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Posts
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Quote:I'm with Rangle on this one. I can certainly see occasions that a tank might need Conserve Power, even with Stamina and Physical Perfection.The alternative to Focused Accuracy is Conserve Power. That is a worthless power, in my opinion. If you take Energy Mastery, you will probably take Physical Perfection. With Stamina and Physical Perfection slotted as above, my Dark Armor Tanker takes several minutes of sustained combat to run out of endurance. I don't have the Miracle or Numina's uniques slotted on him yet, too. Endurance recovery can go high enough that you will NEVER gain any benefit from Conserve Power, but Focused Accuracy's to-hit bonus can always be useful against +4s if you're tanking in the new TFs.
But even if the OP never uses it, I think CP a better choice than FA. As you know, you can replace FA's To-Hit bonus with a single slot for the Kismet +Acc. But the deal-breaker with FA for me is that to even consider running it, it needs to have 2-3 slots for end reduction. CP, on the other hand, is perfectly fine with a recharge IO in the base slot. I don't know about you, but my tanks are always short on slots, so I think it's silly to spend them on an end-hungry power like FA that can be replaced by a single IO--or two, if you want the +perception. -
Quote:It's even easier for DA tanks. I just put together a DA/SS build for someone looking for a build soft-capped to S/L/E/NE. No PvP IOs required.Depends on the secondary i have my spines/da sitting at 42% s/l if I wanted i could get to 45% with the pvp IO =3%
MA can soft cap s/l pretty darn easy even with that 3.5% from COD
I think we'd see a lot more of these builds too, if Kin Combats weren't so expensive. -
Quote:Yes, but on the build you posted, you slotted two attacks with sets that provide no damage enhancement at all. I can't see doing that, especially not for KoB.I actually found it easier on my build to softcap all 3 positionals than iot was to softcap N/E, S/L was doable, though.
If you have a build that does so, please post it.
Thanks!
Currently, my DA/Mace is at 40% S/L/E/NE because I didn't like the trade-offs I would have to make to get to the soft-cap, but it is doable.
Here's a quick and dirty example of a DA/SS build that's soft-capped to S/L/E/NE. Slots aren't optimized, and I stole your idea of slotting Enzymes in Maneuvers, but the attacks are sufficiently slotted.
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: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:37(3), RctvArm-ResDam/EndRdx/Rchg:31(7), S'fstPrt-ResKB:11(36), RctvArm-ResDam:32(43)
Level 1: Jab -- KntkC'bat-Acc/Dmg:29(A), KntkC'bat-Dmg/EndRdx:30(3), KntkC'bat-Dmg/Rchg:27(13), KntkC'bat-Dmg/EndRdx/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:50(37)
Level 2: Punch -- KntkC'bat-Dmg/EndRdx:32(A), KntkC'bat-Dmg/Rchg:29(5), KntkC'bat-Acc/Dmg:31(13), KntkC'bat-Dmg/EndRdx/Rchg:27(15), Mako-Acc/Dmg/EndRdx/Rchg:50(45)
Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx:32(A), RctvArm-ResDam/Rchg:38(5), RctvArm-ResDam/EndRdx/Rchg:31(9), RctvArm-ResDam:35(43)
Level 6: Combat Jumping -- Ksmt-ToHit+:23(A), LkGmblr-Rchg+:50(7), DefBuff-I:50(17), DefBuff-I:50(33)
Level 8: Obsidian Shield -- S'fstPrt-ResDam/Def+:22(A), Aegis-ResDam/EndRdx:25(9), Aegis-ResDam/EndRdx/Rchg:36(11), Aegis-ResDam:35(17)
Level 10: Taunt -- Mocking-Taunt:40(A), Mocking-Taunt/Rchg:40(11), Mocking-Taunt/Rchg/Rng:40(36), Mocking-Acc/Rchg:40(42)
Level 12: Dark Regeneration -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:19(19), Erad-Acc/Rchg:30(19), Theft-+End%:21(21), Nictus-Acc/EndRdx/Heal/HP/Regen:50(21), Numna-Heal/EndRdx:50(23)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-ResKB:50(36)
Level 16: Hasten -- RechRdx-I:50(A), RechRdx-I:50(33)
Level 18: Cloak of Fear -- N'mare-Acc/Rchg:50(A), N'mare-EndRdx/Fear:50(46), N'mare-Acc/EndRdx:50(50)
Level 20: Maneuvers -- HO:Enzym(A), HO:Enzym(33)
Level 22: Death Shroud -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(27), Erad-Acc/Dmg/EndRdx/Rchg:30(29), Sciroc-Dmg/EndRdx:50(43), Sciroc-Acc/Dmg/EndRdx:50(45)
Level 24: Knockout Blow -- KntkC'bat-Acc/Dmg:31(A), KntkC'bat-Dmg/EndRdx/Rchg:27(29), KntkC'bat-Dmg/EndRdx:33(31), KntkC'bat-Dmg/Rchg:30(31), Mako-Acc/Dmg/EndRdx/Rchg:50(31)
Level 26: Oppressive Gloom -- Stpfy-Acc/Stun/Rchg:39(A)
Level 28: Rage -- Rec'dRet-ToHit:20(A), Rec'dRet-Pcptn:20(34), RechRdx-I:50(34), RechRdx-I:50(34)
Level 30: Boxing -- Acc-I:50(A)
Level 32: Cloak of Darkness -- HO:Enzym(A), HO:Enzym(37), Krma-ResKB:30(42)
Level 35: Hurl -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(37), Thundr-Dmg/Rchg:50(39), Thundr-Acc/Dmg/Rchg:50(39), Thundr-Acc/Dmg/EndRdx:50(39), Thundr-Dmg/EndRdx/Rchg:50(45)
Level 38: Foot Stomp -- Erad-Dmg/Rchg:29(A), Erad-Acc/Dmg/Rchg:30(40), Erad-Dmg:30(40), Sciroc-Dmg/EndRdx:48(40), Sciroc-Acc/Dmg/EndRdx:44(42)
Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(46), RctvArm-ResDam/EndRdx/Rchg:40(46), RctvArm-ResDam:40(50)
Level 44: Weave -- GftotA-Def/EndRdx:35(A), GftotA-Def/Rchg:38(48), GftotA-Def/EndRdx/Rchg:38(48), GftotA-Def:35(48)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Heal-I:50(A), Heal-I:50(25), Heal-I:50(27)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(23), P'Shift-End%:50(25)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1590;824;1648;HEX;| |78DA9D93CB53526114C0CF7D2072814051405440C407A20869D36BD1346933CDE88| |CA2D3AA72486F801A304053B66AA66DAB16B568CC6AD93F5066F55F54334DFF400F| |AB659B86CEE3A2CEB0EB0E9CDF77CF77EEF9CEEB9BBF33E302B8770E14D785CD5CA| |DB6B29C2B6D985563D95C2D94CA9BE5FC16D801A047D42B33E60DB354335333B9EA| |C6CAF9EACD72B5D7DA9937374D33B574AB82EBA57AD52CE5EB858E4BA58289CB7AA| |AB9702D94CB9BA93933572996F206BF2C554C73CDD3D4AF99D55AA15871F3FBC562| |BE504743DF6CA5B89A9A2D99D5FCD6CA7CAE5637AB5B418CEA04FE5F3B5028F8878| |60E615C8C801A41C4A16D001186C120C280B1182202E306580F9A2F20FA405D44F4| |832B8B08C1B125440CE2EB880C4C1896733457C82E027A96BF72D1C761310FC1B89| |8EF62309A04A369613E50A76086A05D82E12862E0C79ADA2C3BDB5F841FDABA15F2| |E00DB3A3A8E00DFAB35B76F6002EBAA13D8D088231851804EF34FB9BC4301D12A6E| |628A85404A3C8185C672436187B68E454C861C3E6FCA152DA9DFB884EE8FCC66F5D| |9D1A401774F9353ADEBFC83105305AB77857DC9F55520D7E61C470C763ED789212B| |9E01D9ED4213B6AC7077633F19191F9C4E8C04F7D929AE23B89D035885A7CE5A04C| |A5EADD5F39B09044DBB7CF18BBCD878CDF656430FB80651E90B6F4495BC2D4B2288| |4B3DCE1B034E93D7AEF9193A1E73E2E86E1387AE8E54637B4DE2778840F06B60592| |8E05C54E7EE4D3FE10ABDEA2B7887853231C3FCE9EC5C41F3E77CAA01EB1892DB6C| |D5FC59F32867704CF04CF25AB178C6983E646B21AFAAED2CC8D481146A424235484| |4948501192A06168A3D6A88CCA3D988808061899184347BBA46597D4657A6C3CA29| |376413B2B7770025256AA29C9FE250E41DA6A59FA310F40E611A34F3FB855F8C307| |E68E6A34365AD00FEE1228E231A11F5CDE86C38B86B2FDBFCFAEABE9CE91A57BBE4| |C6281C4651257485C25718D448EC475BAE0ABB46AECB99A217B4E515CA7499C2171| |964437C6070FC8D2EE44E124E122E126718C84878497848F4488C4B6F320A37D3AC| |B1A3C85ABF4B345F3EB50A32A712E52501012FC3E6A106595FF21D737282D49B7F4| |62AC459369D14CB768A65A348785FE07E959273A| |-------------------------------------------------------------------|
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Quote:This.The area isn't that much larger (both are 180degree cones, CC is 8ft, Pendulum is 7ft) the big difference between the two is that CC has a target cap of 10 while Pendulum has a target cap of 5.
Two other things I think are significant:
Cleave does more damage than Shatter, but has a much more narrow cone (20 vs. 45 degrees) so the chances you'll be able to hit more than one target is much greater with Shatter.
Clobber does significantly more damage than Axe's highest-damaging ST attack, Swoop. -
Quote:Not that I know of, but IMO the advantage of going for typed defense instead of positional is that you can cover a very high percentage of attacks coming your way by soft-capping S/L/E/NE and basically ignoring F/C/Psi. Capping two of the three positionals won't get you nearly the same level of coverage.Is there any energy damage flying around that isn't positional? I thought that only psionic came in an un-positionally typed form.
Also, typed defense bonuses generally come as 3 or 4 slot bonuses, where you have to use 5 or 6 for positional bonuses. Not having to 6-slot powers to get the bonuses you need is a big plus, in my book. -
Clobber with just the base slot at 30? Not just no, hell no. It's by far your highest damage attack, take it at 20 and slot it completely.
I'm also a little confused by some of your power choices. Is this tank meant to stay in Granite 100% of the time? I hope so, since I don't think the build is viable for high-level content out of Granite, with such low defense and S/L resistance levels.
Personally, I think the Glad Armor and Shield Wall uniques are a waste of influence since while in Granite you're well above the soft-cap for defense without them.
I also think that Maneuvers is a poor choice; sure, it provides a small amount of defense, but at a high end cost, I think Minerals would be a better choice to give you some defense against Psi.
Lastly, several of your powers are either underslotted or unslotted for end reduction. With this build, you only have .70 EPS for your attacks, not nearly a big enough cushion IMO. That's a problem in particular for Maneuvers, Tough, Weave, Mud Pots and Clobber. I understand that you want high recharge and movement speed, but I wouldn't recommend getting it at the expense of your end bar. -
Got my fingers crossed, but it looks like it's fixed. I called Verizon, and after a looong wait on hold, I got a very helpful tech guy. When I explained that three computers had the same problem, he was quite willing to accept that it probably a internet problem and not a hardware problem. (I hate it when they treat you like an idiot!)
Anyway, he "broke the lease" on my router, which evidently sends the your signal along a different route than before and can bypass a problematic connection. Seems to have worked, so I'm a happy camper again! -
I thought about mentioning before that we're in the Boston area which was completely socked by snow on Sunday; lots of power outages and other stuff as a result. Not sure whether that could be causing the problem, but I'll give Verizon a call.
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Starting today, we've been having terrible trouble connecting and staying connected to CoH from the computers at our house. At first I thought it was just my computer, but my work laptop and my daughter's laptop are having the same problems.
Here's what happens:
We can get to the logon prompt, but once there, about 50% of the time, we'll get the "The game client was unable to connect to the login server" error message.
If we keep trying, we'll either get the "unable to connect" message again, the "this account is already logged on" message, or we make it to server select.
If we make it to the server select screen and select a server, there's about a 75% chance we'll get a "No response from this server" message, and 25% chance we make it to the character screen.
If we make it to the character selection screen (and haven't done something violent to the computer in frustration) and select a character, it will either stall, then bump us out with a "mapserver cannot connect" message, or lure us into a false sense of accomplishment by actually loading the character, in which case we mapserver the first time we try loading into another area.
Don't know whether this is significant, but I've been able to at least login with a few characters, but the one that started this problem--the one I most want to play, of course--gets a mapserver message every time at character select.
As you can imagine, this is incredibly frustrating. We have Verizon Fios as our IP, which has never given us any significant problems. Since it happens on three computers, it's hard to believe the problem is our computer hardware. Could this be an issue with our router/modem, or with or internet connection? I haven't tried powering down and restarting the router yet, but that's next on the list.
Any suggestions would be greatly appreciated. -
Forgot to mention in my previous post that if you are willing to use 6 slots in Build Up, Gaussian's is by far the best choice since it gives 2.5% defense bonus to all positions. Here's your build with that change as well so you can see the new defense totals. (BTW, if you're willing to spend the additional influence, you can use LotG +Recharges in the base slot of CJ and Grant Cover.)
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Vermilion Shield: Level 50 Technology Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Electrical Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(3), LkGmblr-Def:50(5), LkGmblr-Rchg+:50(5), ResDam-I:50(7), ResDam-I:50(7)
Level 1: Charged Brawl -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Dmg/EndRdx:50(34), C'ngImp-Acc/Dmg/EndRdx:50(39)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(11), LkGmblr-Def:50(11), LkGmblr-Rchg+:50(50)
Level 4: Havoc Punch -- Hectmb-Dmg:50(A), Hectmb-Acc/Dmg/Rchg:50(9), Hectmb-Dmg/EndRdx:50(13), Hectmb-Dam%:50(13), Hectmb-Acc/Rchg:50(34)
Level 6: True Grit -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(15), ResDam-I:50(15), Heal-I:50(17), Heal-I:50(17), Heal-I:50(19)
Level 8: Jacobs Ladder -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(19), Erad-Dmg/Rchg:30(21), Sciroc-Dmg/EndRdx:50(21), Sciroc-Acc/Dmg/EndRdx:50(23)
Level 10: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(23)
Level 12: Against All Odds -- EndRdx-I:50(A)
Level 14: Boxing -- Dmg-I:50(A)
Level 16: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(25), Aegis-ResDam/Rchg:50(25), Aegis-ResDam/EndRdx/Rchg:50(50)
Level 18: Thunder Strike -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(27), Sciroc-Dmg/Rchg:50(27), Sciroc-Acc/Rchg:50(29), Sciroc-Acc/Dmg/EndRdx:50(29), Sciroc-Dam%:50(31)
Level 20: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(31), GSFC-ToHit/Rchg/EndRdx:50(31), GSFC-Rchg/EndRdx:50(33), GSFC-ToHit/EndRdx:50(33), GSFC-Build%:50(37)
Level 22: Phalanx Fighting -- Ksmt-ToHit+:30(A)
Level 24: Combat Jumping -- DefBuff-I:50(A)
Level 26: Shield Charge -- Oblit-Acc/Rchg:50(A), Oblit-Dmg:50(39), Oblit-Dmg/Rchg:50(42), Oblit-Acc/Dmg/Rchg:50(43), Oblit-Acc/Dmg/EndRdx/Rchg:50(43), Oblit-%Dam:50(43)
Level 28: Chain Induction -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(33), C'ngImp-Dmg/Rchg:50(34), C'ngImp-Acc/Dmg/Rchg:50(36), C'ngImp-Acc/Dmg/EndRdx:50(39)
Level 30: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(40), LkGmblr-Def:50(40), LkGmblr-Rchg+:50(40)
Level 32: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(42)
Level 35: Grant Cover -- DefBuff-I:50(A)
Level 38: Lightning Rod -- Armgdn-Dmg:50(A), Armgdn-Dmg/EndRdx:50(42), Armgdn-Dmg/Rchg:50(46), Armgdn-Acc/Dmg/Rchg:50(48), Armgdn-Acc/Rchg:50(48)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(45), Heal-I:50(45), EndMod-I:50(45), EndMod-I:50(46), P'Shift-End%:50(46)
Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(50)
Level 49: Taunt -- Taunt-I:50(A)
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Level 1: Brawl -- Dmg-I:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- Heal-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(36), Heal-I:50(36)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(37), P'Shift-End%:50(37)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1611;764;1528;HEX;| |78DAA5944B4F135114C7EFF461ED8B164A290F0B2D20140AA50D98F030712145514| |888202B154B7B6D278ED3A66D94EAC60FE0DE9571E3FB1B183F83EFB8D14FA0C6C7| |5EB19EC76DA9E9D249E6FF9B3973EF39FFB9F7CCACEF2D7B84B87D42689E9346A65| |2D9D9CA985765D9B525B305B36814F335FFB62C5FD30DBD6846360BBA34720E2144| |9887ED2CCB2BD2ACC8043F69DC369EAE4B43CA44DA90D96A59CF660C0E74AE9A055| |9966635D1B8F06E148B466245CF17AABA99F7D0DD9ACC94E0C645379B252973BE46| |3C27CB95825E0AA44B7A36913665395FDB59CF54AAB25CEB056FC7E05CF68268708| |ABA5DF8E122252C0182AD9B11241C9A122D78E913EAA8DBC4650A59760987B38468| |86309623A4A188C645AC1A1771711117174971915790D6AAD25AC72C942F46F04C3| |2E284E8046105D2DA95777B082EC2A283FD29F8475BD1C5780D451CAA88E3B30567| |757D21747F65DCA0713D3709A7A088938B68CE383F619C86276E7AADBA704729A44| |1622FE716DE3085AC10F2A977F725E9357BE718297EF759C25BB0D5C953ED9DD769| |6A3F1BE9DF231CA931D8D6E02DC23B981550B3020F6855061F321E11228F194F08A| |34F09ABE031C89E44701FBB54F480CD900A850629F75918D5A772F7FDA68963BF08| |13FB84C93F8C3A03B72E25DE83A301B5BC03DC1A116E862877C848B6B5356C5037A| |C9627CCAD31CEAD31CEAD31CEAD118271439C561BFAC82E3E11CE80CD61E57C989D| |7F000F479587A3F33CF838617A8130B3C85822DC07E331B56B31DEDB679034AE5A2| |B7E9E1C4C6D33B88BA622846985BB9468184C26389125C189661829C61B30965495| |9229DE4F5BF353C27DC0D09AADF94DC2F74099376C2A02218D1D4C1C8CFAAFE3B9A| |761C079CE05BA85B281B28D7201E522CA25940CCA2E4A16A5FEA239DB378F861650| |16519650827E903B38D2E10671A37850BC281D283E143F4A00A51FE51E4ADDE96FF| |E0EEADF5CCD5F88D0A66901BEB7866214FA7110B2A8651AF9073F5B07F0DE8D2AF0| |16265BB70397474CB645526D91B9B6C86C5BE460C5FF0284642569| |-------------------------------------------------------------------|
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In terms of power selection and order, you do NOT want to put off Shield Charge past 26. Tough and Weave can easily be delayed if necessary.
Also, Assault gives very little benefit to a tanker, and has a high endurance cost. I'd drop it and pick up Hasten instead, since you seem to be very interested in getting high recharge. (And having Hasten is a heck of a lot cheaper than slotting all those purple sets!)
One of Grant Cover's main benefits in Defense Debuff Resistance; since you are soft-capped without Maneuvers, I'd drop it for Grant Cover. GC is fine with the base slot.
Your slot use needs some serious work; both your toggles and attacks are slotted very inconsistently.
From the top:
Is there a particular reason why Deflection is slotted with SOs? I'd definitely use IOs if you don't want to go with sets. It also needs end reduction; if you use IOs, try 3 defense, 1 lv 50 end red, and 2 lv 50 resistance. For sets, I'd recommend either 4 GotA or 4 LotG, plus two level 50 resistance commons.
Charged Brawl, Havoc Punch, and Chain Induction are all underslotted, I'd give them 5 slots at least. Jacob's Ladder has enough slots, but using that sleep set means that's it's completely unslotted for damage. IMO, the bonuses are not worth having a underslotted attack, so use a melee set there instead.
Battle Agility needs end reduction, so I'd add a slot for an end red common, or use a defense set.
In True Grit, the 1.5% recovery bonus is not worth the loss of resistance enhancement, so drop the SP Res/End for a resistance common.
The Aegis Psi/Status resist is pointless. 3% Psi resist will do nothing for you and tanks seldom need additional status resist. Pull a slot and use it elsewhere, then 4 slot with Aegis, including the Def/End and Def/End/Rchg so you have suffcient end red.
The 6th slot in Build Up is unnecessary, use that slot somewhere else.
Phalanx Fighting is way overslotted, any defense enhancement in the power will only benefit you when there are allies in range. Drop it down to the base slot. Similarly, CJ is also overslotted, one or two slots is plenty.
SuperJump is also overslotted. Just the Stealth IO or the Stealth IO plus one jump is more than enough. You might also consider moving the Stealth IO to Sprint and slotting SJ with two BotZ for some additional Ranged defense.
The end red slot in Weave is unneeded, move it elsewhere.
If you decide to keep Maneuvers, note that it gives about the same amount of defense as CJ, so if you can spare a slot, I'd add a second slot for a defense common.
Physical Perfection has half the recovery value of Stamina, so you could easily pull a slot or two from it if you need them.
Here's your build with the changes I recommended. I slotted LotG in BA and Deflection, which gives you much higher recharge bonuses even when Hasten is down. If you prefer to use commons, that would work fine, too, and recharge will still be 10% higher than in your original build. I also dropped the Armageddon Chance for Fire Damage since IIRC it's bugged and never fires.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Vermilion Shield: Level 50 Technology Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Electrical Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(3), LkGmblr-Def:50(5), LkGmblr-Rchg+:50(5), ResDam-I:50(7), ResDam-I:50(7)
Level 1: Charged Brawl -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Dmg/EndRdx:50(34), C'ngImp-Acc/Dmg/EndRdx:50(39)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(11), LkGmblr-Def:50(11), LkGmblr-Rchg+:50(50)
Level 4: Havoc Punch -- Hectmb-Dmg:50(A), Hectmb-Acc/Dmg/Rchg:50(9), Hectmb-Dmg/EndRdx:50(13), Hectmb-Dam%:50(13), Hectmb-Acc/Rchg:50(34)
Level 6: True Grit -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(15), ResDam-I:50(15), Heal-I:50(17), Heal-I:50(17), Heal-I:50(19)
Level 8: Jacobs Ladder -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(19), Erad-Dmg/Rchg:30(21), Sciroc-Dmg/EndRdx:50(21), Sciroc-Acc/Dmg/EndRdx:50(23)
Level 10: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(23)
Level 12: Against All Odds -- EndRdx-I:50(A)
Level 14: Boxing -- Dmg-I:50(A)
Level 16: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(25), Aegis-ResDam/Rchg:50(25), Aegis-ResDam/EndRdx/Rchg:50(50)
Level 18: Thunder Strike -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(27), Sciroc-Dmg/Rchg:50(27), Sciroc-Acc/Rchg:50(29), Sciroc-Acc/Dmg/EndRdx:50(29), Sciroc-Dam%:50(31)
Level 20: Build Up -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(31), AdjTgt-ToHit/EndRdx/Rchg:50(31), AdjTgt-EndRdx/Rchg:50(33), AdjTgt-ToHit/EndRdx:50(33)
Level 22: Phalanx Fighting -- Ksmt-ToHit+:30(A)
Level 24: Combat Jumping -- DefBuff-I:50(A), DefBuff-I:50(37)
Level 26: Shield Charge -- Oblit-Acc/Rchg:50(A), Oblit-Dmg:50(39), Oblit-Dmg/Rchg:50(42), Oblit-Acc/Dmg/Rchg:50(43), Oblit-Acc/Dmg/EndRdx/Rchg:50(43), Oblit-%Dam:50(43)
Level 28: Chain Induction -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(33), C'ngImp-Dmg/Rchg:50(34), C'ngImp-Acc/Dmg/Rchg:50(36), C'ngImp-Acc/Dmg/EndRdx:50(39)
Level 30: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(40), LkGmblr-Def:50(40), LkGmblr-Rchg+:50(40)
Level 32: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(42)
Level 35: Grant Cover -- DefBuff-I:50(A)
Level 38: Lightning Rod -- Armgdn-Dmg:50(A), Armgdn-Dmg/EndRdx:50(42), Armgdn-Dmg/Rchg:50(46), Armgdn-Acc/Dmg/Rchg:50(48), Armgdn-Acc/Rchg:50(48)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(45), Heal-I:50(45), EndMod-I:50(45), EndMod-I:50(46), P'Shift-End%:50(46)
Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(50)
Level 49: Taunt -- Taunt-I:50(A)
------------
Level 1: Brawl -- Dmg-I:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- Heal-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(36), Heal-I:50(36)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(37), P'Shift-End%:50(37)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1611;762;1524;HEX;| |78DAA5944B6F125114C7EFF01079155A4AE9435AE8939696425A933E4C5C58AAD53| |6696CED4AAD14AE30711C08102DBAF103B877A555977E03E367F01D37FA09D4F8D8| |6BC5F3B8500C4B49F8FF66CEDC7BCEFFDE7B6636F6573C42DC3B2D34CF192353A9E| |C6E67CC1BB2ECDA96D98259348AF99A7F47966FEA865E34235B055D1A39871022CC| |C37657E475695664829F346E1B4F37A42165226DC86CB5AC673306073AD7CC822C4| |BB39A685C78378B4523B1AAE70B55DDCC7BE86E5D664A70E3A29BAD9294395F239E| |93E54A412F05D2253D9B489BB29CAFED6E642A5559AEF582B793F05FF18268F0177| |5BBF0C3454A5802045B37234838362D5AF0D227D4AF6E13D72864D9231CCF12A219| |C2788E9086221A17B16A5CC4C5455C5C24C5455E415AAB4A6B1DB750BE18C133C58| |813A2938455486B57DEED21B8088B0EF6A7E01F6D4517E3351471A8228ECF169CD5| |F585D0FD95719BC6F5DC219C85224E2EA239E3FC84710E9EB8695975E18E524883C| |45ECE2DBC610A5921E4536BF7256999BDF38C14AF7D8EF0166C75F2547BE72D9ADA| |CF46FAF709276A0CB6357897F00E6605D462028F6857060F188F0991278CA784353| |0176433227888ED297AC05F48AD2F34484947191760709F72D4F79BE68FFF224C1E| |12A6FE30EA0C3CBA94780F8E0694A3016E8D083743943B6424DBDA1A36281F56DB1| |3E6D698E0D698E0D698E0D608C1B8214EAB0D7D64179F08E7C1E6B05AD3303BFF00| |1EC69487B1051E7C8A30B348985D622C130EC0784C9D5A8CCFF619248DABD68A5F2| |207D33B0CEEA2E9086146E101251A0693094E644970A259468AF1068C2555A5648A| |CFD3D67C95F03830B46E6BBE93F03E50E64D9B8A404863079347A3FEEBF7DCD330E| |0BCE802DD46D944D941B98C7205E52A4A06650F258B527FD19CED5B40438B284B28| |CB28413FC87D1CE97083B8513C285E940E141F8A1F2580D28FF210A5EEF4373F07F| |56FAEE627446833B401DF5B43310AFD380A59D4368DFC839FAD03F8EC4615F80893| |ADC781DB23A6DA22A9B6C87C5B64AE2D72B4E37F01341324BE| |-------------------------------------------------------------------|
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I'd say you did your friend proud! This is an excellent build, IMO, and the only changes I would suggest would be minor ones.
For instance:
Instead of a CI Acc/Dam/End, I prefer a level 50 Mako's Acc/Dam/End/Rchg as the fifth slot for Smashing Haymaker or Kinetic Combat. You just lose a couple of percentage points of end reduction that way, and gain around 18% additional recharge.
ResEl is pretty skippable, IMO. Since you have an open pool, you might want to consider picking up Hasten instead.
You might also want to swap out the Recified Reticle ToHit/Rchg in Invinc for the RR +perception, since Invul has none of its own. Not a deal breaker, of course, but the additional perception is nice to have. (Besides, the ToHit/Rchg is very expensive and hard to find, and you don't need the recharge for Invinc anyway.)
Lastly, I'm not a DM expert by any means, so hopefully someone more knowledgeable will chime in, but IMO you'll want to slot Dark Consumption more heavily. It's a moderate damage attack, so I'd think you'd want to slot it like one. I know it will be challenge to find slots, but you could probably pull a slot each from Char and Fire Blast for a start without doing too much harm. Another option is to upgrade one of the SH sets to Kinetic Combat, which would allow you to drop the RRs in Invinc altogether, and you could use those slots for Dark Consumption. -
Just noticed your slotting of Hoarfrost. I'd recommend dropping the end red and putting in a third Heal instead so you get the max +HP benefit. Also, you should take it *much* earlier than level 24. Try swapping it with Permafrost--PF is a classic "take late if you take it at all" power, IMO.
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Quote:If you decide to keep Aid Self, I'd recommend 2xInterrupt Reduction, then 3-4 slots of Recharge and Heal to taste.About what I thought you meant, too, on CE, and thanks for verifying the proc is useful in it.
And I don't 'need' Aid Self. I just have two powers I don't know what to do with.
However, I think other powers would be more useful than Aid Other/Aid Self. You have 2 open pools, so perhaps Hasten, and Maneuvers so you can get a little closer to the defense soft-cap. Ice is easy enough to soft-cap that can drop Maneuvers if you opt for sets, but in the meantime it wouldn't be a bad pick.
I'd also recommend the standard 1xAcc, 1xEndRed, 1xRecharge, 3xDamage slotting in your attacks. With fully slotted EA, you won't need additional end red, and Hasten will take care of the recharge.
Here's what I would do with your build; with Maneuvers and the Steadfast +def, you'll be at 44% S/L/E/NE def.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Deryna: Level 50 Mutation Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Kinetic Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Hero Profile:
Level 1: Frozen Armor -- DefBuff(A), DefBuff(3), DefBuff(3), EndRdx(34)
Level 1: Quick Strike -- Acc(A), EndRdx(5), RechRdx(5), Dmg(7), Dmg(7), Dmg(46)
Level 2: Body Blow -- Acc(A), EndRdx(9), RechRdx(11), Dmg(11), Dmg(13), Dmg(13)
Level 4: Chilling Embrace -- EndRdx(A), Slow(15)
Level 6: Wet Ice -- EndRdx(A)
Level 8: Permafrost -- S'fstPrt-ResDam/Def+:30(A), ResDam(9)
Level 10: Taunt -- Taunt(A)
Level 12: Icicles -- Acc(A), EndRdx(15), EndRdx(17), Dmg(17), Dmg(40), Dmg(43)
Level 14: Combat Jumping -- DefBuff(A)
Level 16: Super Jump -- Jump(A)
Level 18: Glacial Armor -- DefBuff(A), DefBuff(19), DefBuff(19), EndRdx(37)
Level 20: Power Siphon -- RechRdx(A), RechRdx(21), RechRdx(21)
Level 22: Smashing Blow -- Acc(A), EndRdx(23), RechRdx(23), Dmg(25), Dmg(25), Dmg(43)
Level 24: Hoarfrost -- RechRdx(A), RechRdx(27), RechRdx(27), Heal(29), Heal(29), EndRdx(48)
Level 26: Energy Absorption -- EndMod(A), EndMod(31), DefBuff(31), DefBuff(31), RechRdx(46), RechRdx(48)
Level 28: Burst -- Acc(A), EndRdx(33), RechRdx(33), Dmg(33), Dmg(34), Dmg(46)
Level 30: Boxing -- Empty(A)
Level 32: Hibernate -- Heal(A)
Level 35: Focused Burst -- Acc(A), EndRdx(36), RechRdx(36), Dmg(36), Dmg(37), Dmg(40)
Level 38: Concentrated Strike -- Acc(A), EndRdx(39), RechRdx(39), Dmg(39), Dmg(40), Dmg(43)
Level 41: Tough -- ResDam(A), ResDam(42), ResDam(42), EndRdx(42)
Level 44: Weave -- DefBuff(A), DefBuff(45), DefBuff(45), EndRdx(45)
Level 47: Hasten -- RechRdx(A), RechRdx(50), RechRdx(50)
Level 49: Maneuvers -- DefBuff(A), EndRdx(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 -- Empty(A), Empty(48)
Level 2: Stamina -- EndMod(A), EndMod(34), EndMod(37)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1673;676;1352;HEX;| |78DAA554D96ED340141DD74EDDA44E52378474A57BE942D35680C4F2802A0A52452| |35550F10444261D5AD3D4098E91E08D0FE017F810C417B0C387B0FC81B9D773DC10| |5B3C61C5E7CC9CB977EEF12CA9BDD8B68478754368D6CDA6D3E9D4F71DEF58FA03B| |5E78113B82DAF7F5BFA2F3DC714428CA8A1FAB67C22BD8EACEE34647DCB3F69F9E3| |18A8C9A694D53BAE2703B751DF0A02A7716CEF7847D2975E508D1BD65EABD5ACEE4| |AA7ED7A87F9A873DB3D3C0AA8978B7AF7DA521E14E3A803E9778EDC76E956DB6D54| |B7FC064F5D733A01D91A215397E97D9F25D0E815A12E0C2243177D099E31153FB50| |59E3013116906C60C5B71BFDECB6BE0631B65285743EE007273C8CD21D64AF047F2| |A82B8F9A8E9C4259F1271A5313862283B1CFA49988372BD4981403C36AE8844A659| |50D91AD28ED0B0983B036086B054C351433AC9C07AF80CFD2781EE5F358AE0A6945| |D4281694F6956AD858661B71C3099E47AD16792CA9FCBE1296E64C829BC465782E8| |BAE97881133A2F772ECF90379A9282F990A62C7123C91EBE575CCFD8D7247A38D0C| |33A3FD4A3B17B3D1CB6B986B1DDC261E87E771789EC6BCD3889986C799C4F1D14CD| |E45B5A693213DE23B399982320597CF68965954984585395498438539CC389FD851| |9FC61790BB80DC45E42E2277F11FA7800FE512767709276D39C966F7C2AC2276152| |B7521C9889D25AEE22454E16133C136C56CE0B06F207F13F913C6E985A51FAFDA6E| |4AD9334E2FA6D02265D938FD4BF8AFE7AD15CF93BDCB1BB4CFB047A0DDE7D603868| |7DC7DC42D875B8F191ADC0DDF59B1D3E215367495E11AC37586F210C16B8E34F9CE| |0E32580C79860243916188A1C430C6F08621CC52B2AEBE39FCC125B5BFBFFF674AF| |9D55534A5AC47F8BBABF769B80533E079F0466AC55752CA664AB994522EA694EE4A| |FF01AE281145| |-------------------------------------------------------------------|
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Quote:Yeah, but worth it!Wow! Forgot how expensive the Steadfasts were
20 mil a pop...ouch
Your build is much better, but I have a few additional suggestions:
If it all possible, you should try to add a fifth slot to Jab. Now that Tanks have Bruising, the T1 attack is definitely worth using and slotting.
I understand that you want the regen bonuses from the Pounding Slugfests, but I'd replace them with a single, high level IO like a CI Acc/Dam/Rchg. IMO, the 16% regen isn't nearly as valuable as some of the other things you could do with those slots.
The E/NE bonus for the second BotZ slight is *tiny* since the change, and not worth slotting for, IMO. Ditch the second slot in CJ and SJ, you can use them elsewhere.
Invinc doesn't need a taunt duration; it's plenty "taunty" without one. That slot can be used elsewhere, too.
Serendipity is a cheap set, and has good, though small bonuses. I go with 3 Serendipity in TH and 4 in Weave.
Ditch the Aegis Psi/Stat resistance in ResEl, it's a waste of influence for a tank. Use the Res/Rchg instead.
Rage is underslotted for recharge; at this point, it's not quite "perma". If you find a third slot for it, you can save some influence by slotting level 35s or 40s and still have it overlap.
Hurl and LBE are so underslotted to be almost useless. Even three slots would help considerably, and if slotted with Thunderstrike, would yield 2.5% E/NE def each.
Eradication is a better set for Footstomp than Scirocco's Dervish, since it'll give you 3.13% E/NE defense. If you avoid the Erad Acc/Dam/End/Rchg they're not super expensive, and last time I looked a full set of Scirocco's wasn't cheap, either.
Five slots is really too much to spend on Stamina, I wouldn't go more than four. If you plan to use Perf Shifters, try to get high level ones so you'll be close to the ED cut-off. Using common IOs plus the PF +end works fine, too.
Here's what I would do with your build. It's now soft-capped to E/NE and the two ranged attacks are 3-slotted.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Hulk Child i19: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(15), S'fstPrt-ResDam/Def+:30(31)
Level 1: Jab -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(34), S'ngH'mkr-Dmg/Rchg:35(36), S'ngH'mkr-Dmg/EndRdx/Rchg:35(36), C'ngImp-Acc/Dmg/Rchg:50(37)
Level 2: Dull Pain -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(5), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal/EndRdx:50(7), Dct'dW-EndRdx/Rchg:50(7)
Level 4: Haymaker -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(11), S'ngH'mkr-Dmg/Rchg:35(11), S'ngH'mkr-Dmg/EndRdx/Rchg:35(29), C'ngImp-Acc/Dmg/Rchg:50(37)
Level 6: Boxing -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(33), S'ngH'mkr-Dmg/Rchg:35(42), S'ngH'mkr-Dmg/EndRdx/Rchg:35(43)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(15)
Level 10: Combat Jumping -- DefBuff-I:50(A)
Level 12: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(13), Mocking-Taunt/Rchg/Rng:50(13), Mocking-Rchg:50(43), Mocking-Acc/Rchg:50(46), Mocking-Taunt/Rng:50(48)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(17), RctvArm-ResDam/EndRdx/Rchg:40(17), RctvArm-ResDam:40(45)
Level 18: Invincibility -- RedFtn-Def/EndRdx:50(A), RedFtn-Def:50(19), RedFtn-Def/EndRdx/Rchg:50(19), RedFtn-EndRdx:50(34)
Level 20: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(21), RctvArm-ResDam/EndRdx/Rchg:40(21), RctvArm-ResDam:40(46)
Level 22: Knockout Blow -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(34), S'ngH'mkr-Dmg/Rchg:35(40), S'ngH'mkr-Dmg/EndRdx/Rchg:35(42), C'ngImp-Acc/Dmg/Rchg:50(43)
Level 24: Resist Elements -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(25), Aegis-Psi/Status:50(25)
Level 26: Tough Hide -- S'dpty-Def/EndRdx:40(A), S'dpty-Def:40(27), S'dpty-Def/Rchg:40(27)
Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(45)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(42)
Level 32: Unstoppable -- ResDam-I:50(A)
Level 35: Hurl -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(36), Thundr-Dmg/Rchg:50(37)
Level 38: Foot Stomp -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), Sciroc-Dmg/EndRdx:50(39), Sciroc-Acc/Dmg/EndRdx:50(40), FrcFbk-Rechg%:50(40)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(46)
Level 47: Physical Perfection -- P'Shift-End%:50(A), P'Shift-EndMod:50(48), Heal-I:50(48)
Level 49: Weave -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(50), S'dpty-Def/EndRdx/Rchg:40(50), S'dpty-Def:40(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), Numna-Heal:50(23)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(23), P'Shift-EndMod/Acc:50(31), P'Shift-End%:50(31)
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Quote:Your call. Though if I felt I had to short-slot an attack, it would certainly not be Crowd Control, which IMO is tied with Clobber for the best attack in the set.I originally had both of those 5 slotted (same way you did) and poached the extra slots for the 6 slotting of Tactics. By changing some things around I was able to recover one of the slots. With the Nerve alpha slotted, Crowd Control is still capped vs. +4s even with just the 4 slots, so I put the 5th slot back in Bash (which I should likely spam in an AV fight for bruising). I wanted to keep the 3% HPs your build lost, which is why the changes were made as follows:
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On the whole, a not a bad build, though I would certainly not recommend putting off Jawbreaker until 18 and Clobber until level 30, even in a respec. You are going to want them--especially Clobber, the most damaging attack in the set--if you ever exemp. Maneuvers can definitely be delayed until later (much later, IMO) in order to take Clobber when it becomes available.
I also think that Build Up would be a better pick than Tactics, since it has +damage as well as +tohit. But whether you change to BU or stick with Tactics, IMO the Gaussian's set is a poor use of slots. The bonus for 6 slots is relatively small, and you need S/L defense more than E/NE or F/C. So I'd recommend switching to two Rectified Reticle plus a slot or two for recharge. (If you get build up--for Tactics you'll want end reduction since it's a high cost toggle.) The +percep IO is available if you want more +percep than is available in Heightened Senses.
That would free up some slots--Crowd Control in particular needs one, though a fifth slot in Bash would be good too.
Here's what I would do with your build, I also added a couple of slots to Taunt to get the 5th and 6th slot bonuses from MB.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
BashFill: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: War Mace
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(5), Numna-Heal:50(7), TtmC'tng-ResDam:50(11), TtmC'tng-ResDam/Rchg:50(34), TtmC'tng-ResDam/EndRdx:50(37)
Level 1: Bash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(34), C'ngImp-Acc/Dmg/EndRdx:50(42)
Level 2: Pulverize -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(11), C'ngImp-Acc/Dmg/EndRdx:50(31)
Level 4: Fast Healing -- Mrcl-Heal/EndRdx/Rchg:40(A), Mrcl-Heal/EndRdx:40(5), Mrcl-Heal:40(13)
Level 6: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(33), Ksmt-ToHit+:30(50)
Level 8: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(9), Numna-Heal/Rchg:50(9), Taunt-I:50(13)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(17), Mocking-Taunt/Rchg/Rng:50(34), Mocking-Acc/Rchg:50(42), Mocking-Taunt/Rng:50(45), Mocking-Rchg:50(45)
Level 12: Quick Recovery -- P'Shift-End%:50(A), Efficacy-EndMod/Acc:50(23), Efficacy-EndMod:50(43)
Level 14: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(15), RctvArm-ResDam/EndRdx/Rchg:40(15), RctvArm-EndRdx:40(25), S'fstPrt-ResDam/Def+:30(40)
Level 16: Jawbreaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(40), C'ngImp-Acc/Dmg/EndRdx:50(46)
Level 18: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(19), LkGmblr-Rchg+:50(19)
Level 20: Clobber -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(39), C'ngImp-Acc/Dmg/EndRdx:50(48)
Level 22: Combat Jumping -- DefBuff-I:50(A)
Level 24: Kick -- Acc-I:50(A)
Level 26: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(27), RctvArm-ResDam/Rchg:40(27), RctvArm-ResDam/EndRdx/Rchg:40(29)
Level 28: Whirling Mace -- Erad-Dmg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(29), Erad-Dmg/Rchg:30(31), Erad-Acc/Dmg/Rchg:30(36), M'Strk-Acc/Dmg/EndRdx:50(43)
Level 30: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(31), RechRdx-I:50(37)
Level 32: Strength of Will -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(33), RctvArm-ResDam/Rchg:40(46)
Level 35: Shatter -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(36), Erad-Acc/Dmg/EndRdx/Rchg:30(36), Erad-Dmg/Rchg:30(37), M'Strk-Acc/Dmg/EndRdx:50(45)
Level 38: Crowd Control -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(40), M'Strk-Dmg/EndRdx:50(46)
Level 41: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(42), LkGmblr-Rchg+:50(43)
Level 44: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-Rchg+:50(48)
Level 47: Stone Prison -- Dev'n-Acc/Dmg:50(A), Dev'n-Acc/Dmg/EndRdx/Rchg:50(50), Dev'n-Hold%:50(50)
Level 49: Quick Sand -- Slow-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- HO:Micro(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)
Level 2: Stamina -- P'Shift-End%:50(A)
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Quote:Yes, Health is a great place for the regen/recovery uniques, straight Heal slotting is fine too; it really depends on your budget. However, I wouldn't put more than 4 slots in it.thanks, i didn't see what you would do with the inherent fitness pools anything goes for the health and stamina? I see alot of people use the inherent health for uniques, and i figured stamina i could put nearly anything and it would be a bonus to me.
I do appreciate your time, and i am slowly getting dragged out of the cave i swear.
oh yeah i like the frankenslot on the footstomp very interesting
For Stamina, I usally go with 3 slots, one of which is the PF +End. The other two can be common end mod IOs or the PF End Mod and a common, or some variation on that. Again, I wouldn't use more than 3 or at most 4 slots in Stamina.
Glad to help! -
Something is definitely screwed up in your version of Mid's--the level 14 power comes up blank, though from the forum post it's slotted as Health, and Health appears again at level 24. Tough is missing, too. I would recommend installing the updated version of Mid's before posting again.
I know this is a respec, but your power order still leaves a lot to be desired. Unyielding at 20 and Invinc at 30 is going to get you killed if you exemp. Not to mention that you want Foot Stomp available as early and often as possible. The resistance passives, ResEl and ResEn in particular, can easily be delayed until the 30s or 40s.
Your armor slotting is all over the map; ResEl is way overslotted, but all three of the defense powers are significantly underslotted. Invinc, TH and Weave all need another slot or one of the current slots swapped for a LotG Defense. (Weave is the only one of the three that needs substantial end reduction.)
Kinetic Combat is a good choice for S/L defense, but it needs another slot to have sufficient accuracy and damage. You should consider putting another set in Punch to get closer to the S/L soft-cap.
Mako's Bite and Scirocco's Dervish are both poor choices for Invul since they have primarily positional defense bonuses. Instead, use Eradication in Foot Stomp and Thunderstrike in Hurl to get some E/NE defense.
IMO, F/C defense should only be a priority once you've soft-capped S/L/E/NE. That said, 3-slotting Aegis in the resistance passives is a good choice, especially if you've maxed out the bonuses for Reactive Armor.
Dull Pain needs another slot; you want to get as close to the ED cut-off as possible for both Heal and Recharge. A Numina Heal would help, but I prefer Doctored Wounds for DP because it has better recharge.
I prefer Mocking Beratement to Perfect Zinger; the S/L def bonus is slightly smaller, but it has a larger recharge bonus and a substantial F/C def bonus as well.
Here's the sort of thing I would do with your build. The powers are re-ordered and re-slotted; S/L defense is capped with one foe in range of Invinc, E/NE defense is at 41%. With inherent Stamina you might want to consider taking Hasten and maybe LBE from the epic pool.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Slamin Sammy2: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Legacy Fitness
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(3), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(21), Mako-Acc/Dmg/EndRdx/Rchg:50(50)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam:40(5), RctvArm-ResDam/Rchg:40(7)
Level 4: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(9), Mako-Acc/Dmg/EndRdx/Rchg:50(21)
Level 6: Dull Pain -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(11), Numna-Heal/EndRdx/Rchg:50(11), Numna-EndRdx/Rchg:50(13), Numna-Heal:50(50)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx/Rchg:40(15), RctvArm-ResDam:40(15)
Level 10: Haymaker -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(17), S'ngH'mkr-Dmg/Rchg:35(17), S'ngH'mkr-Dmg/EndRdx/Rchg:35(19), Mako-Acc/Dmg/EndRdx/Rchg:50(19)
Level 12: Super Jump -- Jump-I:50(A)
Level 14: Boxing -- Acc-I:50(A)
Level 16: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(23), RctvArm-ResDam:40(25)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(25), LkGmblr-Def:50(27), LkGmblr-Rchg+:50(27)
Level 20: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(31), C'ngImp-Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/EndRdx:50(34)
Level 22: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(29), Mocking-Taunt/Rchg/Rng:50(29), Mocking-Acc/Rchg:50(33), Mocking-Taunt/Rng:50(33), Mocking-Rchg:50(33)
Level 24: Health -- Empty(A)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx:30(A), LkGmblr-Def/Rchg:50(36), LkGmblr-Def/EndRdx/Rchg:50(36), LkGmblr-Def:50(36)
Level 28: Rage -- HO:Membr(A), HO:Membr(43), HO:Membr(45)
Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(34), LkGmblr-Def/EndRdx:50(45), LkGmblr-Def/Rchg:50(45)
Level 32: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam/EndRdx/Rchg:40(37), RctvArm-ResDam:40(37)
Level 35: Hurl -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/Rchg:50(37), Thundr-Dmg/EndRdx:50(39), Thundr-Acc/Dmg/Rchg:50(43), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(46)
Level 38: Foot Stomp -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Sciroc-Dmg/EndRdx:50(40), Sciroc-Acc/Dmg/EndRdx:50(40), FrcFbk-Rechg%:50(40)
Level 41: Resist Elements -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam:40(42)
Level 44: Conserve Power -- RechRdx-I:50(A)
Level 47: Physical Perfection -- P'Shift-End%:50(A), P'Shift-EndMod:50(48), P'Shift-EndMod/Rchg:50(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def: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 0: LEGACY BUILD
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Kinetic Combat is *not* a good set for positional defense bonuses; it's very expensive and gives half the melee defense bonus of Touch of Death. Scrounge up another slot and 6-slot ToD in Gash instead.
Deflection provides S/L resistance as well as defense, try to find a couple more slots for it so you can slot some resistance IOs.
True Grit is way overslotted for Resistance; its primary benefit it to provide +HP, resistance is just a side benefit. Use 3 or 4 slots from a Heal set then another couple from a resistance set; 2 common resist IOs would be fine. Don't bother use Reactive Armor, the positional set bonus is tiny and not worth slotting for.
Battle Agility is underslotted for end reduction, I'd try to find another slot and put a LotG Def/End/Rchg there.
You're still low on Ranged defense, so try to find the slots to put a Mako's bite set in one of your ST attacks.
Skip the Impervious Skin Status Resistance IOs, IMO they're a waste of influence for a tanker who's got substantial mez protection already.
Phalanx Fighting is overslotted; the base defense to self is unenhanceable. I'd stick with a LotG +Recharge in the base slot.
EDIT: Sorry, posted before I meant to!
Weave is very underslotted, it's an important source of defense! OwtS, on the other hand doesn't need more than a slot or two, and Shield Defense certainly doesn't need KB protection.
In general, you've expended a lot of slots on expensive sets that are give primarily typed defense, and that's not a good use of slots or influence.
Here's the sort of thing I would do with your build, it's over the soft-cap for all positions--substantially over for Melee and AoE, and will be easier on the end bar with the Erad set gone and the toggles sufficiently slotted for end reduction. S/L resistance and are recharge is higher too.
Hero Plan by Mids' Hero Designer 1.90
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Sgt. Jack Stewart: Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Battle Axe
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(15), LkGmblr-Def/EndRdx/Rchg:50(15), LkGmblr-Rchg+:50(23), ResDam-I:50(40), ResDam-I:50(42)
Level 1: Beheader -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(5), C'ngImp-Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/EndRdx:50(33)
Level 2: Battle Agility -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(19), LkGmblr-Def/Rchg:50(19), LkGmblr-Def/EndRdx/Rchg:50(43)
Level 4: Gash -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(5), Mako-Dmg/Rchg:50(11), Mako-Acc/EndRdx/Rchg:50(13), Mako-Acc/Dmg/EndRdx/Rchg:50(23), Mako-Dam%:50(34)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)
Level 8: True Grit -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(9), Numna-Heal/EndRdx/Rchg:50(9), Numna-Heal:50(45), ResDam-I:50(45), ResDam-I:50(45)
Level 10: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(11)
Level 12: Taunt -- Mocking-Taunt/Rchg/Rng:50(A)
Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(42)
Level 16: Build Up -- Rec'dRet-Pcptn:20(A), RechRdx-I:50(17), RechRdx-I:50(17)
Level 18: Against All Odds -- EndRdx-I:50(A)
Level 20: Swoop -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(21), T'Death-Dmg/Rchg:40(21), T'Death-Acc/Dmg/EndRdx:40(25), T'Death-Dmg/EndRdx/Rchg:40(25), T'Death-Dam%:40(43)
Level 22: Combat Jumping -- LkGmblr-Rchg+:50(A), DefBuff-I:50(46)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
Level 26: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(43)
Level 28: Whirling Axe -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(29), Sciroc-Dmg/Rchg:50(29), Sciroc-Acc/Rchg:50(33), Sciroc-Acc/Dmg/EndRdx:50(34)
Level 30: Boxing -- Dmg-I:50(A)
Level 32: Tough -- ImpArm-ResDam:40(A), ImpArm-ResDam/Rchg:40(37), ImpArm-ResDam/EndRdx/Rchg:40(37), ImpArm-ResDam/EndRdx:40(40)
Level 35: Cleave -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(36), M'Strk-Dmg/Rchg:50(36), M'Strk-Acc/EndRdx:50(36), M'Strk-Dmg/EndRdx/Rchg:50(46)
Level 38: Pendulum -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(39), Sciroc-Dmg/Rchg:50(39), Sciroc-Acc/Rchg:50(39), Sciroc-Acc/Dmg/EndRdx:50(40)
Level 41: One with the Shield -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(42)
Level 44: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-Def:50(48), LkGmblr-Rchg+:50(48)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(50), P'Shift-EndMod/Acc:50(50), P'Shift-End%:50(50)
------------
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 -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(31), Mrcl-Heal:40(31), Mrcl-Rcvry+:40(46)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(3), P'Shift-EndMod/Acc:50(3), P'Shift-End%:50(37)
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Disorient is the same as Stun, so yes, they count.
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Well, that's helpful, but what problem are you having?
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Same here, a few silvers, zero golds. (Makes me wonder what chart plotted with player age vs number of gold medals would look like!)
In answer to the OP's question, I've found a jump power like CJ, SJ, or the Zero-G temp power to be by far the most useful in improving my run times. I've never gotten more than a bronze without one of those powers.
P.S. Maybe it's because I have relatively slow reaction times, but IME speed powers like SS or Speed Boost hurt more than they help, because you're going faster than your reflexes can react to the changes in the course. So I'd try one of the jump powers to improve maneuverability first, and if that doesn't get you to a gold medal, add some speed once you have the course down. -
Quote:I don't think that's right about little pure energy damage. IIRC, all the electrical attacks done by Clockwork, Mu, Freakshow, etc are pure energy.From what I remember reading on the forums there is little pure E/NE damage in the game or am I getting that mixed up with F/C?
IF im correct getting the E/NE increase from the Thunderstrikes will only help for a very small portion compared to the +Regen/+MaxHP from Devastation which will help me in 100% of the game.
Keep in mind too that the closer you get to the soft cap, the more even small amounts of additional defense will help. I'm not saying that regen is a bad choice at all, but I prefer to go for defense first.
Quote:Thanks to all again for your advice and explanations - its easy to take someone elses build and just do it but if you dont understand WHY option B is better than option A you will never learn
And you're welcome, glad to help. -
Hey, I'm all for creative. I thought it was creative to slot 3 Thunder Strike and 2 slot Basilisk's Gaze in an epic hold attack.
But you've gotta draw the line somewhere, and for me, having attacks so poorly slotted is definitely over the line.