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Posts
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Joined
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Ugh, Hyper, I wouldn't play that on a bet. That is one ugly build.
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Most importantly, your Invul powers and other toggles are way overslotted. Typically, powers like TI, UY, Invinc, Tough and Weave do not need more than 4 slots; past that, you are losing almost all of the additional enhancement to ED.
Not surprisingly since you used all those slots in your armors, but your attacks are extremely underslotted; they each should have 5-6 slots. Even though a tanks primary role is to control aggro and survive damage, part of that is achieved by doing damage, which you are certainly not going to be able to do with this build to any appreciable extent.
Also, Invul does NOT need KB protection, it has plenty in Unyielding, and I also think status resistance IOs are a waste of influence for a tank. (Definitely keep the Steadfast +Def, though.)
The most common kind of set bonuses that Invul tanks work toward currently is typed defense, since it will stack on the defense available in Invinc and Tough Hide. To see what a tank built for defense bonuses looks like, check out the Invul/EM thread here:
http://boards.cityofheroes.com/showthread.php?t=247596
Of course, that's with a different secondary, but it's similar in terms of the ratio of ST and AoE attacks, so it should point you in the right direction. But note that although the OP in that thread has some purple IOs slotted, they are NOT necessary to build a good tank by any means. -
Much improved, but I'd still change a couple of things:
TI and UY are still overslotted for end reduction, so swap out the RA End for a RA Res/End/Rchg. (TI and UY have lower end costs than Tough and Weave, so it doesn't make sense to slot them heavier for end reduction.)
If you don't need the additional S/L def--and you don't--I think the bonuses for Mocking Beratement are better than Perfect Zinger's. The recharge bonus is bigger, plus you get a substantial F/C def bonus.
I think having Build Up more often is more important than a 6% regen bonus, so I'd drop the third Rectified Reticle for a common recharge IO. I also think the 2.5% E/NE bonus you'd get for slotting Thunderstrike in LBE is more valuable than Devastation's regen and +HP, but your call. -
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I'd think it was something more like:
"Cole Memorial Hospital to the Fact I Saved Your Sorry Butts from the Hamidon and now those Butts are MINE"
But again, too long. -
One thing I'm not clear on...do you have the freezing problem with your Infinity base as well as your Freedom base?
If yes, that does sound it may be a graphics problem. If no, it sounds more like a specific problem with that base, maybe some corrupted data. I don't mean to scare you, but people have had lost/corrupted bases in the past, though they usually got them back close to the state they were in before. -
Petition. There is a recurring bug that causes bases to lose power even when rent is paid up. If it's that bug, the GMs will usually fix it within 24 hours.
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Quote:I think you mean Erads, not Oblits here.One other comment on the AoE. If you're looking for E/N defense, consider three Oblits and three Cleaving Blows. It's one of the most efficient ways to get E/N set bonuses in six slots.
Yes, that works as well. I wouldn't recommend it for a damage toggle because it'll be light on end reduction, but for an ordinary attack it's a solid choice. In this case, you'd be giving up +2.25% HP and 10% regen for 1.25% E/NE def and 1% recovery.
I don't often recommend it for Invul tanks because with several Reactive Armor sets and several AoE powers, it's easy to hit the "rule of 5" max for 1.25% E/NE def bonuses. (Pounding Slugfest and Pulverizing Fisticuffs gives the same bonus, too.) -
Oy, you are familiar with ED, right? Because you're wasting a ton of slots by way (way, way) overslotting your armors. Remember, once you've hit the ED cutoff of 56% enhancement for resistance or defense, you lose almost all of the benefit of any additional slotting. Toggles don't need more than 4 slots as a rule, and passives 1-4 depending on the base value and how many slots you have available.
Keep in mind when you respec that Unyielding, Invinc, KoB and Rage all should be taken as soon as they're available; you do NOT want to be without them when exemping if you don't have to be. The resistance passives can easily be delayed until the 20 or beyond.
You don't want to slot Jab with a Taunt set, Taunt sets don't provide any damage or end reduction enhancement. If you want a Taunt set bonus (I'd recommend Mocking Beratement instead of Perfect Zinger) slot them in Taunt itself.
Dull Pain is very underslotted, you should try to get as close to the ED cut-off of 95% as possible for both Heal and Recharge.
With Stamina becoming inherent, you have three more powers to play with. I'm also not a fan of Focused Accuracy, end hog that it is, so I'd suggest dropping that too, which gives you four. I'd recommend that you pick up CJ (you may have to) and three powers from the Fighting Pool for additional S/L resistance and overall defense. If you don't have to get CJ, Hasten would also be a good choice.
Many Invul tankers drop either Unstop or ResEl, so if you want CJ, Hasten and the Fighting Pool dropping one of them is also an option.
Are you a 60 month vet? If not, you can't take SJ without a prereq, so take CJ, which gives a nice defense boost.
Speaking of defense, S/L/E/NE and secondarily, F/C defense bonuses is the way most Invul tankers are slotting nowdays. Some sets to look for are: Reactive Armor for the resist toggles, Kinetic Combat and Smashing Haymaker for ST attacks, Eradication for AoE attacks, Thunderstrike for Ranged attacks, etc. I just helped someone with their Invul/EM tank in this thread, and I think it would be useful if you looked at what he (and I) did there.
http://boards.cityofheroes.com/showthread.php?t=247596
Here's the power order/selection I would suggest. Again, if you don't want to drop ResEl, you could drop Unstop or Hasten instead.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- Empty(A)
Level 1: Jab -- Empty(A)
Level 2: Dull Pain -- Empty(A)
Level 4: Punch -- Empty(A)
Level 6: Haymaker -- Empty(A)
Level 8: Unyielding -- Empty(A)
Level 10: Taunt -- Empty(A)
Level 12: Combat Jumping -- Empty(A)
Level 14: Super Jump -- Empty(A)
Level 16: Hasten -- Empty(A)
Level 18: Invincibility -- Empty(A)
Level 20: Knockout Blow -- Empty(A)
Level 22: Resist Physical Damage -- Empty(A)
Level 24: Boxing -- Empty(A)
Level 26: Tough Hide -- Empty(A)
Level 28: Rage -- Empty(A)
Level 30: Tough -- Empty(A)
Level 32: Unstoppable -- Empty(A)
Level 35: Weave -- Empty(A)
Level 38: Foot Stomp -- Empty(A)
Level 41: Resist Energies -- Empty(A)
Level 44: Conserve Power -- Empty(A)
Level 47: Laser Beam Eyes -- Empty(A)
Level 49: Physical Perfection -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- Empty(A)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1094;503;1006;HEX;| |78DAA592DF4E1341148767D392BA744BDB34B5420592262428BA168144F1820B818| |484268D255EA9CD8263BB71B36DBA5B43EF7C005E81106F7D03E35B8051F41DFCF3| |06E5774E4FAB612EDD74BFCC7EFB3B67B633533BDE76947ABFA52CE769E04551F3C| |00BDFEADE8D5A3FF662BF13AA94526A61249BDBFA8D0E23EDEE85EFFA41A87BDEA1| |1FF8F1A02CAF6B3AD0DA6DF4BB1837E29E0E5B713BBF17B63586B13B1E38F54E277| |0F7B5D7F5C3D6343F34BA5ABFCEF070D76FB563BCC8F31326F2237F344B61A7EB1F| |B93B98B63568D6BC28D6BDC12D7CDC06EE0B1BB070AB217EB8D4BD6925D7D87CB12| |50263B1B98F4C424C828D0B3325668ACD5754A5A4738ACD03646CC9D86C6E628DD2| |62D26C4A30193119361598AC982C9B4B34C95B169B3C9B55742E48A6C0E61C99A2C| |C5E6463A14F49322536DF919995CC2C9B87E85356A3CE65360954CD4B669ECD0F54| |2D4A9F453649642A92A9B059479F25C92CB1F986AA65C92CB339C302AE486685CD0| |718578CCBE62396A22A555536B793D77767DF30F5E4F5FDBA939CECF27F5D9F9CF1| |5CF6333A2607843AE139E105E125E115C1231C128E08C3CF93EAEC23FAA0C7844DC| |2134231079C50324567224D700819C20C214BC8110A8439C2296168E7262772F813| |3D2CEBDFFFFFCB30BF0DF3C730556365EF1A66D530EB865933CCDF15BD028058604| |D| |-------------------------------------------------------------------|
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Oops, couldn't figure out why my recharge was so much lower than yours, since the only recharge bonus lost was from the Oblit set. But I messed up the LotG slotting and left out a +Recharge; both Weave and Invinc should be Def, Def/End, Def/End/Recharge and +Recharge, Tough Hide should be Def/End, Def, and +Recharge.
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Not bad, but there are a few things I'd change:
Unyielding gives resistance S/L/E/NE/F/C as well as being your mez/KB protection. As a matter of fact, it gives as much E/NE/F/C resistance as the passives. Move the RA set from RPD and put it in UY; once UY is slotted, you'll only need to one or two slot RPD to hit the S/L cap. I'd also move the RA set in ResEl to ResEn, since you'll face a lot more energy damage than fire or cold. Move the Steadfast +def to the base slot of RPD; that'll give around 89% S/L resist once UY is slotted. You can add another slot to get it up to the cap of 90% if you like and have the slot.
Your toggles don't need to be over slotted for end reduction, just use the resistance and defense pieces, skip the End and End/Rchg. That will increase your defense total a bit. (Use Def, Def/End, Def/End/Rchg, +Recharge for Weave.) I'd also recommend that you take one slot from Tough Hide and use it to slot a LotG defense in CJ, which will give you a bit more defense.
Oblit is not a good choice for Invul; its S/L bonus is relatively small for 6 slots and it's underslotted for end reduction. With the changes I've recommended above, you'll be at 46% S/L def without the Oblit bonus, so I'd suggest dropping it for 3-4 slots of Eradication and a couple of Multi Strike or Scircco's slots so you have enough end reduction.
But if you want more S/L def, two Rectified Recticle in Build Up would be a good choice, plus you could slot the +percep IO. Another option is to slot the two RR and then drop one of the KC sets down to Smashing Haymaker. You'll still be at the soft-cap for S/L, but save a ton of influence.
Conserve Power needs recharge more than end reduction.
Try Thunderstrike in LBE instead of Devastation to get a 2.5% more E/NE def.
Here's what I would do with your build: it might look like there's more end use because I reslotted the toggles, but you'll come out ahead with the new WH slotting.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Tharion: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(7), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx/Rchg:40(15)
Level 1: Barrage -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(3), S'ngH'mkr-Dmg/Rchg:35(3), S'ngH'mkr-Dmg/EndRdx/Rchg:35(29), C'ngImp-Acc/Dmg/EndRdx:43(42)
Level 2: Dull Pain -- Dct'dW-Heal:43(A), Dct'dW-Heal/Rchg:43(7), Dct'dW-Heal/EndRdx/Rchg:43(23), Dct'dW-Rchg:43(27), Dct'dW-EndRdx/Rchg:43(48)
Level 4: Bone Smasher -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(29), C'ngImp-Acc/Dmg/EndRdx:43(42)
Level 6: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(34)
Level 10: Taunt -- Mocking-Taunt:43(A), Mocking-Taunt/Rchg:43(13), Mocking-Acc/Rchg:43(34), Mocking-Taunt/Rchg/Rng:43(43), Mocking-Rchg:43(43), Mocking-Taunt/Rng:43(46)
Level 12: Boxing -- Acc-I:50(A)
Level 14: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(37), RctvArm-ResDam:40(40)
Level 16: Whirling Hands -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(17), Erad-Acc/Dmg/EndRdx/Rchg:30(17), Erad-%Dam:30(31), Sciroc-Dmg/EndRdx:43(43), Sciroc-Acc/Dmg/EndRdx:50(45)
Level 18: Invincibility -- LkGmblr-Def:43(A), LkGmblr-Def/EndRdx:43(19), LkGmblr-EndRdx/Rchg:43(19), LkGmblr-Rchg+:43(48)
Level 20: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(21), RctvArm-ResDam/EndRdx/Rchg:40(21), RctvArm-ResDam/Rchg:40(23)
Level 22: Stun -- Amaze-Stun:50(A), Amaze-Stun/Rchg:50(33), Amaze-Acc/Stun/Rchg:50(34), Amaze-Acc/Rchg:50(37), Amaze-EndRdx/Stun:50(42)
Level 24: Weave -- LkGmblr-Def/EndRdx:43(A), LkGmblr-Def:43(25), LkGmblr-Def/EndRdx/Rchg:43(25), LkGmblr-Rchg+:43(31)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx:43(A), LkGmblr-Def:43(27), LkGmblr-Def/Rchg:50(31), Ksmt-ToHit+:30(48)
Level 28: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(40), RechRdx-I:50(46), RechRdx-I:50(46)
Level 30: Combat Jumping -- LkGmblr-Rchg+:43(A), LkGmblr-Def:50(45)
Level 32: Resist Elements -- ResDam-I:50(A)
Level 35: Energy Transfer -- Hectmb-Acc/Dmg/Rchg:50(A), Hectmb-Acc/Rchg:50(36), Hectmb-Dmg/Rchg:50(36), Hectmb-Dmg/EndRdx:50(36), Hectmb-Dam%:50(37)
Level 38: Total Focus -- C'ngImp-Acc/Dmg:43(A), C'ngImp-Acc/Dmg/EndRdx:43(39), C'ngImp-Dmg/EndRdx/Rchg:43(39), C'ngImp-Dmg/EndRdx:43(39), C'ngImp-Dmg/Rchg:43(40)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- RgnTis-Regen+:30(A), Mrcl-Rcvry+:40(45)
Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(50), Thundr-Dmg/Rchg:50(50)
Level 49: Recall Friend -- TSM'n-EndRdx:43(A), TSM'n-Rng:43(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:43(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I:45(A)
Level 2: Hurdle -- Jump-I:45(A)
Level 2: Health -- Numna-Regen/Rcvry+:43(A), Numna-Heal:43(9), Numna-Heal/EndRdx:43(11)
Level 2: Stamina -- P'Shift-End%:43(A), P'Shift-EndMod:43(9), P'Shift-EndMod/Rchg:43(11)
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I'd be worred about serious endurance problems with this build. Not only do you have four powers slotted with Obliteration--including Blazing Aura--but you have three relatively high endurance toggles (Tough, Weave Maneuvers) that are underslotted for end reduction as well. I'm not sure that even Stamina, Physical Perfection and Consume are going to be enough.
If you're going for S/L defense rather than melee, which it looks like you are, keep in mind that Kinetic Combat has twice the S/L def bonus in four slots than Oblit does in six. I also think that a Gaussian's set is not the best choice for a typed defense build, since it eats up a lot of slots for relatively little return, especially if you're concentrating on one pair of defense types.
As I mentioned above, Tough, Weave and Maneuvers all have a relatively high endurance cost, and they are currently underslotted for end reduction. If I were you, I would seriously consider swapping out one of the IOs so that they are slotted with both a */end and a */end/rchg. If you don't want to do all three, Maneuvers is one to change since it has the highest endurance cost and a low base defense value, so slotting for less defense won't hurt much.
Also, using a PS +end in RotP doesn't make much sense; it'll only have a chance to proc when you actually use RotP. Unless you plan to die a heck of a lot, that's just wasted influence, IMO. Likewise, you don't want to put the Numina +regen/recovery in Healing Flames, put it in Health instead so you'll get the benefit all the time.
Here's what I did with your build. I took the two highest end cost AoEs, BA and FSC, and slotted them with four Eradication and 2 Scirocco's Dervish, which will give them sufficient end reduction. Then I took 3 of the slots from Build Up and put them in Boxing and slotted another KC set. I also swapped out the LotG defense in Maneuvers for a LotG Def/End/Rchg, removed the PF +end from RotP, moved the Numina +regen/rec to Health, and slotted BU with two Rectified Reticle for the S/L def bonus. This build is MUCH more endurance sustainable, still soft-capped to S/L and has almost 30% E/NE defense as well.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Thermal: Level 50 Natural Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(15), RctvArm-ResDam:40(31), S'fstPrt-ResKB:30(43)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
Level 2: Healing Flames -- Numna-Heal/EndRdx/Rchg:40(A), Numna-Heal:50(7), Numna-Heal/Rchg:50(27), S'fstPrt-ResDam/Def+:30(43)
Level 4: Blazing Aura -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(9), Erad-Acc/Dmg/EndRdx/Rchg:30(9), Erad-%Dam:30(33), Sciroc-Dmg/EndRdx:50(43), Sciroc-Acc/Dmg/EndRdx:50(45)
Level 6: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(34)
Level 8: Consume -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(11), Oblit-Dmg/Rchg:50(11), Oblit-Acc/Dmg/Rchg:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(46), Oblit-%Dam:50(46)
Level 10: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(48), KntkC'bat-Knock%:35(50)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx/Rchg:40(13), RctvArm-ResDam:40(34), S'fstPrt-ResKB:30(46)
Level 14: Super Jump -- Winter-ResSlow:50(A)
Level 16: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(17), Aegis-ResDam/Rchg:50(17)
Level 18: Burn -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(19), Oblit-Dmg/Rchg:50(19), Oblit-Acc/Dmg/Rchg:50(25), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(42)
Level 20: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(21), LkGmblr-Def/EndRdx:50(21)
Level 22: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(23), RechRdx-I:50(23)
Level 24: Taunt -- Mocking-Taunt/Rchg/Rng:50(A), Mocking-Taunt/Rng:50(25), Mocking-Taunt/Rchg:50(27), Mocking-Rchg:50(42), Mocking-Acc/Rchg:50(48), Mocking-Taunt:50(50)
Level 26: Fiery Embrace -- RechRdx-I:50(A)
Level 28: Fire Sword Circle -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg/Rchg:30(29), Erad-Acc/Dmg/Rchg:30(29), Erad-Acc/Rchg:30(37), Sciroc-Dmg/EndRdx:50(37), Sciroc-Acc/Dmg/EndRdx:50(48)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(50)
Level 32: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Def/EndRdx:50(33)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- P'Shift-End%:50(A), P'Shift-EndMod:50(45), P'Shift-EndMod/Acc:50(45)
Level 47: Temperature Protection -- GA-3defTpProc:30(A)
Level 49: Rise of the Phoenix -- EndMod-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:30(A), Numna-Regen/Rcvry+:50(37)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(5), P'Shift-EndMod/Acc:50(7)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1588;761;1522;HEX;| |78DAA554CB6E5251143D970B45E052A040A12F5AE89BB614B4263E06C6589B685A8| |32D76A436D85E0B2DA504303E467E8023073AB171EE1F1827BEF55BD456E73E70EF| |BD2EC586A137B0D639FBEEB3CE597B7358BA376F28F5F09CD28C0BA57CADB696CB9| |7B7CDAAF34ABE7EA79A2F397305B3BA43AC94EAC1ABB579F3B659AE99A985A259BD| |BF769ED2A2D69B25B36436E3320E5C2AD37AB35C4F3507467677B7945A34F395627| |9D32B9385E266A14E33B7CC562AA6B9E16B666D98D55AA158095EAC14D75317CB66| |759394F3B53AED10A5239DA4EF1B1781465FD5B0AB180DC6957D50A8332E144B082| |5A344032AE056D643E959A284B25D052D0B75AE088D6F1165D45B52D7A0AE6B3911| |EAB8A6F19BDE15A16444645F539E8E3C87FED5C6A163DF40FB42430742C9BB223BF| |D40A89BEAEAC02ACD1116BD7848E83DE939C556C3E1FC69E390FB17E8B750FC8FD0| |4C03A474268DF45C30A7BB606E12E666612E9313FA40491EAB661ED4CC40CD0CD42| |C8E9ACDA0661192F5425679FB64279D423E28D87C7372647F1A9411FA485B04B0C6| |1180812E18E88281280CC460601206EC241BB464832848080509F985BAA97D61C8D| |AC2CF68695075EF81A6A4A4214A8858FB46B6B05349A8B7889D768466B7853205A1| |4F74DA1ECB610F842224D46709F5A187FD686C3F1A3BF205848ECEA2A30927C770B| |E0108C54019508012062D878370381404C161D4CD1D426F12E8E1307A388C1E0E1F| |F981F650FAA8953E8AF431A48F217DEC48FA732AF384657402277A41AD9DB24E34F| |554CA31FD18F444E81D15278504953AAEB3C1CF144A5B32E92191E9B71F5E2CFAD0| |A316DB2259BB755529A24964D27E787BFFEB796934755CCB7CC3730C59026D9547D| |7196EF0F4268FF23CBAC5B0CED3C62BA37952DF293ED06986330C6719C27E82479C| |E9F41078180C062F4327838FC1CF1064E865D86368B868B10ECF8D7DF7E1BF89D26| |6A46C07FF862624F4BD15D2B4CB72034756E5B7F1A3F5C6A6A15576B4AA03AD4AB7| |CAA9143648B67521D316996B8B9C688BB46AFD1732EA27F8| |-------------------------------------------------------------------|
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Quote:I have no idea why you're babbling about a video. The only point I was trying to make, and indeed, made many posts ago, is that Crowd Control is easy to use and requires no practice or expertise to "position". There was no assertion made about the number of targets hit, other than the fact that players can, and sometimes do, hit 10 targets with it. I also have no idea why this is such an issue for you, or why it's so important to refute whatever claim you think was made--though it certainly wasn't made by me.My point was that there's been many words exchanged about War Mace being great and super easy to use but never any tangible proof for us non-believers. How much more hours should we collectively waste arguing back and forth on this where a simple ten minute video of straight footage could not only illustrate the point of pro-WM folks but also show people who can't do it how it's done?
I realise I'm part of the problem by replying at all and will stop after this - and if there's an actual video posted please PM me about it, because if I read the thread further I'll keep falling into answering and derailing the topic. -
Quote:I hope you're not saying that Foot Stomp hits the target max every single time it's used. That's an absurd argument, and is against Mace's cones as well. Sure, Foot Stomp probably hits more targets on average, because it's a true AoE with a big radius. But your argument was that cones are hard to position to hit multiple foes, which in the case of Crowd Control, is ridiculous assertion. If several foes are standing in front of your tank, and you use an attack with a 180 degree cone, how can you NOT hit most of them?Hitting the target cap once, or even multiple times in a given mission? Sure.
Hitting the target cap 100% of the time by wasting time herding to corners? Sure.
Hitting the target cap 100% of the time, using the power every time it's up as well as other AoEs (that is, no time spent positioning when you could be attacking), in a fast-paced team environment over, say, a thirty minute period on a task like an ITF? Never seen it, highly doubt I'll ever see it, not holding my breath on seeing a player doing it ingame or a video of it being done.
Quote:Again, there's always been talk on the boards about how trivial it is to do, but all those pro players are nowhere to be seen in the teams I've been in. There was that one time when people argued "WM > SS", and Smurphy offered to watch and time people, using HeroStats, as they used their WM character, and then run the results against his own SS numbers (or run the same mission under the same conditions himself with other people watching). Somehow nobody ever took him up on that offer, and the WM > SS discussion faded into obscurity shortly thereafter. -
Quote:Although hitting several foes with War Mace's Shatter takes a little practice, if someone can't hit the 10 foe max using Crowd Control's 180 degree cone, they sure aren't trying very hard.Dual Blades, Battle Axe and War Mace aren't too shabby at AoE either if you can handle the cones. Big "if", because outside of spreadsheet theorycraft I don't see cones hitting anywhere near *half* their potential overall in, say, an ITF or something. Of course, I can't rule out the possibility that anybody I've ever played with including myself completely suck at the game and that there's an infinitely small subset of players who know how to use cones, which is why I'm naming these powersets at all.
I've got a 50 and almost-50 Mace tank, and although it's not quite as good at AoE as Fire or SS, it's a very good set, and works great with Shield Defense. -
Quote:47.7% defense to all three positions, 179% recovery, 231% regen, 25% recharge, 46% S/L resistance. Something just as important doesn't show up in the stats, though, and that's attack slotting. Having your attacks adequately slotted for end reduction will make a huge difference in how long you can fight without bottoming out your end bar.Thanks for the feedback. I was not aware I overslotted BA and Deflection. Each additional IO I slotted in there boosted my defense slightly. I figured every percentage point helped. What are the final numbers for the build you posted?
The problem with overslotting toggles is that after you reach 56% enhancement, ED is going to eat almost all of the benefit of those additional slots. In almost every case you can find a far better use for the slots in another power. Look at your slotting of BA compared to mine: you use 6 slots to get 57.89% enhancement, which translates to 23.7% defense. I used 4 slots to get 56.54% enhancement, which gives you 23.4% defense. So those two additional slots yield a grand total of *.3%* defense. Totally not worth it.
Quote:The taunt IOs in the attacks were an example of frankenslotting. If I could pick up a acc/rech and a taunt/rech IO for less than what a generic ACC IO was selling for, I picked it up. The taunt piece of it was just extra flavor. I wasn't really shooting for it.
Quote:I like the build you posted. I will look at it more closely when I get home from work. I will have to craft the entire Mako set. I don't think I have any of those laying around. I think i have a couple of Crushing Impact recipes in my mailbox. I was planning on fitting my Ice/Fire tank (currently lvl 45'ish) with them but I'm enjoying this tank even more. I think I'll invest in this guy.
I'll use my hero merits for the Perf Shifter proc... and away we go.
Thanks again! -
Not bad, though you forgot to slot a Steadfast +def; that's 3% def to everything.
Also, you'd be better off putting the Numina +regen/rec in FT or Health rather than RttC. RttC can also be easily dropped down to 4 slots, IMO the E/NE bonus is not worth wasting the slots on.
Both MoB and Tough are underslotted for resistance and overslotted for end reduction. Just use the resistance pieces and you'll have plenty of end red.
HPT should be slotted for Heal as well as Resistance to get the HP bonus. If you're short on slots, two Heal commons is fine.
Are you planning to use Air Sup or is it just a set mule? If it's a set mule, move the KC set to Brawl and pick up a power that can is fine with just the base slot, like SS or SJ. If you are going to use it, I'd put a fifth slot it in so it's fully slotted for Acc and Damage.
Energy Manipulator isn't the best choice for SC and PP; I'm not even sure if/how the proc would work on a self-only power, and the set is so low level you get very little enhancement for the slots. Efficacy Adaptor or Performance Shifter would be better choices.
I'm also not a big fan of Focused Accuracy; its end cost is huge and most of its benefits can be replicated by slotting the Rectified Recticle +percep and Kismet +acc. You could take a travel power or Resurgance there instead.
Here's what I would do with your build. The differences aren't huge, but your slots would be used more efficiently in this way, and it does get S/L def up near the soft-cap.
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5), Mako-Acc/Dmg/EndRdx/Rchg:50(25)
Level 1: High Pain Tolerance -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam/EndRdx:40(25), RctvArm-ResDam/Rchg:40(36), Heal-I:50(36), Heal-I:50(50)
Level 2: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9), P'ngS'Fest-Acc/Dmg:30(43), P'ngS'Fest-Dmg/EndRdx:30(43)
Level 4: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam/EndRdx/Rchg:40(36), RctvArm-ResDam:40(37), S'fstPrt-ResDam/Def+:30(40)
Level 6: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(23), P'ngS'Fest-Acc/Dmg:30(43), P'ngS'Fest-Dmg/Rchg:30(48)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(15), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(19), P'ngS'Fest-Dmg/EndRdx:30(50), P'ngS'Fest-Dmg/Rchg:30(50)
Level 10: Fast Healing -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:40(11), Mrcl-Heal/Rchg:40(11), Numna-Regen/Rcvry+:50(42)
Level 12: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(23)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(39)
Level 16: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(17), Numna-Heal/EndRdx/Rchg:50(17), Numna-Heal/Rchg:50(40)
Level 18: Rage -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(39), RechRdx-I:50(40), RechRdx-I:50(42)
Level 20: Quick Recovery -- Efficacy-EndMod:50(A), Efficacy-EndMod/EndRdx:50(21), Efficacy-EndMod/Acc:50(21)
Level 22: Kick -- Acc-I:50(A)
Level 24: Tough -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam:40(37), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam/EndRdx:40(48)
Level 26: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(27), LkGmblr-Rchg+:50(27)
Level 28: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(29), LkGmblr-Rchg+:50(29)
Level 30: Air Superiority -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx/Rchg:35(31), Mako-Acc/Dmg/EndRdx/Rchg:50(37)
Level 32: Foot Stomp -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(34)
Level 35: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(48)
Level 38: Strength of Will -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(45)
Level 41: Superior Conditioning -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(46)
Level 44: Physical Perfection -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(46), Efficacy-EndMod/Acc:50(46)
Level 47: Super Jump -- Jump-I:50(A)
Level 49: Taunt -- Zinger-Dam%:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- RgnTis-Heal/EndRdx:30(A), RgnTis-Heal/Rchg:30(13), RgnTis-Heal/EndRdx/Rchg:30(13)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(45), P'Shift-EndMod/Acc:50(45)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1579;733;1466;HEX;| |78DAA554DB6E525110DD874B29B702A59496B6209416E88596A889568D89B6D59AD| |6B462AD512321BAA5184209D068DFFC809A78497CB23FA25FE23D7E8097772F3833| |EB94B6E1D11358EB9CD96BF69A3DC361E5F1BC47A927E795E1BE5829361A850BF5E| |DA6765C2D36B7EBC58A7228A522122AACE88AD6D9FC764DD70BF9665D574BCDCD30| |96E6F5035D6DE8EC46B952A96D3DD2F5C052755393A499DDBF71AD6E6D55B2F99AD| |6F7BD72BB582E6D36CBD5921B4F157EF4C8FDB22ED6686170A156BE975DA8EA7A69| |A7B0526C34757D07D50D505127E91B379479B56C6A9528A12C6BA06B42B6BCD0C04| |3A29C7AC74A4969D955826E52AA2B2E3410151A8D819222CF8158089F96DD80890D| |265D30E986C9C465A21135B124F49ED00A2F9B15BBC7CDDD61994401A9B0C1F2514| |2BB69628749374C7A61D27FC464E68AD0186539CC2C07B27A90D583AC5E64E55053| |0E591F089D28CDEA5C922A5C0BA04B42991B061FFC2329DCD0196EBF84FA4342093| |2F5C2D7E29D942E8D1FA14F843EC3100BDFBAE4F8D740D78552791061404117786D| |512AA8C6F78452D82803FA4C18442996E0AE85437DCF41CF842C54510815A950447| |2AC140A9BC70CC70EF73C8309CC602C36D20D9A7B0FE298913E104EFB8596864CC1| |1004C3100C43E072705B31EB118C218A3144318628C690C4CF30434931736AB15F5| |2FEB1DFA03FA0BF42F1164859A5F5649230A79180EFCC1F99E757C231EC678CA5E5| |4C5349216740A9B4999346DBA69F0A796865D23CD3E491956934344C7659B3A1D93| |4664BFA593334DB10D5B0ADFD02D2872EB5DC1159B5B5DF1F654864D1D67E0FFFEB| |7AE3D9F772AEB908F30CEB0C1B0C37196E31DC66B8C37097A1C0D07ADBCEF69DE28| |24E33CC319C6108F9097659E970F38BC0E061F032F430F818FC0C418608C31E43CB| |49C9569CB9F58DF6308CC3E7FFDE11F97110B11873F28FE0390B3A27F4F3B0E085F| |47EEA25E895D06C47DF273A22B98EC8898EC8F18EC841BFFF017A7726DD| |-------------------------------------------------------------------|
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Thanks, NM. As it turns out, I did Citadel, which was lots of fun. Didn't *quite* hit 50, though, still have 1 1/3 bubs to go.
Virtue this month, right? -
Well, I'm not at all surprised that you are having endurance problems, since some of your attacks are under- or unslotted for end reduction. You've also wasted a lot of slots by overslotting BA and Deflection for defense. I also wouldn't slot Taunt IOs in your attacks, since they don't provide any useful enhancement or bonuses; making sure your attacks have sufficient Acc, Dam, End Red and Recharge is much more important.
Here's a quick re-do of your build. I used your existing IOs where possible, and where not possible, common IOs or relatively inexpensive sets. Remember you can always leave your attacks slotted with common IOs while you're working toward sets. Where I've used a single set IO in a power, like the TC Res/End in Deflection or the Dam/Rchg IOs in Shield Charge, if you can find another set IO of the same type for cheaper, go for it.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Kuzco: Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Def:42(A), LkGmblr-Rchg+:46(3), DefBuff-I:35(3), ImpSkn-ResDam/EndRdx:30(5), TtmC'tng-ResDam/EndRdx:40(5), ResDam-I:50(7)
Level 1: Jab -- Mako-Acc/Dmg:40(A), Mako-Dmg/EndRdx:40(7), Mako-Dmg/Rchg:40(9), Mako-Acc/EndRdx/Rchg:40(9), Mako-Acc/Dmg/EndRdx/Rchg:40(11), Mako-Dam%:40(11)
Level 2: Punch -- T'Death-Dmg/Rchg:35(A), T'Death-Dam%:36(13), T'Death-Dmg/EndRdx/Rchg:37(13), T'Death-Acc/Dmg:38(15), T'Death-Acc/Dmg/EndRdx:39(15), T'Death-Dmg/EndRdx:40(17)
Level 4: Haymaker -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(17), C'ngImp-Dmg/Rchg:50(19), C'ngImp-Acc/Dmg/Rchg:50(19), C'ngImp-Dmg/EndRdx/Rchg:50(21)
Level 6: True Grit -- ResDam-I:50(A), S'fstPrt-ResDam/Def+:13(23), Heal-I:35(23), Heal-I:40(25), Heal-I:45(25), ResDam-I:50(27)
Level 8: Battle Agility -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:39(27), S'dpty-Def/EndRdx/Rchg:39(29), S'dpty-Def:40(29)
Level 10: Active Defense -- RechRdx-I:35(A), RechRdx-I:40(31)
Level 12: Against All Odds -- EndRdx-I:20(A)
Level 14: Taunt -- Mocking-Taunt/Rchg:33(A), Mocking-Acc/Rchg:36(33), Mocking-Taunt:46(33), Mocking-Taunt/Rchg/Rng:49(33), Mocking-Rchg:48(34), Mocking-Taunt/Rng:50(34)
Level 16: Boxing -- Acc-I:35(A)
Level 18: Tough -- ImpSkn-ResDam/EndRdx:30(A), Aegis-ResDam/EndRdx/Rchg:50(21), Aegis-ResDam/EndRdx:40(31), Aegis-ResDam:40(31)
Level 20: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(36), C'ngImp-Dmg/Rchg:50(36), C'ngImp-Acc/Dmg/EndRdx:50(36), BasGaze-EndRdx/Rchg/Hold:30(37), BasGaze-Acc/Rchg:30(37)
Level 22: Weave -- DefBuff-I:35(A), DefBuff-I:35(37), EndRdx-I:35(39), DefBuff-I:35(39)
Level 24: Combat Jumping -- S'dpty-Def/EndRdx:35(A), S'dpty-Def:40(39)
Level 26: Shield Charge -- M'Strk-Acc/EndRdx:41(A), M'Strk-Dmg/EndRdx:35(40), M'Strk-Dmg/Rchg:40(40), M'Strk-Acc/Dmg:40(40), C'ngBlow-Dmg/Rchg:45(42), Oblit-Dmg/Rchg:40(42)
Level 28: Rage -- AdjTgt-ToHit/Rchg:34(A), AdjTgt-ToHit/EndRdx/Rchg:35(42), AdjTgt-ToHit:38(43), AdjTgt-Rchg:40(43), AdjTgt-EndRdx/Rchg:48(43), RechRdx-I:40(45)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34)
Level 32: Phalanx Fighting -- DefBuff-I:45(A)
Level 35: Grant Cover -- EndRdx-I:45(A)
Level 38: Foot Stomp -- M'Strk-Dmg/EndRdx:40(A), M'Strk-Acc/Dmg:44(45), M'Strk-Acc/Dmg/EndRdx:44(45), M'Strk-Dmg/EndRdx/Rchg:45(46), M'Strk-Dmg/Rchg:45(46), FrcFbk-Rechg%:40(46)
Level 41: One with the Shield -- ResDam-I:50(A)
Level 44: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 47: Physical Perfection -- EndMod-I:50(A), P'Shift-EndMod:50(50)
Level 49: Super Jump -- Jump-I:45(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:33(A), Heal-I:50(48), Heal-I:50(48)
Level 2: Stamina -- P'Shift-End%:50(A), EndMod-I:50(48), EndMod-I:50(50)
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I agree with other suggestions; Doctored Wounds in Dull Pain, take some slots out of CJ, and improve the slotting in your attacks and EA. Here's the sort of thing I would do--it has a little less recharge than your build, but all the attacks except Char are fully slotted for damage, which was your main issue, IIRC. Recharge is great, but you won't need as much if your attacks do full damage! Keep in mind, though, that the Oblits have very little end reduction, so FA is underslotted for that. You could replace them with 5 slots of Scirocco's Dervish, which would give you a little F/C def bonus as well, but you'd lose the Oblit recharge bonus.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Ice Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Rchg+:50(A), GftotA-Def:40(3), GftotA-Def/EndRdx:40(7), LkGmblr-Def/EndRdx:50(7)
Level 1: Frozen Fists -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36), Mako-Acc/Dmg/EndRdx/Rchg:30(39)
Level 2: Hoarfrost -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal:50(29), Dct'dW-Rchg:50(29)
Level 4: Frost -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(9), Posi-Dmg/Rchg:50(9), Posi-Dmg/Rng:50(11), Posi-Acc/Dmg/EndRdx:50(11)
Level 6: Wet Ice -- EndRdx-I:50(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(37), DefBuff-I:50(37)
Level 10: Boxing -- Acc-I:50(A)
Level 12: Chilling Embrace -- EndRdx-I:50(A), ImpSwft-Dam%:30(19)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam/EndRdx:40(17), Aegis-ResDam/EndRdx/Rchg:40(17), Aegis-ResDam:40(19)
Level 18: Glacial Armor -- LkGmblr-Rchg+:50(A), GftotA-Def:40(21), GftotA-Def/EndRdx:40(21), LkGmblr-Def/EndRdx:50(23)
Level 20: Ice Patch -- RechRdx-I:50(A)
Level 22: Icicles -- Erad-Dmg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(23), Erad-Acc/Dmg/Rchg:30(25), Erad-Dmg/Rchg:30(27), Sciroc-Dmg/EndRdx:50(36), Sciroc-Acc/Dmg/EndRdx:50(37)
Level 24: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(25), GftotA-Def/EndRdx:40(27), GftotA-Def/EndRdx/Rchg:40(34)
Level 26: Energy Absorption -- LkGmblr-Rchg+:50(A), LkGmblr-Def/Rchg:50(31), LkGmblr-Def:50(31), Efficacy-EndMod/Acc/Rchg:50(31), Efficacy-EndMod:50(33), Efficacy-EndMod/Rchg:50(33)
Level 28: Freezing Touch -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(33), S'ngH'mkr-Dmg/Rchg:35(34), S'ngH'mkr-Dmg/EndRdx/Rchg:35(34), Mako-Acc/Dmg/EndRdx/Rchg:50(39)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(42)
Level 32: Build Up -- RechRdx-I:50(A)
Level 35: Greater Ice Sword -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(43), C'ngImp-Dmg/Rchg:50(43), C'ngImp-Acc/Dmg/Rchg:50(45), C'ngImp-Dmg/EndRdx/Rchg:50(45)
Level 38: Frozen Aura -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(40), Oblit-Dmg/Rchg:50(40), Oblit-Acc/Dmg/Rchg:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(42)
Level 41: Char -- BasGaze-EndRdx/Rchg/Hold:30(A), BasGaze-Acc/Hold:30(42), BasGaze-Slow%:30(43), BasGaze-Rchg/Hold:30(50), BasGaze-Acc/EndRdx/Rchg/Hold:30(50)
Level 44: Fire Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(45), Decim-Dmg/Rchg:40(46), Decim-Acc/EndRdx/Rchg:40(46), Decim-Acc/Dmg/Rchg:40(46)
Level 47: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50)
Level 49: Hibernate -- Heal-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(15)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(13), P'Shift-EndMod/Rchg:50(13), P'Shift-EndMod/Acc:50(15)
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Quote:Yeah, I do think you'd get the best advice there.well I will deffinetly look up some market guides...
I can't load mid's onto my computer(plus i'm @ work using phone to post right now, lol), so basically on my necro/dark, which I am more interested in speccing, has all seconday powers except black hole, for primary I didn't take dark blast or gloom, soul mastery with shield, immob., soul storm, and opressive gloom, assault, tactics, I think that's it. If you still think I should repost in the MM forum, I will.
But please note the other posts regarding Titan Sentinel. I've never used it, but it sounds like it would make it easier to recreate your build for the MM forum. -
Quote:Or, you could skip Permafrost, slot a Winter's Gift, and still be capped when EA is up.Just as an addition to that slow resist thing, energy absorption ALSO gives you slow resist, I believe per person hit although I may be wrong. I know my ice tank with permafrost becomes slow immune at one person hit by EA without any slow resist from IOs.
[edit] Just checked CoD and it looks like EA gives a nonstacking 20% slow resist, so it doesn't matter how many people you hit its always 20%. Still, thats enough to cap your slow res if you already have permafrost. -
IMO, the best idea is to head down to the appropriate AT forum and ask there. If you could use Mid's to post your current build, even if it's not completely slotted, that would also help because it would show what powers you have and how your character is looks currently.
P.S. If you have some idea of what sort of IO build you want--common IOs, frankenslotted, set bonuses--mention that so people know what to recommend. If you have no idea what I'm talking about, explain that you're completely new to IOs and try to find out what the recommendations are for MM slotting. (I know zippo about MM slotting, but I'm sure the people who hang around the MM forum could give you good advice.) -
Any TF plans for TT Justice tomorrow? My Dark/Mace is probably going to ding 50 during TT, so a TF seems appropriate.
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Quote:Sounds like a good option.CP is a repeat power from an Epic pool. So it would have to be replaced.
My solution: Change Conserve Power into something akin to the Elec Control power Conductive Aura. Only instead of +regen/+recov for the user, it's an endurance discount per foe in range. You get a 5% discount for up to 10 foes in range. The power gives the exact same effect as before, but now adds a benefit that makes it viable for tankers.
I truly don't get the complaint that EA is hard to soft-cap. Even at Brute values I found it fairly easy to soft-cap to S/L/E/F/C. I do agree, though, that as a heal Energy Drain is pretty lackluster. I'd play EA as a tank set if they did something like you suggested, but I might even play it enthusiastically if they would bump up the heal value--for tanks and brutes, preferably.