there's no data chunk, could you please post one or the other?
  5. Hmm, well, it needs work.

    First of all, for power selection I'd drop Maneuvers and Assault. They're high-endurance toggles with relatively little benefit for a tanker. An Invul tank can soft-cap to most positions without Maneuvers, and there are better things to take, like Whirling Hands (the only AoE option in EM!) and Energy Punch. Also, if you are going to skip one of the resistance passives, skip ResEn instead of ResEl, since E/NE damage is more common than F/C, and you will get more use out of the end debuff resistance in ResEn than the slow resistance in ResEl.

    Your slotting is also anything but optimal. From the top:

    The base resistance value of Temp Invul is 3 times that of RPD, yet you're underslotting it and fully slotting RPD. Move the RA set into TI, and put the Steadfast +Def in RPD. Invul does not need KB protection, so the Steadfast -KB is a waste of influence. Unless you have the slots to go for a set bonus, I'd leave RPD at the Steadfast +Def and a resistance common.

    Mako's Bite is not a good choice for typed defense since the E/NE bonus is small for the number of slots. If you get Whirling Hands, 3 Eradication slotted there will give you almost as much E/NE defense as 12 slots of Mako's. I'd use 4 slots of Smashing Haymaker (or Kinetic Combat if you can afford them) plus another one or two slots from another set for some S/L defense.

    Unyielding is way overslotted, and the GA set is going to cost you many billions of influence. Just the GA +Def is 2 billion if you can get it at all, so I wouldn't count on that 3% def unless you're sure you can afford it. I'd 4-slot another set of RA there instead.

    Like the situation with TI and RPD, you've completely slotted defense powers with relatively small base values, and underslotted Weave, which gives twice as much defense. Pull some slots and 3 or 4 slot Weave with LotG; CJ needs 2 at most.

    The KC set in Boxing should be used in one of EM's single target attacks; leave Boxing at the base slot.

    The Gaussian's set in Build-Up is an okay choice, great for positional defense but a lot of slots for relatively little return for a typed def set like Invul. If you end up needing slots that would be a good place to get them from.

    The tiny amounts of Psi def/res in Imperv Armor are essentially useless for Invul; go with another RA set instead in Tough.

    The ToD set in TF is also not a good choice for typed defense, you could get as much from 4 slots of Smashing Haymaker at a fraction of the cost.

    There's no point in using a single-attribute set IO like the Imperv Armor resistance IO in ResEl by itself; a common IO will give you the same enhancement value.

    Here's the sort of thing I would do with your build; I left in one Mako's set to soft-cap E/NE. This will be an expensive build with the KC sets and the LotG +Recharges, but not nearly as much as you would have spent on the GA set.

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(15), RctvArm-ResDam:40(34)
    Level 1: Barrage -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(23), Mako-Acc/Dmg/EndRdx/Rchg:50(25)
    Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(3), Dct'dW-Rchg:50(9), Dct'dW-Heal/Rchg:50(15), Dct'dW-Heal:50(23)
    Level 4: Energy Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(19), Mako-Acc/Dmg/EndRdx/Rchg:35(25)
    Level 6: Bone Smasher -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(7), C'ngImp-Acc/Dmg/Rchg:50(7), C'ngImp-Dmg/EndRdx:50(34), C'ngImp-Acc/Dmg/EndRdx:50(37)
    Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(9)
    Level 10: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(43)
    Level 12: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(13), Mocking-Taunt/Rchg/Rng:50(13), Mocking-Acc/Rchg:50(43), Mocking-Taunt/Rng:50(43), Mocking-Rchg:50(45)
    Level 14: Super Speed -- Run-I:50(A)
    Level 16: Whirling Hands -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(21), Erad-Acc/Dmg/Rchg:30(33), Sciroc-Acc/Dmg/EndRdx:50(33), Sciroc-Dmg/EndRdx:50(45)
    Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(19), LkGmblr-Def:50(33), LkGmblr-Rchg+:50(34)
    Level 20: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(21)
    Level 22: Boxing -- Acc-I:30(A)
    Level 24: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(46)
    Level 26: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(27), LkGmblr-Def/EndRdx:50(27), Ksmt-ToHit+:30(31)
    Level 28: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(29), RechRdx-I:50(29)
    Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam:40(46)
    Level 32: Resist Energies -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(42), Aegis-ResDam:50(42)
    Level 35: Energy Transfer -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(36), Mako-Dmg/Rchg:50(36), Mako-Acc/EndRdx/Rchg:50(36), Mako-Acc/Dmg/EndRdx/Rchg:50(37), Mako-Dam%:50(37)
    Level 38: Total Focus -- P'ngFist-Acc/Dmg:25(A), P'ngFist-Acc/Dmg/Rchg:25(39), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(39), P'ngS'Fest-Acc/Dmg:30(39), P'ngS'Fest-Dmg/EndRdx:30(40), P'ngS'Fest-Dmg/Rchg:30(40)
    Level 41: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(42), LkGmblr-Rchg+:50(45), LkGmblr-Def:50(46)
    Level 44: Conserve Power -- RechRdx-I:50(A)
    Level 47: Physical Perfection -- Mrcl-Rcvry+:40(A), P'Shift-End%:40(48)
    Level 49: Laser Beam Eyes -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(50), Thundr-Dmg/Rchg:50(50), Thundr-Acc/Dmg/Rchg:50(50)
    ------------
    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), RgnTis-Regen+:30(48)
    Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(40), P'Shift-End%:50(48)
    ------------
    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)
    • 18.63% Defense(Smashing)
    • 18.63% Defense(Lethal)
    • 9.25% Defense(Fire)
    • 9.25% Defense(Cold)
    • 16.75% Defense(Energy)
    • 16.75% Defense(Negative)
    • 3% Defense(Psionic)
    • 10.81% Defense(Melee)
    • 12.69% Defense(Ranged)
    • 6.125% Defense(AoE)
    • 3.6% Max End
    • 47.5% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 32% Enhancement(Accuracy)
    • 5% FlySpeed
    • 168.67 HP (9%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 6.05%
    • MezResist(Immobilize) 14.3%
    • MezResist(Sleep) 2.2%
    • MezResist(Terrorized) 2.2%
    • 20% Perception
    • 2% (0.033 End/sec) Recovery
    • 58% (4.538 HP/sec) Regeneration
    • 1.26% 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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  6. Quote:
    Originally Posted by Syntax42 View Post
    While this may be true, it is much more efficient to add Tough and Weave to a build than it is to add in ~7.5% defense to all, using sets instead. Tough adds a lot of survivability to any build that isn't capped to S/L already.
    On an Ice tank, taking and slotting Tough will increase your S/L resistance from 0% to 23%; whether that represents a significant increase in survivability is highly debatable. It will definitely be more valuable to a Shield tanker, since it will double the native S/L resistance to 46%.

    Taking Weave is certainly more efficient in terms of reaching the defense soft-cap with minimal set bonuses, which will allow a player to slot for other set bonuses. However, if the player's priority is flexibility in power selection, then achieving the soft-cap with set bonuses and skipping the Fighting pool might be the better option.

    On my pre-I19 Ice/Axe I skipped Weave because it was a choice between Weave and Icicles. Inherent Stamina made that no longer an issue, and that tank now has Weave. However, I can definitely conceive of conditions where it might be desirable to skip it.

    I also want to note in response to another post that unlike /SR, Ice and SD do NOT need to take Tough to slot the Steadfast +Def. Ice can slot it in Hoarfrost or Permafrost, and SD can slot it in Deflection or True Grit.
  7. Quote:
    Originally Posted by Auroxis View Post
    Edit: I'll even say that ALL tankers should get Tough and Weave. There is literally no exception.
    *This* I completely disagree with. Tough and Weave are always useful, and I do recommend them in most cases, but you can build a tank that's plenty sturdy enough for most content without them.

    The Fighting Pool isn't even essential for defense sets like Shields and Ice. In those sets you can reach the soft-cap without Weave by slotting for defense set bonuses if you're willing to spend the influence to do so.
  8. Quote:
    Originally Posted by Icesphere View Post
    You just said tough isn't as important as weave, but suggest I should split my slots evenly between them? Wouldn't it be smarter just to go with weave? Because I have all the powers+energy absorption; wouldn't that in itself be enough?
    Keep in mind that you have to take two powers in the Fighting Pool as prerequisites to Weave. So you'll end up taking two essentially throw-away attacks, Boxing and Kick, or just one of the attacks and Tough. Even for an Ice Tank with no other S/L resistance, IMO Tough is a far better choice than a second attack that you don't need and probably won't use.
  9. Quote:
    Originally Posted by Dechs Kaison View Post
    I think it's up to date. 5% for the first enemy, then 1% for each after. Although, it might be 5% + 1% for the first, then 1% after.

    Redtomax only grabs the info from in game numbers, so I'm pretty sure it's right. Actually, though, the most reliable and easy to understand numbers will come from Mids.
    I'm pretty sure it's 5 + 1 base, because it comes up in Mids as around 9% when slotted to the ED cutoff.

    So unslotted, 6% for the first foe, up to 15% for ten foes.
    Slotted to 56%, 9.4% for the first foe, up to 23.4% for ten foes.

    But note that you won't see any defense in game until you're within melee range of at least one foe. Lots of players have found that to be confusing--me included--when looking at the in-game stats. (That was for the OP, not you, Dechs. ;-) )
  10. Oops, just realized that I meant to re-slot Dull Pain with 5 Doctored Wounds, but forgot to make that change. I use everything in DW except the Heal/End/Rchg, which puts you close to the ED cut-off for both Heal and Recharge in 5 slots. You definitely don't want to put the Numina +regen/recovery in DP, you will only get the benefit of it when DP is up. Replace the Numina Def/End you currently have in Health with the Numina unique and you'll be good to go.
  11. Here's the sort of thing I would do with your build. It's soft-capped to S/L, has more E/NE defense and less F/C defense, and much better end usage. IMO, how much positional defense you have should not be a factor in your build decisions since it is typed defense you should concentrate on. I agree with Lyger about the RA/Aegis issue; the fact that you can get away with 3 slotting toggles with Aegis is a false economy since S/L/E/NE defense is far more valuable to you than F/C defense. I also don't recommend slotting your attacks with just Kinetic Combat, even for a SS brute.

    Another concern is that Foot Stomp and several high-endurance toggles (Tough, Weave, Maneuvers) were underslotted for end recovery. Even with SC and PP, spamming Foot Stomp might give you end problems under those conditions. The Foot Stomp slotting is this build has several advantages; it increases your E/NE defense, is better slotted for end reduction, and allows you to slot the Force Feedback +recharge proc.

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Adamant: Level 50 Science Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Invulnerability
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery
    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5), Mako-Acc/Dmg/EndRdx/Rchg:50(34)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A)
    Level 2: Haymaker -- KntkC'bat-Dmg/EndRdx/Rchg:35(A), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Acc/Dmg:35(7), Mako-Acc/Dmg/EndRdx/Rchg:50(34)
    Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(21)
    Level 6: Dull Pain -- Numna-Heal:50(A), Numna-Heal/Rchg:50(11), Numna-Heal/EndRdx/Rchg:50(13), Numna-Regen/Rcvry+:40(15), Numna-Heal/EndRdx:40(15)
    Level 8: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(17), C'ngImp-Dmg/Rchg:50(17), C'ngImp-Acc/Dmg/Rchg:50(19), BasGaze-Acc/Hold:30(19), BasGaze-EndRdx/Rchg/Hold:30(37)
    Level 10: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(27), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(50)
    Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(23)
    Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(29)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam:40(50)
    Level 18: Rage -- Rec'dRet-Pcptn:20(A), RechRdx-I:50(21), RechRdx-I:50(33)
    Level 20: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(23), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(34)
    Level 22: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(27), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Def:50(36)
    Level 24: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(36), LkGmblr-Def/EndRdx/Rchg:50(37)
    Level 26: Hurl -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(39), Thundr-Acc/Dmg/Rchg:50(39), Thundr-Dmg/Rchg:50(39), Thundr-Dmg/EndRdx:50(40), Thundr-Acc/Dmg:50(40)
    Level 28: Invincibility -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx/Rchg:50(29), LkGmblr-Def:50(40), LkGmblr-Def/EndRdx:50(42)
    Level 30: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(42), Mocking-Taunt/Rchg/Rng:50(43), Mocking-Acc/Rchg:50(43), Mocking-Rchg:50(43), Mocking-Taunt/Rng:50(45)
    Level 32: Foot Stomp -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(45), Erad-Acc/Dmg/EndRdx/Rchg:30(45), Erad-Acc/Dmg/Rchg:30(46), M'Strk-Dmg/EndRdx:50(46), FrcFbk-Rechg%:50(46)
    Level 35: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(36), LkGmblr-Def:50(48)
    Level 38: Resist Elements -- ResDam-I:50(A)
    Level 41: Superior Conditioning -- P'Shift-End%:50(A), P'Shift-EndMod:50(42)
    Level 44: Physical Perfection -- P'Shift-End%:50(A), P'Shift-EndMod:50(48), P'Shift-EndMod/Acc:50(48)
    Level 47: Resist Energies -- ResDam-I:50(A)
    Level 49: Super Jump -- Winter-ResSlow:50(A)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Fury
    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), Mrcl-Heal:40(11), Numna-Heal:50(13), Numna-Heal/EndRdx:50(37), RgnTis-Regen+:30(50)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(25), P'Shift-EndMod/Acc:50(25)
    ------------
    Set Bonus Totals:
    • 20.5% Defense(Smashing)
    • 20.5% Defense(Lethal)
    • 6.125% Defense(Fire)
    • 6.125% Defense(Cold)
    • 16.13% Defense(Energy)
    • 16.13% Defense(Negative)
    • 3% Defense(Psionic)
    • 11.75% Defense(Melee)
    • 11.44% Defense(Ranged)
    • 4.563% Defense(AoE)
    • 3.6% Max End
    • 32% Enhancement(Accuracy)
    • 45% Enhancement(RechargeTime)
    • 6% Enhancement(Heal)
    • 19% FlySpeed
    • 269.87 HP (18%) HitPoints
    • 19% JumpHeight
    • 19% JumpSpeed
    • MezResist(Held) 6.05%
    • MezResist(Immobilize) 13.75%
    • 20% Perception
    • 4.5% (0.075 End/sec) Recovery
    • 74% (4.631 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 19% RunSpeed

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  12. Quote:
    Originally Posted by LygerZero View Post
    No worries on your opinions. thats why this is a MMO

    F/C/E/N is based off S/L anyway. with 45% S/L defense, the F/C/E/N is gonna check off the S/L anyway due to them all having a S/L component. Only attacks that don't are maybe 3-4 psi attacks.
    Also why Reactives > Aegis. S/L protects you against S/L/F/C/E/N, but F/C/E/N doesnt protect you against S/L.
    I really don't think this is true, at least not to extent you are suggesting. Don't get me wrong, I always recommend soft-capping S/L first, but I do believe there are a number of pure E/NE/F/C attacks out there that do NOT have an S/L component. For those, E/NE/F/C defense is necessary.

    For example, IIRC (and I'm sure someone will correct me if I'm wrong!) electrical attacks that foes like Clockwork, Mu, and Freakshow Shockers often use are generally pure energy, so having Energy defense is very useful both against the damage and the end drain component.
  13. Finduilas

    DA/KM help

    Quote:
    Originally Posted by deathbeforetaxes View Post
    hi. I like the build suggestions that I've seen but so far , my build is the only one soft-capped to SL/E/NE. Also I have endurance bonuses plus hit-points bonuses. Using the Cardiac Alpha slot, you should be good to go.
    Your build is good; very similar to the others here except for taking Earth Mastery instead of Energy Mastery.

    Whether the extra 2% E/NE def is worth changing epic pools is a question for the OP. I certainly feel either is a reasonable choice.

    Will taking the Cardiac Alpha compensate for the recovery & regen lost by not having Physical Perfection? I don't have enough experience with Cardiac to know, so I'll let others to decide about that.
  14. I recently added Aid Self to my Shield tank, since that set has no other heal available. I played that character last night and found it to be very useful. I also have Aid Other/Aid Self/Resuscitate on one of my Invul tanks, but that's more for concept reasons.

    There used to be frequent debates on this forum about whether the Fighting Pool was a better pick for sets like Invul & Ice than the Medicine Pool, and I always came down on the side of Aid Self. However, that really changed once it became possible to soft-cap defense with set bonuses, now I think soft-capping is the better choice.

    I'm a little surprised that your soft-capped Ice tank feels squishy enough that you wanted Aid Self as well as Hoarfrost and Hibernate, that has not been my experience with my Ice tank. Normally when people come here for build advice for Ice, I'd recommend soft-capping and skipping Medicine.

    That said, if you're already soft-capped, have room in your build, and feel it will benefit you, go for it! I generally don't take it anymore on characters with a decent heal in their primary, but I certainly would consider it for Shields, SR, WP, etc.
  15. Quote:
    Originally Posted by Sailboat View Post
    I'm not sure I understand...Willpower's Quick recovery is available at level 12, has no pre-requisites, and generates more endurance than Stamina anyway. And plenty of other builds made do with only Stamina for endurance. Why would a Willpower Tanker facing tight build choices even have taken pre-inherent Stamina?
    I wonder about that too--I have a WP/DB tank, and skipping the Fitness pool was the obvious choice to me. When it was made inherent, it was a nice bonus, though.

    Of course, I've seen WP builds with QR, Stamina *and* Physical Perfection, so I guess some players have a "can't get enough recovery" mindset.
  16. Quote:
    Originally Posted by Curveball View Post
    Ah, I knew it was cross-faction, didn't know it was cross-server.

    CJ + Weave looks like a good starting point. Do tankers get higher bonuses from those powers, or is it just their primaries where their defence bonuses are higher than other classes?
    Tankers get higher values for CJ and Weave. (base 2.5%/5.00% for tanks compared to 1.875%/3.75% for scrappers & brutes.)

    Maneuvers, like the other leadership powers, works differently. Tanks get base 2.275% defense, the same as scrappers, brutes, etc. but less than some support ATs.
  17. Quote:
    Originally Posted by Severe View Post
    5. fire has no kb protection at all correct.acrobatics can help however itas another toggle thats very end heavy.most take i.o's to help with this. karma and steadfasts are the most commom used for kb protection. each one gives 4 points o kb protection and usually put in cj or tp or something to that nature.
    Just want to correct this misperception; Acrobatics is actually NOT end heavy at all. As a matter of fact, it has exactly the same end cost as Fire Shield or Plasma Shield and most other non-damage toggles, .26 EPS. Consequently, it doesn't require any slotting other than an end reduction in the base slot.

    Now Blazing Aura, *that* is an end-heavy toggle. It's twice the cost of Acro and the shield toggles. Maybe you were thinking of that.

    Personally, I always go for KB protection IOs, but that's in part because I prefer Fly to SJ. If you're planning to take CJ and SJ anyway, I don't see Acro as a bad choice at all, especially since with inherent Stamina a lot of characters are more short on slots than power picks.
  18. Quote:
    Originally Posted by Tarmac View Post
    So far, I real happy with the build. I feel kinda... invincible.

    Thanks again for the help!
    Feeling invincible, that's always good!

    Congrats on the build!

    And you're welcome.
  19. Finduilas

    DA/KM help

    Quote:
    Originally Posted by Everfree_Fire View Post
    Price range doesn't matter, I plan on using Hero Merits for most of the more expensive things.

    I suppose I should have mentioned this in the first place, but I was aiming for the Cadiac Incarnate slot, so I wasn't really too worried about that much in the way of endurance. I don't deal with IOs until I get closer to fifty, and always slot an SO of endred in my armors, so that (shouldn't) be an issue in the long run.
    As long as you have sustainable recovery on the way up to 50, that should be fine. But if you're going to use SO/common IOs until then, be sure to slot Dark Regen, Death Shroud and Cloak of Fear with the equivalent of 2 SOs of end reduction.

    Quote:
    Which would be more useful, CoF or OG? From what you say, OG, but wouldn't CoF basically increase my defense, through to-hit debuffs?
    I prefer OG, but as you know, YMMV. (BTW, I have both OG and CoF on my Dark characters, but OG gets used regularly and CoF does not.)

    There have been several discussions about the usefulness of ToHit Debuffs as defense--especially regarding CoF--but none lately. IIRC, the consensus was that though ToHit debuffs are nice to have, they're not nearly as reliable as actual defense and shouldn't be considered as such.

    Quote:
    What's FA?
    Oh, sorry. FA=Focused Accuracy, the other prereq option for Physical Perfection besides Conserve Power.

    I took a look at your most recent build, and I'd only recommend a couple of changes. First, IMO Mako's Bite isn't a great choice for a typed def build since it requires a lot of slots for relatively little payoff. You'd be better off pulling a slot from CS and adding it to Death Shroud for another Eradication set. Also, I added 3 slots of Cleaving Blow in Burst for another 1.25% E/NE def. (You don't want to do that for DS since it won't give you enough end reduction.)

    Here you go, 43% E/NE def and 5% more recharge, but otherwise unchanged:

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Deryna: Level 50 Natural Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Kinetic Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(7), S'fstPrt-ResDam/Def+:30(43), S'fstPrt-ResKB:30(43)
    Level 1: Quick Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(23), KntkC'bat-Dmg/EndRdx/Rchg:35(25), Mako-Acc/Dmg/EndRdx/Rchg:50(25)
    Level 2: Body Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(27), KntkC'bat-Dmg/Rchg:35(27), KntkC'bat-Dmg/EndRdx/Rchg:35(33), Mako-Acc/Dmg/EndRdx/Rchg:50(33)
    Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(11)
    Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(19), RctvArm-ResDam/EndRdx/Rchg:40(19), RctvArm-ResDam:40(48)
    Level 8: Dark Regeneration -- Nictus-Acc/EndRdx/Rchg:50(A), Nictus-Acc/EndRdx/Heal/HP/Regen:50(11), Numna-Heal/EndRdx/Rchg:50(13), Numna-EndRdx/Rchg:50(13), Theft-Acc/EndRdx/Rchg:30(15), Theft-+End%:30(15)
    Level 10: Taunt -- Zinger-Dam%:50(A)
    Level 12: Cloak of Darkness -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(17), LkGmblr-Def/EndRdx/Rchg:50(17)
    Level 14: Combat Jumping -- Krma-ResKB:30(A)
    Level 16: Smashing Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(34), KntkC'bat-Dmg/Rchg:35(34), Mako-Dam%:50(34)
    Level 18: Death Shroud -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(46), Erad-Acc/Dmg/EndRdx/Rchg:30(46), Sciroc-Dmg/EndRdx:50(48), Sciroc-Acc/Dmg/EndRdx:50(50)
    Level 20: Power Siphon -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(21), RechRdx-I:50(21)
    Level 22: Cloak of Fear -- SipInsght-ToHitDeb:50(A), SipInsght-Acc/ToHitDeb:50(43), SipInsght-Acc/Rchg:50(45), SipInsght-ToHitDeb/EndRdx/Rchg:50(45), SipInsght-Acc/EndRdx/Rchg:50(45)
    Level 24: Boxing -- Empty(A)
    Level 26: Oppressive Gloom -- Rope-Acc/Stun:50(A), Rope-Acc/Stun/Rchg:50(50)
    Level 28: Burst -- C'ngBlow-Acc/Dmg:50(A), C'ngBlow-Dmg/EndRdx:50(29), C'ngBlow-Dmg/Rchg:50(29), Erad-Dmg:30(31), Erad-Acc/Dmg/Rchg:30(31), Erad-Acc/Dmg/EndRdx/Rchg:30(31)
    Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(37), RctvArm-ResDam/EndRdx/Rchg:40(40), RctvArm-ResDam:40(40)
    Level 32: Soul Transfer -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg/Rchg:30(42), Erad-Acc/Rchg:30(46)
    Level 35: Focused Burst -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(36), Thundr-Dmg/Rchg:50(36), Thundr-Acc/Dmg/Rchg:50(36), Thundr-Acc/Dmg/EndRdx:50(37), Thundr-Dmg/EndRdx/Rchg:50(37)
    Level 38: Concentrated Strike -- 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: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(42)
    Level 44: Conserve Power -- RechRdx-I:50(A)
    Level 47: Physical Perfection -- P'Shift-End%:50(A), P'Shift-EndMod:50(48)
    Level 49: Maneuvers -- LkGmblr-Def/EndRdx/Rchg:50(A), LkGmblr-Def/EndRdx:50(50)
    ------------
    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 -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:30(5)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(3), EndMod-I:50(3)
    ------------
    Set Bonus Totals:
    • 24.88% Defense(Smashing)
    • 24.88% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 22.38% Defense(Energy)
    • 22.38% Defense(Negative)
    • 3% Defense(Psionic)
    • 13.94% Defense(Melee)
    • 14.56% Defense(Ranged)
    • 3% Defense(AoE)
    • 5.4% Max End
    • 23% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 18% FlySpeed
    • 182.72 HP (9.75%) HitPoints
    • 18% JumpHeight
    • 18% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Immobilize) 14.85%
    • 4.5% (0.075 End/sec) Recovery
    • 68% (5.32 HP/sec) Regeneration
    • 18% RunSpeed
    • 2% XPDebtProtection

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  20. Quote:
    Originally Posted by Psiphon View Post
    Although I appreciate your position on this, I feel that you are missing the reasoning behind taking FA.
    Primarily it's a set mule for the Gaussians - in one set you are able to cap your defense to all positions and as such IMO is too good to pass up. A set of Gaussians allow you to then concentrate on recharge.
    You can as you say put Gaussians in Rage - Rage however is stackable and benefits greatly from high recharge which the Gaussians don't have. IMO Rage should simply have 3 standard recharge IO's; Gaussians in Rage will reduce the damage output of the build.

    I would expect the Gaussians to be the first set purchased in order to cap defense and as such would use FA as a mule, when all of the other sets are in place and you have alot of Global Recharge you could probably swap Gaussians into Rage due to diminishing returns on recharge.
    I was commenting on Syntax's reasons for taking FA, not yours. I've never felt the need for triple-stacked Rage on my SS characters, but yes, if you want to have Rage with very high recharge and don't want to spend a ton of influence on other sources of recharge, using Gaussian's in Rage is probably not the way to go.

    I do always recommend getting a Gaussian's set for positional defense characters; the bonuses are just too good to pass up. Build Up or Rage is my first choice for slotting it, but using FA as a set mule isn't a bad choice either. I just disagree with Syntax that FA is a good power choice as something other than a set mule.
  21. Quote:
    Originally Posted by Syntax42 View Post
    You can have both Focused Accuracy and the Kismet to-hit IO. To call it a replacement is a bad way to look at it. Focused Accuracy isn't something you turn on and run all the time. You only use it for the times you need the to-hit or perception, like against AVs that use Elude or against critters with defense buffs or low-quality stealth or perception debuffs.

    As I pointed out before, Conserve Power is never useful if your endurance recovery is higher than your consumption while attacking. It isn't very hard to get higher recovery than consumption, even on an end-hog like Dark Armor.
    I think "replacement" is a perfectly accurate way to put it, since it allows me to completely skip a power I don't want.

    Building for sustained endurance under normal conditions is very different than building for sustained endurance while constantly attacking for extended periods of time. Unless you're planning on soloing AVs or something similar, the later just isn't necessary very often. One reason I like CP is that on the rare occasions I need that sort of end recovery, it is there to help, without having to plan my build around needing additional recovery all the time.

    Similarly, IMO normal accuracy enhancement in attacks, plus whatever accuracy set bonuses you happen to get, plus the Kismet +Acc is completely adequate for most circumstances. Unless a player is planning to spend a lot of time fighting hard-to-hit foes, FA is a end-hungry waste of a power pick and slots.

    That goes double for the current situation, where the OP is building an /SS tank. How often would any player need the kind of ToHit you'd get from Rage, the Kismet +Acc *and* FA? That's just a ridiculous level of overkill, IMO.
  22. Finduilas

    DA/KM help

    In response to your last question, yes, definitely. DA is weak to Energy, so getting some defense to it helps significantly. I'd try to get 30-35% defense if possible. Also, you certainly want any damage AoEs to be fully slotted for damage, so I think Death Shroud needs more slots, too. I'd put 3-4 Eradication plus the Scirocco's Dervish Dam/End and Acc/Dam/End in any AoE.

    IMO, you should to pick up Op Gloom at right at 26, since KM has stuns that will stack with it. You have several picks left, but if it's a choice between CoF and OG, I'll pick OG everytime with a secondary that stuns. Besides, OG uses a fraction of the end that CoF does, and is fine with a single slot.

    Rectified Reticle is a good choice for a Power Siphon, but it also needs to be slotted for recharge so it's up as often as possible.

    Weave and CoD are underslotted for end reduction; I'd find another slot for them or replace the Def/Rchg with a Def/End/Rchg.

    As is, CoF is very underslotted for end reduction. I'd frankenslot it with Fear sets instead so you have plenty of both accuracy and end reduction. You'll lose the Cloud Senses recharge bonus, but it will free up slots to put another LotG +Recharge in CJ.

    As for the last few picks, I'd go for Op Gloom, (though take it at 26) Hasten, CP and Physical Perfection. FA is a huge end hog, and I wouldn't recommend it, especially for DA. Personally, I'd take SJ over Soul Transfer--I'm not a fan of ST--but your call.

    Here's the sort of thing I would do with your build. I added LotG +Recharges to Weave. CJ and CoD, but if they're out of your price range, the Def/Rchg will work fine instead. I also short-slotted Ob Shield, since enhancement will only increase Psi resist, but if you're willing to pull a slot from somewhere else, that would be a good place to put it.

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Deryna: Level 50 Natural Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Kinetic 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/EndRdx/Rchg:40(3), RctvArm-ResDam:40(15)
    Level 1: Quick Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(5), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(33), Mako-Acc/Dmg/EndRdx/Rchg:50(33)
    Level 2: Body Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(11), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx:35(34), Mako-Acc/Dmg/EndRdx/Rchg:50(34)
    Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(7)
    Level 6: Obsidian Shield -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(9), Aegis-ResDam/EndRdx:50(9)
    Level 8: Dark Regeneration -- Numna-EndRdx/Rchg:50(A), Dct'dW-EndRdx/Rchg:50(17), Theft-Acc/EndRdx/Rchg:30(21), Nictus-Acc/EndRdx/Heal/HP/Regen:50(21), Nictus-Acc/EndRdx/Rchg:50(27), Theft-+End%:30(29)
    Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(29), Mocking-Taunt/Rchg/Rng:50(31), Mocking-Taunt/Rng:50(31)
    Level 12: Combat Jumping -- Krma-ResKB:30(A), Ksmt-ToHit+:30(15), LkGmblr-Def:50(46), LkGmblr-Rchg+:50(48)
    Level 14: Smashing Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(40), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
    Level 16: Boxing -- Acc-I:50(A)
    Level 18: Death Shroud -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(19), Erad-Acc/Dmg/EndRdx/Rchg:30(19), M'Strk-Dmg/EndRdx:50(37), M'Strk-Acc/Dmg/EndRdx:50(39)
    Level 20: Power Siphon -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-ToHit:20(31), RechRdx-I:50(48), RechRdx-I:50(50)
    Level 22: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(23), RctvArm-ResDam:40(25)
    Level 24: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(25), LkGmblr-Def/EndRdx/Rchg:50(27), LkGmblr-Rchg+:50(34)
    Level 26: Oppressive Gloom -- Stpfy-Acc/Stun/Rchg:50(A)
    Level 28: Burst -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(40), Erad-Acc/Dmg/Rchg:30(42), Sciroc-Acc/Dmg/EndRdx:50(42), Sciroc-Dmg/EndRdx:50(42)
    Level 30: Cloak of Fear -- Abys-Acc/EndRdx:50(A), N'mare-Acc/EndRdx:50(45), N'mare-EndRdx/Fear:50(46)
    Level 32: Soul Transfer -- Stpfy-Acc/Stun/Rchg:50(A)
    Level 35: Focused Burst -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(36), Thundr-Dmg/Rchg:50(36), Thundr-Acc/Dmg/Rchg:50(36), Thundr-Acc/Dmg/EndRdx:50(37), Thundr-Dmg/EndRdx/Rchg:50(37)
    Level 38: Concentrated Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(45), Mako-Acc/Dmg/EndRdx/Rchg:50(45)
    Level 41: Cloak of Darkness -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(43), LkGmblr-Def:50(48), LkGmblr-Rchg+:50(50)
    Level 44: Hasten -- RechRdx-I:50(A), RechRdx-I:50(46)
    Level 47: Conserve Power -- RechRdx-I:50(A)
    Level 49: Physical Perfection -- EndMod-I:50(A), EndMod-I:50(50)
    ------------
    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), P'Shift-End%:50(13), P'Shift-EndMod:50(13)
    ------------
    Set Bonus Totals:
    • 26.13% Defense(Smashing)
    • 26.13% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 16.75% Defense(Energy)
    • 16.75% Defense(Negative)
    • 3% Defense(Psionic)
    • 14.56% Defense(Melee)
    • 11.75% Defense(Ranged)
    • 3% Defense(AoE)
    • 5.4% Max End
    • 1.65% Enhancement(Terrorized)
    • 22.5% Enhancement(RechargeTime)
    • 25% Enhancement(Accuracy)
    • 9% FlySpeed
    • 189.75 HP (10.13%) HitPoints
    • 9% JumpHeight
    • 9% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 14.3%
    • MezResist(Sleep) 1.65%
    • 3.5% (0.058 End/sec) Recovery
    • 50% (3.912 HP/sec) Regeneration
    • 9% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1587;776;1552;HEX;|
    |78DAA5534B4F135114BED39952FBA22DA50FCAB315282D50DAA8898F85211613144|
    |C05C24A6DC672A5A5655AA6631457266E5DB971A188BAF40F28E2E35FE8CA1F6014|
    |75E9C6D473CFB914932E9DB4DF37F7CC77EFF9CE39338B77F31EC6EE9F678AE7424|
    |D6F368B2BBA51E5A6E38A6EDD36F55A579E9BDB86EE608CF5D193629EDFE2469367|
    |F2BA592DCE9A9B75B35F3E59E435CE33972B06B72AA5E2AC65E9A56A60DE2873931|
    |B56E6F0C653A8D76B9905AE372AC6BA1717172BEB650B562E5C2D37385FF31DAAD6|
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    |8FE4CC17C3D06BB013A04C5AE0AB4DA4E8F94E748034BA85BA710BA90E0983B280E|
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    |406BBFBDDB775A183A23E0AC807302427E808742E97003B80578047805740BF009F|
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    |C277FAD7D1139B424DF73CC6CFDAF30829DBD1F0744724D71139D91139D111396AF|
    |45F710D30CD|
    |-------------------------------------------------------------------|
  23. Quote:
    Originally Posted by NuclearMedicine View Post
    Hi all,

    Happy New Year! Here's the shedule for TTs this month. See ya' all soon!

    Jan 11th, Justice (Winter Meltdown, freaturing Fire themed Tanks)
    Oooh, and I'll be able to play my baby Fire/KM tanker, just out of Praetoria!
  24. You didn't say which melee AT you wanted to play, but keep in mind that except for /SR, a tank is always going to be much easier to soft-cap than a brute or a scrapper, since they start with 25% more defense in the same armor set. Whether the ease of soft-capping is worth the loss of damage is entirely up to you.

    I've played most defense melee sets, and SR, Shields, and Ice are all quite easy/inexpensive to soft-cap. EA for Brutes is a little more difficult, but not much. You might also want to consider Invuln; it has less native defense than the mostly defense sets I listed above, but it does have substantial defense to all types except Psi, so will be much easier to soft-cap than WP or a resistance set like DA or Electric. It also has other advantages like DP and high levels of S/L resistance.
  25. Doctor What, your link doesn't work. Could you fix that and/or add the data chunk?

    (Great name, BTW.)